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https://bitbucket.org/Ioncannon/project-meteor-server.git
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Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
This commit is contained in:
parent
18ef69f3d1
commit
91549bff7a
1823 changed files with 102704 additions and 901 deletions
430
Map Server/Actors/Chara/Ai/Controllers/BattleNpcController.cs
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430
Map Server/Actors/Chara/Ai/Controllers/BattleNpcController.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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using System.Collections.Generic;
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using Meteor.Common;
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using Meteor.Map.Actors;
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using Meteor.Map.packets.send.actor;
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using Meteor.Map.actors.area;
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using Meteor.Map.utils;
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using Meteor.Map.actors.chara.ai.state;
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using Meteor.Map.actors.chara.npc;
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namespace Meteor.Map.actors.chara.ai.controllers
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{
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class BattleNpcController : Controller
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{
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protected DateTime lastActionTime;
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protected DateTime lastSpellCastTime;
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protected DateTime lastSkillTime;
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protected DateTime lastSpecialSkillTime; // todo: i dont think monsters have "2hr" cooldowns like ffxi
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protected DateTime deaggroTime;
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protected DateTime neutralTime;
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protected DateTime waitTime;
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private bool firstSpell = true;
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protected DateTime lastRoamUpdate;
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protected DateTime battleStartTime;
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protected new BattleNpc owner;
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public BattleNpcController(BattleNpc owner) :
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base(owner)
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{
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this.owner = owner;
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this.lastUpdate = DateTime.Now;
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this.waitTime = lastUpdate.AddSeconds(5);
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}
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public override void Update(DateTime tick)
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{
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lastUpdate = tick;
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if (!owner.IsDead())
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{
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// todo: handle aggro/deaggro and other shit here
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if (!owner.aiContainer.IsEngaged())
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{
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TryAggro(tick);
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}
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if (owner.aiContainer.IsEngaged())
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{
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DoCombatTick(tick);
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}
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//Only move if owner isn't dead and is either too far away from their spawn point or is meant to roam and isn't in combat
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else if (!owner.IsDead() && (owner.isMovingToSpawn || owner.GetMobMod((uint)MobModifier.Roams) > 0))
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{
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DoRoamTick(tick);
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}
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}
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}
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public bool TryDeaggro()
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{
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if (owner.hateContainer.GetMostHatedTarget() == null || !owner.aiContainer.GetTargetFind().CanTarget(owner.target as Character))
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{
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return true;
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}
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else if (!owner.IsCloseToSpawn())
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{
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return true;
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}
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return false;
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}
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//If the owner isn't moving to spawn, iterate over nearby enemies and
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//aggro the first one that is within 10 levels and can be detected, then engage
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protected virtual void TryAggro(DateTime tick)
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{
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if (tick >= neutralTime && !owner.isMovingToSpawn)
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{
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if (!owner.neutral && owner.IsAlive())
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{
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foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 50))
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{
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if (chara.allegiance == owner.allegiance)
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continue;
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if (owner.aiContainer.pathFind.AtPoint() && owner.detectionType != DetectionType.None)
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{
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uint levelDifference = (uint)Math.Abs(owner.GetLevel() - chara.GetLevel());
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if (levelDifference <= 10 || (owner.detectionType & DetectionType.IgnoreLevelDifference) != 0 && CanAggroTarget(chara))
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{
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owner.hateContainer.AddBaseHate(chara);
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break;
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}
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}
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}
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}
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}
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if (owner.hateContainer.GetHateList().Count > 0)
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{
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Engage(owner.hateContainer.GetMostHatedTarget());
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}
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}
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public override bool Engage(Character target)
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{
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var canEngage = this.owner.aiContainer.InternalEngage(target);
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if (canEngage)
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{
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//owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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// reset casting
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firstSpell = true;
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// todo: find a better place to put this?
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if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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lastActionTime = DateTime.Now;
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battleStartTime = lastActionTime;
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// todo: adjust cooldowns with modifiers
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}
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return canEngage;
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}
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protected bool TryEngage(Character target)
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{
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// todo:
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return true;
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}
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public override void Disengage()
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{
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var target = owner.target;
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base.Disengage();
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// todo:
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lastActionTime = lastUpdate.AddSeconds(5);
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owner.isMovingToSpawn = true;
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owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
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owner.aiContainer.pathFind.PreparePath(owner.spawnX, owner.spawnY, owner.spawnZ, 1.5f, 10);
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neutralTime = lastActionTime;
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owner.hateContainer.ClearHate();
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lua.LuaEngine.CallLuaBattleFunction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(lastUpdate));
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}
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public override void Cast(Character target, uint spellId)
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{
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// todo:
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if(owner.aiContainer.CanChangeState())
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owner.aiContainer.InternalCast(target, spellId);
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}
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public override void Ability(Character target, uint abilityId)
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{
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// todo:
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if (owner.aiContainer.CanChangeState())
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owner.aiContainer.InternalAbility(target, abilityId);
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}
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public override void RangedAttack(Character target)
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{
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// todo:
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}
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public override void MonsterSkill(Character target, uint mobSkillId)
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{
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// todo:
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}
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protected virtual void DoRoamTick(DateTime tick, List<Character> contentGroupCharas = null)
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{
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if (tick >= waitTime)
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{
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neutralTime = tick.AddSeconds(5);
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if (owner.aiContainer.pathFind.IsFollowingPath())
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{
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owner.aiContainer.pathFind.FollowPath();
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lastActionTime = tick.AddSeconds(-5);
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}
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else
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{
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if (tick >= lastActionTime)
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{
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}
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}
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waitTime = tick.AddSeconds(owner.GetMobMod((uint) MobModifier.RoamDelay));
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owner.OnRoam(tick);
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if (CanMoveForward(0.0f) && !owner.aiContainer.pathFind.IsFollowingPath())
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{
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// will move on next tick
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owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
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owner.aiContainer.pathFind.PathInRange(owner.spawnX, owner.spawnY, owner.spawnZ, 1.5f, 50.0f);
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}
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//lua.LuaEngine.CallLuaBattleFunction(owner, "onRoam", owner, contentGroupCharas);
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}
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if (owner.aiContainer.pathFind.IsFollowingPath() && owner.aiContainer.CanFollowPath())
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{
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owner.aiContainer.pathFind.FollowPath();
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}
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}
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protected virtual void DoCombatTick(DateTime tick, List<Character> contentGroupCharas = null)
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{
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HandleHate();
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// todo: magic/attack/ws cooldowns etc
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if (TryDeaggro())
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{
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Disengage();
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return;
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}
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owner.SetMod((uint)Modifier.MovementSpeed, 5);
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if ((tick - lastCombatTickScript).TotalSeconds > 3)
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{
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Move();
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//if (owner.aiContainer.CanChangeState())
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//owner.aiContainer.WeaponSkill(owner.zone.FindActorInArea<Character>(owner.target.actorId), 27155);
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//lua.LuaEngine.CallLuaBattleFunction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC(tick), contentGroupCharas);
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lastCombatTickScript = tick;
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}
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}
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protected virtual void Move()
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{
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if (!owner.aiContainer.CanFollowPath() || owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventMovement))
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{
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return;
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}
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if (owner.aiContainer.pathFind.IsFollowingScriptedPath())
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{
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owner.aiContainer.pathFind.FollowPath();
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return;
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}
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var vecToTarget = owner.target.GetPosAsVector3() - owner.GetPosAsVector3();
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vecToTarget /= vecToTarget.Length();
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vecToTarget = (Utils.Distance(owner.GetPosAsVector3(), owner.target.GetPosAsVector3()) - owner.GetAttackRange() + 0.2f) * vecToTarget;
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var targetPos = vecToTarget + owner.GetPosAsVector3();
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var distance = Utils.Distance(owner.GetPosAsVector3(), owner.target.GetPosAsVector3());
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if (distance > owner.GetAttackRange() - 0.2f)
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{
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if (CanMoveForward(distance))
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{
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if (!owner.aiContainer.pathFind.IsFollowingPath() && distance > 3)
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{
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// pathfind if too far otherwise jump to target
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owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
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owner.aiContainer.pathFind.PreparePath(targetPos, 1.5f, 5);
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}
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owner.aiContainer.pathFind.FollowPath();
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if (!owner.aiContainer.pathFind.IsFollowingPath())
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{
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if (owner.target is Player)
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{
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foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 1))
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{
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if (chara == owner)
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continue;
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float mobDistance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, chara.positionX, chara.positionY, chara.positionZ);
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if (mobDistance < 0.50f && (chara.updateFlags & ActorUpdateFlags.Position) == 0)
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{
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owner.aiContainer.pathFind.PathInRange(targetPos, 1.3f, chara.GetAttackRange());
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break;
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}
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}
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}
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FaceTarget();
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}
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}
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}
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else
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{
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FaceTarget();
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}
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lastRoamUpdate = DateTime.Now;
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}
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protected void FaceTarget()
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{
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// todo: check if stunned etc
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if (owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventTurn) )
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{
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}
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else
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{
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owner.LookAt(owner.target);
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}
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}
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protected bool CanMoveForward(float distance)
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{
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// todo: check spawn leash and stuff
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if (!owner.IsCloseToSpawn())
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{
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return false;
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}
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if (owner.GetSpeed() == 0)
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{
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return false;
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}
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return true;
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}
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public virtual bool CanAggroTarget(Character target)
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{
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if (owner.neutral || owner.detectionType == DetectionType.None || owner.IsDead())
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{
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return false;
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}
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// todo: can mobs aggro mounted targets?
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if (target.IsDead() || target.currentMainState == SetActorStatePacket.MAIN_STATE_MOUNTED)
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{
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return false;
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}
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if (owner.aiContainer.IsSpawned() && !owner.aiContainer.IsEngaged() && CanDetectTarget(target))
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{
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return true;
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}
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return false;
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}
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public virtual bool CanDetectTarget(Character target, bool forceSight = false)
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{
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if (owner.IsDead())
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return false;
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// todo: this should probably be changed to only allow detection at end of path?
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if (owner.aiContainer.pathFind.IsFollowingScriptedPath() || owner.aiContainer.pathFind.IsFollowingPath() && !owner.aiContainer.pathFind.AtPoint())
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{
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return false;
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}
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// todo: handle sight/scent/hp etc
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if (target.IsDead() || target.currentMainState == SetActorStatePacket.MAIN_STATE_MOUNTED)
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return false;
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float verticalDistance = Math.Abs(target.positionY - owner.positionY);
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if (verticalDistance > 8)
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return false;
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var distance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ);
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bool detectSight = forceSight || (owner.detectionType & DetectionType.Sight) != 0;
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bool hasSneak = false;
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bool hasInvisible = false;
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bool isFacing = owner.IsFacing(target);
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// use the mobmod sight range before defaulting to 20 yalms
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if (detectSight && !hasInvisible && isFacing && distance < owner.GetMobMod((uint)MobModifier.SightRange))
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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// todo: check line of sight and aggroTypes
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if (distance > 20)
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{
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return false;
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}
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// todo: seems ffxiv doesnt even differentiate between sneak/invis?
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{
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hasSneak = target.GetMod(Modifier.Stealth) > 0;
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hasInvisible = hasSneak;
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}
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if ((owner.detectionType & DetectionType.Sound) != 0 && !hasSneak && distance < owner.GetMobMod((uint)MobModifier.SoundRange))
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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if ((owner.detectionType & DetectionType.Magic) != 0 && target.aiContainer.IsCurrentState<MagicState>())
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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if ((owner.detectionType & DetectionType.LowHp) != 0 && target.GetHPP() < 75)
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return CanSeePoint(target.positionX, target.positionY, target.positionZ);
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return false;
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}
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public virtual bool CanSeePoint(float x, float y, float z)
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{
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return NavmeshUtils.CanSee((Zone)owner.zone, owner.positionX, owner.positionY, owner.positionZ, x, y, z);
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}
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protected virtual void HandleHate()
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{
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ChangeTarget(owner.hateContainer.GetMostHatedTarget());
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}
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public override void ChangeTarget(Character target)
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{
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if (target != owner.target)
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{
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owner.target = target;
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owner.currentLockedTarget = target?.actorId ?? Actor.INVALID_ACTORID;
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owner.currentTarget = target?.actorId ?? Actor.INVALID_ACTORID;
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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player.QueuePacket(owner.GetHateTypePacket(player));
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base.ChangeTarget(target);
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}
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}
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}
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}
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