PKHeX/PKHeX.Core/Legality/LearnSource/Group/LearnGroup4.cs

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Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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using System;
namespace PKHeX.Core;
/// <summary>
/// Group that checks the source of a move in <see cref="GameVersion.Gen4"/>.
/// </summary>
public sealed class LearnGroup4 : ILearnGroup
{
public static readonly LearnGroup4 Instance = new();
private const int Generation = 4;
public ILearnGroup? GetPrevious(PKM pk, EvolutionHistory history, IEncounterTemplate enc, LearnOption option) => enc.Generation is Generation ? null : LearnGroup3.Instance;
public bool HasVisited(PKM pk, EvolutionHistory history) => history.HasVisitedGen4;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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public bool Check(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvolutionHistory history,
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
{
var evos = history.Gen4;
for (var i = 0; i < evos.Length; i++)
Check(result, current, pk, evos[i], i);
if (types.HasFlagFast(MoveSourceType.Encounter) && enc is EncounterEgg { Generation: Generation } egg)
CheckEncounterMoves(result, current, egg);
if (types.HasFlagFast(MoveSourceType.LevelUp) && enc.Species is (int)Species.Nincada && evos.Length == 2 && evos[0].Species == (int)Species.Shedinja)
CheckNincadaMoves(result, current, evos[^1]);
return MoveResult.AllParsed(result);
}
private static void CheckNincadaMoves(Span<MoveResult> result, ReadOnlySpan<ushort> current, EvoCriteria nincada)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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{
if (MoveResult.AllParsed(result))
return;
// If a result is not valid, check to see if it is a Shedinja move.
// Ninjask's Gen4 learnset is a superset of Gen3, so don't bother re-checking in that group.
var shedinja = LearnSource4Pt.Instance;
var moves = shedinja.GetLearnset((int)Species.Ninjask, 0);
for (var i = 0; i < result.Length; i++)
{
if (result[i].Valid)
continue;
var move = current[i];
if (move == 0)
break;
var level = moves.GetLevelLearnMove(move);
if (level == -1 || !nincada.InsideLevelRange(level))
continue;
var info = new MoveLearnInfo(LearnMethod.ShedinjaEvo, LearnEnvironment.Pt, (byte)level);
result[i] = new MoveResult(info, 0, Generation);
break; // Can only have one Ninjask move.
}
}
private static void CheckEncounterMoves(Span<MoveResult> result, ReadOnlySpan<ushort> current, EncounterEgg egg)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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{
ReadOnlySpan<ushort> eggMoves, levelMoves;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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if (egg.Version <= GameVersion.SS) // HG/SS
{
var inst = LearnSource4HGSS.Instance;
eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
levelMoves = egg.CanInheritMoves
? inst.GetLearnset(egg.Species, egg.Form).Moves
: ReadOnlySpan<ushort>.Empty;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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}
else if (egg.Version is GameVersion.Pt)
{
var inst = LearnSource4Pt.Instance;
eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
levelMoves = egg.CanInheritMoves
? inst.GetLearnset(egg.Species, egg.Form).Moves
: ReadOnlySpan<ushort>.Empty;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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}
else
{
var inst = LearnSource4DP.Instance;
eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
levelMoves = egg.CanInheritMoves
? inst.GetLearnset(egg.Species, egg.Form).Moves
: ReadOnlySpan<ushort>.Empty;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
}
for (var i = result.Length - 1; i >= 0; i--)
{
if (result[i].Valid)
continue;
var move = current[i];
if (eggMoves.Contains(move))
result[i] = new(LearnMethod.EggMove);
else if (levelMoves.Contains(move))
result[i] = new(LearnMethod.InheritLevelUp);
else if (move is (int)Move.VoltTackle && egg.CanHaveVoltTackle)
result[i] = new(LearnMethod.SpecialEgg);
}
}
private static void Check(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvoCriteria evo, int stage)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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{
if (evo.Species is not ((int)Species.Deoxys or (int)Species.Giratina or (int)Species.Shaymin))
{
CheckInternal(result, current, pk, evo, stage);
return;
}
// Check all forms
var inst = LearnSource4HGSS.Instance;
if (!inst.TryGetPersonal(evo.Species, evo.Form, out var pi))
return;
var fc = pi.FormCount;
for (int i = 0; i < fc; i++)
CheckInternal(result, current, pk, evo with { Form = (byte)i }, stage);
}
private static void CheckInternal(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvoCriteria evo, int stage)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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{
var hgss = LearnSource4HGSS.Instance;
var species = evo.Species;
if (!hgss.TryGetPersonal(species, evo.Form, out var hgss_pi))
return; // should never happen.
var pt = LearnSource4Pt.Instance;
if (!pt.TryGetPersonal(species, evo.Form, out var pt_pi))
return; // should never happen.
var dp = LearnSource4DP.Instance;
for (int i = result.Length - 1; i >= 0; i--)
{
if (result[i].Valid)
continue;
// Level Up moves are different for each game, but others (TM/Tutor) are same (except Pt Defog).
var move = current[i];
var chk = hgss.GetCanLearn(pk, hgss_pi, evo, move);
if (chk != default)
{
result[i] = new(chk, (byte)stage, Generation);
continue;
}
chk = pt.GetCanLearn(pk, pt_pi, evo, move, MoveSourceType.LevelUp | MoveSourceType.AllMachines);
if (chk != default)
{
result[i] = new(chk, (byte)stage, Generation);
continue;
}
chk = dp.GetCanLearn(pk, pt_pi, evo, move, MoveSourceType.LevelUp);
if (chk != default)
{
result[i] = new(chk, (byte)stage, Generation);
}
}
}
public void GetAllMoves(Span<bool> result, PKM pk, EvolutionHistory history, IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
{
if (types.HasFlagFast(MoveSourceType.Encounter) && enc.Generation == Generation)
FlagEncounterMoves(enc, result);
var evos = history.Gen4;
foreach (var evo in evos)
GetAllMoves(result, pk, evo, types);
if (enc.Species is (int)Species.Nincada && evos.Length == 2 && evos[0].Species == (int)Species.Shedinja)
{
var shedinja = LearnSource4Pt.Instance;
var moves = shedinja.GetLearnset((int)Species.Ninjask, 0);
(bool HasMoves, int start, int end) = moves.GetMoveRange(evos[0].LevelMax, 20);
if (HasMoves)
{
var all = moves.Moves;
for (int i = start; i < end; i++)
result[all[i]] = true;
}
}
}
private static void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types)
{
LearnSource4HGSS.Instance.GetAllMoves(result, pk, evo, types);
LearnSource4Pt.Instance.GetAllMoves(result, pk, evo, types & (MoveSourceType.LevelUp | MoveSourceType.AllMachines));
LearnSource4DP.Instance.GetAllMoves(result, pk, evo, types & (MoveSourceType.LevelUp));
}
private static void FlagEncounterMoves(IEncounterTemplate enc, Span<bool> result)
{
if (enc is IMoveset { Moves: { HasMoves: true } x })
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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{
result[x.Move4] = true;
result[x.Move3] = true;
result[x.Move2] = true;
result[x.Move1] = true;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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}
}
}