feedback3 WJ: grey the 折射 line and drop its icon while silenced
The RES bonus was already off. The enemy card now greys a SILENCE-format line from the live silenced flag, and the status row leaves the 折射 icon out while silence is up.
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@@ -236,6 +236,8 @@
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.dfaction { display: inline-flex; align-items: center; gap: .04rem; font-size: .13rem; color: var(--amber); padding: 0 .08rem 0 .02rem; border: 1px solid rgba(246, 163, 41, .45); }
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.dfaction img { width: .22rem; height: .22rem; object-fit: contain; }
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.dabil { margin: 0; padding-left: .2rem; display: flex; flex-direction: column; gap: .05rem; font-size: .15rem; line-height: 1.6; color: var(--text-md); }
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.dabil li.is-off { color: var(--text-dim); }
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.dabil li.is-off .rt-term { color: var(--text-dim); border-bottom-color: transparent; }
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/* ---- bond popup ---- */
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.bpop {
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@@ -129,6 +129,8 @@ export const STATUS_ICON = Object.freeze({
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substitute: 'doll',
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// 禁疗 (sim status 'healFree': 史尔特尔's 余烬 — no heal reaches her until she leaves)
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healFree: 'healFree',
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// 折射 (sim buff 'ab:refraction', visible while the RES bonus is on). The tail of 'ab:refraction' hits this key.
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refraction: 'refraction',
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});
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/** Keyword fallbacks for namespaced / content status keys ('ab:frost', 'reed2:scorch', 'skill:shotst_shred' …). */
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@@ -140,6 +142,18 @@ const STATUS_GUESS = [
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[/neural/i, 'neural'], [/necro|apopt|erosion/i, 'necrosis'],
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];
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/**
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* The 折射 icon is not drawn while the unit is silenced: the RES bonus is already off (enemies.js refraction)
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* and the status must not keep looking active. Other icons stay.
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* @param {string} key a b.ev status key
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* @param {Set<string>|string[]|null} statuses
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*/
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export function statusIconSuppressed(key, statuses) {
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if (key !== 'ab:refraction' && key !== 'refraction') return false;
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if (!statuses) return false;
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return typeof statuses.has === 'function' ? statuses.has('silence') : Array.isArray(statuses) && statuses.includes('silence');
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}
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/** Icon key (textures STATUS_KEYS) for a b.ev status key or flag name; null when it has no icon. */
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export function statusIconKey(key) {
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if (typeof key !== 'string' || !key) return null;
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@@ -835,7 +835,7 @@ export function fxAtlas() {
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return _fx;
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}
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export const STATUS_KEYS = ['stun', 'freeze', 'cold', 'stealth', 'shield', 'fragile', 'sleep', 'invuln', 'silence', 'slow', 'bind', 'fear', 'weaken', 'levitate', 'taunt', 'burn', 'neural', 'necrosis', 'blocked', 'skill', 'doll', 'healFree'];
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export const STATUS_KEYS = ['stun', 'freeze', 'cold', 'stealth', 'shield', 'fragile', 'sleep', 'invuln', 'silence', 'slow', 'bind', 'fear', 'weaken', 'levitate', 'taunt', 'burn', 'neural', 'necrosis', 'blocked', 'skill', 'doll', 'healFree', 'refraction'];
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function drawStatusIcon(c, key, x, y, s) {
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const cx = x + s / 2, cy = y + s / 2;
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@@ -883,6 +883,13 @@ function drawStatusIcon(c, key, x, y, s) {
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c.fillStyle = '#d8e0ff'; c.font = 'bold 14px sans-serif'; c.textAlign = 'center'; c.textBaseline = 'middle'; c.fillText('Zz', cx, cy + 1);
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break;
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}
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case 'refraction': {
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// 折射: a split beam. Drawn only while the buff is on; units.js drops it under silence.
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disc('rgba(12,36,48,0.92)', '#7ee0ff');
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c.strokeStyle = '#d8f7ff'; c.lineWidth = 2;
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c.beginPath(); c.moveTo(cx - 8, cy + 6); c.lineTo(cx - 1, cy - 8); c.lineTo(cx + 8, cy + 6); c.moveTo(cx + 2, cy - 2); c.lineTo(cx + 9, cy - 8); c.stroke();
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break;
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}
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case 'silence': {
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disc('rgba(45,20,55,0.92)', '#e08bff');
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c.strokeStyle = '#f0c4ff'; c.lineWidth = 2.2;
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@@ -68,7 +68,7 @@
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import { UF, ANIM } from '../../../shared/constants.js';
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import { SpineActor } from './spine.js';
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import { diamondTexture, shadowTexture, fxAtlas, tierChip, statusTexture, itemTexture, hudRings, ringArc, HUD_DISC, ELEMENT_RING } from './textures.js';
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import { COLORS, TIER_COLORS, ENEMY_FRAME, UNIT, PROJ, statusIconKey } from './style.js';
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import { COLORS, TIER_COLORS, ENEMY_FRAME, UNIT, PROJ, statusIconKey, statusIconSuppressed } from './style.js';
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import { drawCrate, rowDepthKey, ROW_KEY, deviceBoxOf, DEVICE_BOX } from './tiles.js';
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const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
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@@ -1359,6 +1359,7 @@ export class UnitView {
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// a burst's lock ('burnBurst', 'neuralBurst' … — the 爆发冷却) is shown by the element gauge row under the bars
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// (b.snap `elem`); only a feed without gauges (an older recording) shows it as a status
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if (this.el && k.endsWith('Burst')) continue;
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if (statusIconSuppressed(k, this.statuses)) continue; // 折射 while silenced
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const icon = statusIconKey(k);
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// flag-driven states are authoritative (a stale 'stun' status must not outlive the flag)
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if (!icon || icon === 'stun' || icon === 'freeze' || icon === 'sleep' || icon === 'stealth' || icon === 'invuln') continue;
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@@ -0,0 +1,17 @@
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// Enemy-card ability lines (detailPanel EnemyDetail). A line whose data format is SILENCE
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// (折射: `<$ba.refraction>折射</>`, format "SILENCE") is off while the enemy is silenced: the card greys it.
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// The sim already drops the RES bonus; this is only the line.
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/**
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* @param {any[]|null} abilities enemies.json abilities
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* @param {boolean} silenced live unit (`unitStatsEntry.silenced`)
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* @returns {Array<{ text: string, off: boolean }>}
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*/
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export function abilityRows(abilities, silenced) {
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const list = Array.isArray(abilities) ? abilities : [];
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return list.map((a) => {
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const text = typeof a === 'string' ? a : (a && (a.textRaw || a.text)) || '';
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const off = !!(silenced && a && typeof a === 'object' && a.format === 'SILENCE');
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return { text, off };
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});
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}
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@@ -35,6 +35,7 @@ import { html, Icon, TierChip, MicroLabel, Button, confirmDialog, useTicker } fr
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import { Img, RichText, UnitThumb, BondGlyph, GIcon } from './gameComponents.js';
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import { attackInterval, rangeGridBox, fmtNum, tileKey, chessLoadout, nextThreshold, bondTier, briefingBondTip, pieceBondIds, grantedBonds, morphPairings } from './gameLogic.js';
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import { chessPortraitUrl, skillIconUrl, skillRecordIconUrl, profIconUrl, subProfIconUrl, itemIconUrl, enemyIconUrl, tokenAvatarUrl, factionIconUrl, uiUrl, moduleTypeIconUrl } from './assetUrls.js';
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import { abilityRows } from './abilityLines.js';
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import { data } from '../data.js';
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import { attackRangeGrid } from '../../../shared/loadoutRecord.js';
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import { SKILL_SUMMON_START_DEPLOY } from '../../../shared/constants.js';
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@@ -522,7 +523,7 @@ function EnemyDetail({ enemy, snapHp, count, live = null }) {
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</div>
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${imm.length ? html`<p class="dhint"><${Icon} name="shield" />免疫:${imm.join('、')}</p>` : null}
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${Array.isArray(enemy.abilities) && enemy.abilities.length ? html`<${Section} title="能力" micro="ABILITIES">
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<ul class="dabil">${enemy.abilities.map((a, i) => html`<li key=${i}><${RichText} text=${typeof a === 'string' ? a : a.textRaw || a.text} /></li>`)}</ul>
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<ul class="dabil">${abilityRows(enemy.abilities, !!live?.silenced).map((a, i) => html`<li key=${i} class=${a.off ? 'is-off' : null}><${RichText} text=${a.text} /></li>`)}</ul>
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<//>` : enemy.descRaw || enemy.desc ? html`<${Section} title="说明"><${RichText} as="p" text=${enemy.descRaw || enemy.desc} class="dtext" /><//>` : null}`;
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}
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@@ -219,6 +219,8 @@ export function unitStatsEntry(u, s = null) {
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...statView(cur),
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base: statView(base),
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...(range ? { range } : {}),
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// the enemy card greys a SILENCE-format line (折射) from this; absent flags ⇒ not silenced
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silenced: !!(cur.flags && cur.flags.silence),
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};
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}
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@@ -51,6 +51,7 @@ test('unitStatsEntry: effective stats next to the base, rounded for display; the
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id: 3, uid: 44, defId: 'chess_x', hp: 813, alive: true,
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maxHp: 1250, atk: 420, def: 90, res: 12.3, interval: 1.08, blockCnt: 3, moveSpeed: 0,
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base: { maxHp: 1000, atk: 300, def: 100, res: 10, interval: 1.2, blockCnt: 2, moveSpeed: 0 },
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silenced: false,
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});
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const plain = unitStatsEntry(u);
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assert.equal(plain.atk, 300, 'no aggregated stats: the base');
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@@ -0,0 +1,26 @@
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// 折射 while silenced: the enemy card greys the SILENCE-format line; the status icon is mapped and not drawn
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// under silence. The sim already drops the RES bonus (enemies.js) — not asserted here.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { readFileSync } from 'node:fs';
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import { abilityRows } from '../../public/js/ui/abilityLines.js';
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import { statusIconKey, statusIconSuppressed } from '../../public/js/render/style.js';
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const scout = JSON.parse(readFileSync(new URL('../../data/enemies.json', import.meta.url), 'utf8')).enemy_1166_dusbr;
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test('折射: the card line greys only while silenced; the icon key exists and is suppressed under silence', () => {
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const on = abilityRows(scout.abilities, false);
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assert.equal(on.length, 1);
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assert.match(on[0].text, /折射/);
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assert.equal(on[0].off, false);
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const off = abilityRows(scout.abilities, true);
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assert.equal(off[0].off, true, 'grey the 折射 line');
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assert.equal(off[0].text, on[0].text, 'the words stay');
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assert.equal(abilityRows([{ text: '普通攻击', format: 'NONE' }], true)[0].off, false);
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assert.equal(abilityRows(['plain'], true)[0].off, false);
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assert.equal(statusIconKey('ab:refraction'), 'refraction');
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const both = new Set(['ab:refraction', 'silence']);
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assert.equal(statusIconSuppressed('ab:refraction', both), true, 'drop the icon while silenced');
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assert.equal(statusIconSuppressed('silence', both), false, 'the silence icon itself stays');
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assert.equal(statusIconSuppressed('ab:refraction', new Set(['ab:refraction'])), false, 'the icon shows while 折射 is on');
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});
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