246 lines
6.5 KiB
Markdown
246 lines
6.5 KiB
Markdown
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---
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name: Create Game Module
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description: Create a runnable logic module for a board game with 'boardgame-core', '@preact/signals' and 'mutative'
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---
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# 如何编写游戏模组
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## 要求
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游戏模组需要导出以下接口:
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```typescript
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import { IGameContext, createGameCommandRegistry } from '@/index';
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// 定义类型
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export type GameState = {
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//...
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};
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export type Game = IGameContext<GameState>;
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// 创建 mutative 游戏初始状态
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export function createInitialState(): GameState {
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//...
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}
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// 创建命令注册表(可选)
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export const registry = createGameCommandRegistry<GameState>();
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// 运行游戏
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export async function start(game: Game) {
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// ...
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}
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```
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或者导出为 `GameModule` 对象:
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```typescript
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import { GameModule } from '@/index';
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export const gameModule: GameModule<GameState> = {
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registry,
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createInitialState,
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start,
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};
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```
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## 流程
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### 0. 确认规则
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规则应当存放在 `rule.md`。
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描述一个桌面游戏的以下要素:
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- **主题**:游戏的世界观和背景
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- **配件**:棋子、卡牌、骰子等物理组件
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- **游戏布置形式**:棋盘、版图、卡牌放置区等
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- **游戏流程**:回合结构、阶段划分
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- **玩家行动**:每回合玩家可以做什么
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- **胜利条件与终局结算**:如何判定胜负
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### 1. 创建类型
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创建 `types.ts` 并导出游戏所用的类型。
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- 为游戏概念创建字符串枚举类型(如 `PlayerType = 'X' | 'O'`)
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- 使用 `Part<TMeta>` 为游戏配件创建对象类型
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- 使用 `Region` 为游戏区域创建容器类型
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- 设计游戏的全局状态类型
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游戏使用 `mutative` 不可变类型驱动。状态类型必须是**可序列化的**(不支持函数、`Map`、`Set` 等)。
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```typescript
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import { Part, Region } from '@/index';
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export type PlayerType = 'X' | 'O';
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export type PieceMeta = {
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owner: PlayerType;
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};
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export type Piece = Part<PieceMeta>;
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export type GameState = {
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board: Region;
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pieces: Record<string, Piece>;
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currentPlayer: PlayerType;
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turn: number;
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winner: PlayerType | null;
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};
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```
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### 2. 创建游戏配件表
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若某种游戏配件数量较大,可使用csv文件进行配置,否则在代码中inline创建。
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csv文件遵循以下要求:
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- 从`#`开头的内容会被当作注释忽略
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- 第二行为数据类型,会用于生成.d.ts文件
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- 可以有空行
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```csv
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# parts.csv
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type,player,count
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string,string,int
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kitten,white,8
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kitten,black,8
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cat,white,8
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cat,black,8
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- ```
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```typescript
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import parts from "./parts.csv";
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const pieces = createPartsFromTable(
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parts,
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(item, index) => `${item.player}-${item.type}-${index + 1}`,
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(item) => item.count
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) as Record<string, BoopPart>;
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```
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### 3. 创建 Prompts
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使用 prompt 来描述需要玩家进行的行动命令 schema。
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- prompt 包含一个 schema 和若干参数
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- 每个参数通常指定某个配件 ID、某个枚举字符串、或者某个数字
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- 参数类型必须是原始类型(`string`、`number`)或字符串枚举
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```typescript
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import { createPromptDef } from '@/index';
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export const prompts = {
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play: createPromptDef<[PlayerType, number, number]>(
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'play <player> <row:number> <col:number>',
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'选择下子位置'
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),
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};
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```
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Prompt schema 语法:
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- `<param>` - 必需参数
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- `[param]` - 可选参数
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- `[param:type]` - 带类型验证的参数(如 `[count:number]`)
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### 3. 创建游戏流程
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游戏主循环负责协调游戏进程、等待玩家输入、更新状态。
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```typescript
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export async function start(game: Game) {
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while (true) {
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// game.value 可获取当前的全局状态
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const currentPlayer = game.value.currentPlayer;
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const turnNumber = game.value.turn + 1;
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const turnOutput = await turn(game, currentPlayer, turnNumber);
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// 更新状态
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await game.produceAsync((state) => {
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state.winner = turnOutput.winner;
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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state.turn = turnNumber;
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}
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});
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// 检查游戏结束条件
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if (game.value.winner) break;
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}
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return game.value;
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}
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```
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回合逻辑示例:
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```typescript
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async function turn(game: Game, turnPlayer: PlayerType, turnNumber: number) {
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// 获取玩家输入
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const { player, row, col } = await game.prompt(
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prompts.play,
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(player, row, col) => {
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if (player !== turnPlayer) {
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throw `无效的玩家: ${player}。应为 ${turnPlayer}。`;
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} else if (!isValidMove(row, col)) {
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throw `无效位置: (${row}, ${col})。必须在 0 到 ${BOARD_SIZE - 1} 之间。`;
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} else if (isCellOccupied(game, row, col)) {
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throw `格子 (${row}, ${col}) 已被占用。`;
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} else {
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return { player, row, col };
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}
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},
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game.value.currentPlayer
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);
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// 执行放置逻辑
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placePiece(game, row, col, turnPlayer);
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// 返回回合结果
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return { winner: checkWinner(game) };
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}
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```
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**注意事项:**
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- `game.produce(fn)` 用于同步更新状态
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- `game.produceAsync(fn)` 用于异步更新状态(会等待中断 Promise 完成,适用于播放动画)
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- 验证器函数中抛出字符串错误会返回给玩家,玩家可重新输入
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- 循环必须有明确的退出条件,避免无限循环
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- 玩家取消输入时,`game.prompt()` 会抛出异常,需要适当处理
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### 4. 创建测试
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基于 `createGameContext` 来测试游戏逻辑。
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- 为每种游戏结束条件准备至少一条测试
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- 为每种玩家行动准备至少一条测试
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- 使用 `createTestContext()` 和 `createTestRegion()` 测试辅助函数
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```typescript
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import { createGameContext } from '@/core/game';
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import { createInitialState, registry, start } from './my-game';
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describe('My Game', () => {
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it('should detect horizontal win for X', async () => {
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const ctx = createGameContext({
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initialState: createInitialState(),
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registry,
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});
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// 执行一系列操作
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await ctx.run('play X 0 0');
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await ctx.run('play O 1 0');
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await ctx.run('play X 0 1');
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await ctx.run('play O 1 1');
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await ctx.run('play X 0 2');
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expect(ctx.value.winner).toBe('X');
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});
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});
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```
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## 完整示例
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参考 `src/samples/boop/` 获取完整的`boop`游戏实现。
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## 相关资源
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- [API 参考](./references/api.md) - 完整的 API 文档
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- [AGENTS.md](../../AGENTS.md) - 项目代码规范和架构说明
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