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BITNODE: IPvGO territory control strategy game (#934)
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c6141f2adf
commit
7ef12a0323
411
src/Go/effects/netscriptGoImplementation.ts
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411
src/Go/effects/netscriptGoImplementation.ts
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import { BoardState, opponentList, Play, playerColors, playTypes, validityReason } from "../boardState/goConstants";
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import { getMove, sleep } from "../boardAnalysis/goAI";
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import { Player } from "@player";
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import {
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getNewBoardState,
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getStateCopy,
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makeMove,
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passTurn,
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updateCaptures,
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updateChains,
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} from "../boardState/boardState";
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import { evaluateIfMoveIsValid, getControlledSpace, getSimplifiedBoardState } from "../boardAnalysis/boardAnalysis";
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import { getScore, resetWinstreak } from "../boardAnalysis/scoring";
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import { WorkerScript } from "../../Netscript/WorkerScript";
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import { WHRNG } from "../../Casino/RNG";
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/**
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* Pass player's turn and await the opponent's response (or logs the end of the game if both players pass)
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*/
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export async function handlePassTurn(logger: (s: string) => void) {
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passTurn(Player.go.boardState, playerColors.black);
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if (Player.go.boardState.previousPlayer === null) {
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logEndGame(logger);
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return Promise.resolve({
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type: playTypes.gameOver,
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x: -1,
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y: -1,
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success: true,
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});
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}
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return getAIMove(logger, Player.go.boardState);
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}
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/**
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* Validates and applies the player's router placement
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*/
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export async function makePlayerMove(logger: (s: string) => void, x: number, y: number) {
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const validity = evaluateIfMoveIsValid(Player.go.boardState, x, y, playerColors.black);
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const result = makeMove(Player.go.boardState, x, y, playerColors.black);
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if (validity !== validityReason.valid || !result) {
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await sleep(500);
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logger(`ERROR: Invalid move: ${validity}`);
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return Promise.resolve(invalidMoveResponse);
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}
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logger(`Go move played: ${x}, ${y}`);
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const playerUpdatedBoard = getStateCopy(result);
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return getAIMove(logger, playerUpdatedBoard);
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}
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/**
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* Retrieves a move from the current faction in response to the player's move
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*/
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async function getAIMove(logger: (s: string) => void, boardState: BoardState, success = true): Promise<Play> {
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let resolve: (value: Play) => void;
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const aiMoveResult = new Promise<Play>((res) => {
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resolve = res;
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});
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getMove(boardState, playerColors.white, Player.go.boardState.ai).then(async (result) => {
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// If a new game has started while this async code ran, drop it
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if (boardState.history.length > Player.go.boardState.history.length) {
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return resolve({ ...result, success: false });
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}
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if (result.type === "gameOver") {
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logEndGame(logger);
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}
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if (result.type !== playTypes.move) {
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Player.go.boardState = boardState;
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return resolve({ ...result, success });
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}
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const aiUpdatedBoard = makeMove(boardState, result.x, result.y, playerColors.white);
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if (!aiUpdatedBoard) {
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boardState.previousPlayer = playerColors.white;
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Player.go.boardState = boardState;
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logger(`Invalid AI move attempted: ${result.x}, ${result.y}. This should not happen.`);
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} else {
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Player.go.boardState = aiUpdatedBoard;
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logger(`Opponent played move: ${result.x}, ${result.y}`);
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}
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await sleep(200);
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resolve({ ...result, success });
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});
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return aiMoveResult;
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}
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/**
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* Returns a grid of booleans indicating if the coordinates at that location are a valid move for the player (black pieces)
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*/
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export function getValidMoves() {
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const boardState = Player.go.boardState;
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// Map the board matrix into true/false values
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return boardState.board.map((column, x) =>
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column.reduce((validityArray: boolean[], point, y) => {
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const isValid = evaluateIfMoveIsValid(boardState, x, y, playerColors.black) === validityReason.valid;
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validityArray.push(isValid);
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return validityArray;
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}, []),
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);
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}
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/**
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* Returns a grid with an ID for each contiguous chain of same-state nodes (excluding dead/offline nodes)
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*/
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export function getChains() {
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const chains: string[] = [];
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// Turn the internal chain IDs into nice consecutive numbers for display to the player
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return Player.go.boardState.board.map((column) =>
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column.reduce((chainIdArray: (number | null)[], point) => {
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if (!point) {
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chainIdArray.push(null);
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return chainIdArray;
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}
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if (!chains.includes(point.chain)) {
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chains.push(point.chain);
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}
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chainIdArray.push(chains.indexOf(point.chain));
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return chainIdArray;
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}, []),
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);
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}
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/**
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* Returns a grid of numbers representing the number of open-node connections each player-owned chain has.
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*/
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export function getLiberties() {
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return Player.go.boardState.board.map((column) =>
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column.reduce((libertyArray: number[], point) => {
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libertyArray.push(point?.liberties?.length || -1);
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return libertyArray;
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}, []),
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);
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}
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/**
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* Returns a grid indicating which player, if any, controls the empty nodes by fully encircling it with their routers
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*/
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export function getControlledEmptyNodes() {
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const boardState = Player.go.boardState;
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const controlled = getControlledSpace(boardState);
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return controlled.map((column, x: number) =>
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column.reduce((ownedPoints: string, owner: playerColors, y: number) => {
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if (owner === playerColors.white) {
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return ownedPoints + "O";
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}
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if (owner === playerColors.black) {
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return ownedPoints + "X";
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}
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if (!boardState.board[x][y]) {
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return ownedPoints + "#";
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}
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if (boardState.board[x][y]?.player === playerColors.empty) {
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return ownedPoints + "?";
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}
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return ownedPoints + ".";
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}, ""),
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);
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}
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/**
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* Handle post-game logging
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*/
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function logEndGame(logger: (s: string) => void) {
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const boardState = Player.go.boardState;
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const score = getScore(boardState);
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logger(
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`Subnet complete! Final score: ${boardState.ai}: ${score[playerColors.white].sum}, Player: ${
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score[playerColors.black].sum
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}`,
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);
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}
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/**
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* Clears the board, resets winstreak if applicable
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*/
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export function resetBoardState(error: (s: string) => void, opponentString: string, boardSize: number) {
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const opponent = opponentList.find((faction) => faction === opponentString);
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if (![5, 7, 9, 13].includes(boardSize)) {
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error(`Invalid subnet size requested (${boardSize}, size must be 5, 7, 9, or 13`);
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return;
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}
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if (!opponent) {
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error(`Invalid opponent requested (${opponentString}), valid options are ${opponentList.join(", ")}`);
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return;
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}
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const oldBoardState = Player.go.boardState;
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if (oldBoardState.previousPlayer !== null && oldBoardState.history.length) {
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resetWinstreak(oldBoardState.ai, false);
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}
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Player.go.boardState = getNewBoardState(boardSize, opponent, true);
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return getSimplifiedBoardState(Player.go.boardState.board);
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}
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/** Validate singularity access by throwing an error if the player does not have access. */
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export function checkCheatApiAccess(error: (s: string) => void): void {
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const hasSourceFile = Player.sourceFileLvl(14) > 1;
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const isBitnodeFourteenTwo = Player.sourceFileLvl(14) === 1 && Player.bitNodeN === 14;
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if (!hasSourceFile && !isBitnodeFourteenTwo) {
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error(
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`The go.cheat API requires Source-File 14.2 to run, a power up you obtain later in the game.
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It will be very obvious when and how you can obtain it.`,
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);
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}
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}
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export const invalidMoveResponse: Play = {
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success: false,
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type: playTypes.invalid,
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x: -1,
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y: -1,
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};
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/**
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* Determines if the attempted cheat move is successful. If so, applies the cheat via the callback, and gets the opponent's response.
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*
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* If it fails, determines if the player's turn is skipped, or if the player is ejected from the subnet.
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*/
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export async function determineCheatSuccess(
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logger: (s: string) => void,
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callback: () => void,
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successRngOverride?: number,
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ejectRngOverride?: number,
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): Promise<Play> {
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const state = Player.go.boardState;
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const rng = new WHRNG(Player.totalPlaytime);
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// If cheat is successful, run callback
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if ((successRngOverride ?? rng.random()) <= cheatSuccessChance(state.cheatCount)) {
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callback();
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state.cheatCount++;
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return getAIMove(logger, state, true);
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}
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// If there have been prior cheat attempts, and the cheat fails, there is a 10% chance of instantly losing
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else if (state.cheatCount && (ejectRngOverride ?? rng.random()) < 0.1) {
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logger(`Cheat failed! You have been ejected from the subnet.`);
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resetBoardState(logger, state.ai, state.board[0].length);
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return {
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type: playTypes.gameOver,
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x: -1,
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y: -1,
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success: false,
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};
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}
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// If the cheat fails, your turn is skipped
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else {
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logger(`Cheat failed. Your turn has been skipped.`);
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passTurn(state, playerColors.black, false);
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state.cheatCount++;
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return getAIMove(logger, state, false);
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}
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}
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/**
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* Cheating success rate scales with player's crime success rate, and decreases with prior cheat attempts.
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*/
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export function cheatSuccessChance(cheatCount: number) {
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return Math.min(0.6 * (0.8 ^ cheatCount) * Player.mults.crime_success, 1);
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}
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/**
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* Throw a runtime error that halts the player's script
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*/
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export function throwError(ws: WorkerScript, errorMessage: string) {
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throw `RUNTIME ERROR\n${ws.name}@${ws.hostname} (PID - ${ws.pid})\n\n ${errorMessage}`;
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}
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/**
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* Attempts to remove an existing router from the board. Can fail. If failed, can immediately end the game
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*/
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export function cheatRemoveRouter(
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logger: (s: string) => void,
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x: number,
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y: number,
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successRngOverride?: number,
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ejectRngOverride?: number,
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) {
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const point = Player.go.boardState.board[x][y];
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if (!point) {
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logger(`The node ${x},${y} is offline, so you cannot clear this point with removeRouter().`);
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return invalidMoveResponse;
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}
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if (point.player === playerColors.empty) {
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logger(`The point ${x},${y} does not have a router on it, so you cannot clear this point with removeRouter().`);
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return invalidMoveResponse;
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}
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return determineCheatSuccess(
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logger,
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() => {
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point.player = playerColors.empty;
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Player.go.boardState = updateChains(Player.go.boardState);
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Player.go.boardState.previousPlayer = playerColors.black;
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logger(`Cheat successful. The point ${x},${y} was cleared.`);
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},
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successRngOverride,
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ejectRngOverride,
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);
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}
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/**
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* Attempts play two moves at once. Can fail. If failed, can immediately end the game
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*/
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export function cheatPlayTwoMoves(
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logger: (s: string) => void,
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x1: number,
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y1: number,
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x2: number,
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y2: number,
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successRngOverride?: number,
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ejectRngOverride?: number,
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) {
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const point1 = Player.go.boardState.board[x1][y1];
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if (!point1) {
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logger(`The node ${x1},${y1} is offline, so you cannot place a router there.`);
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return invalidMoveResponse;
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}
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if (point1.player !== playerColors.empty) {
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logger(`The point ${x1},${y1} is not empty, so you cannot place a router there.`);
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return invalidMoveResponse;
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}
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const point2 = Player.go.boardState.board[x2][y2];
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if (!point2) {
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logger(`The node ${x2},${y2} is offline, so you cannot place a router there.`);
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return invalidMoveResponse;
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}
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if (point2.player !== playerColors.empty) {
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logger(`The point ${x2},${y2} is not empty, so you cannot place a router there.`);
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return invalidMoveResponse;
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}
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return determineCheatSuccess(
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logger,
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() => {
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point1.player = playerColors.black;
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point2.player = playerColors.black;
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Player.go.boardState = updateCaptures(Player.go.boardState, playerColors.black);
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Player.go.boardState.previousPlayer = playerColors.black;
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logger(`Cheat successful. Two go moves played: ${x1},${y1} and ${x2},${y2}`);
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},
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successRngOverride,
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ejectRngOverride,
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);
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}
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export function cheatRepairOfflineNode(
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logger: (s: string) => void,
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x: number,
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y: number,
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successRngOverride?: number,
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ejectRngOverride?: number,
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) {
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const point = Player.go.boardState.board[x][y];
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if (point) {
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logger(`The node ${x},${y} is not offline, so you cannot repair the node.`);
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return invalidMoveResponse;
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}
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return determineCheatSuccess(
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logger,
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() => {
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Player.go.boardState.board[x][y] = {
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chain: "",
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liberties: null,
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y,
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player: playerColors.empty,
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x,
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};
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Player.go.boardState = updateChains(Player.go.boardState);
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Player.go.boardState.previousPlayer = playerColors.black;
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logger(`Cheat successful. The point ${x},${y} was repaired.`);
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},
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successRngOverride,
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ejectRngOverride,
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);
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}
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export function cheatDestroyNode(
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logger: (s: string) => void,
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x: number,
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y: number,
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successRngOverride?: number,
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ejectRngOverride?: number,
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) {
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const point = Player.go.boardState.board[x][y];
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if (!point) {
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logger(`The node ${x},${y} is already offline, so you cannot destroy the node.`);
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return invalidMoveResponse;
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}
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if (point.player !== playerColors.empty) {
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logger(`The point ${x},${y} is not empty, so you cannot destroy this node.`);
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return invalidMoveResponse;
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}
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return determineCheatSuccess(
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logger,
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() => {
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Player.go.boardState.board[x][y] = null;
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Player.go.boardState = updateChains(Player.go.boardState);
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Player.go.boardState.previousPlayer = playerColors.black;
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logger(`Cheat successful. The point ${x},${y} was repaired.`);
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},
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successRngOverride,
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ejectRngOverride,
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);
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}
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