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https://github.com/RGBCube/serenity
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Games: Added solitaire
Added a solitaire game. Currently there are graphics missing on some of the cards, but the game is fully functional. Press F12 to show the game-over animation manually.
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10 changed files with 1240 additions and 0 deletions
436
Games/Solitaire/SolitaireWidget.cpp
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436
Games/Solitaire/SolitaireWidget.cpp
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/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "SolitaireWidget.h"
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#include <LibCore/Timer.h>
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#include <LibGUI/Painter.h>
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#include <LibGUI/Window.h>
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#include <time.h>
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static const Color s_background_color { Color::from_rgb(0x008000) };
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SolitaireWidget::SolitaireWidget(GUI::Window& window, Function<void(uint32_t)>&& on_score_update)
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: m_on_score_update(move(on_score_update))
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{
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set_fill_with_background_color(false);
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m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock, 2, 1, 8);
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m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste, 2, 1, 8);
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m_stacks[Foundation4] = CardStack({ SolitaireWidget::width - Card::width - 10, 10 }, CardStack::Type::Foundation, 2, 1, 4);
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m_stacks[Foundation3] = CardStack({ SolitaireWidget::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation, 2, 1, 4);
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m_stacks[Foundation2] = CardStack({ SolitaireWidget::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation, 2, 1, 4);
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m_stacks[Foundation1] = CardStack({ SolitaireWidget::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation, 2, 1, 4);
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m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
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m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
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m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
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m_stacks[Pile4] = CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
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m_stacks[Pile5] = CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
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m_stacks[Pile6] = CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
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m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
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m_timer = Core::Timer::construct(1000 / 60, [&]() { tick(window); });
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m_timer->stop();
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}
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SolitaireWidget::~SolitaireWidget()
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{
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}
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static float rand_float()
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{
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return rand() / static_cast<float>(RAND_MAX);
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}
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static void make_pile(NonnullRefPtrVector<Card>& cards, CardStack& stack, uint8_t count)
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{
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for (int i = 1; i < count; ++i) {
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auto card = cards.take_last();
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card->set_upside_down(true);
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stack.push(card);
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}
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stack.push(cards.take_last());
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}
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void SolitaireWidget::tick(GUI::Window& window)
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{
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if (!is_visible() || !updates_enabled() || !window.is_visible_for_timer_purposes())
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return;
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if (m_game_over_animation) {
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if (m_animation.card()->position().x() > SolitaireWidget::width
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|| m_animation.card()->rect().right() < 0) {
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create_new_animation_card();
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}
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m_animation.tick();
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}
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if (m_has_to_repaint || m_game_over_animation) {
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m_repaint_all = false;
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update();
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}
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}
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void SolitaireWidget::create_new_animation_card()
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{
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srand(time(nullptr));
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auto card = Card::construct(static_cast<Card::Type>(rand() % Card::Type::__Count), rand() % Card::card_count);
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card->set_position({ rand() % (SolitaireWidget::width - Card::width), rand() % (SolitaireWidget::height / 8) });
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int x_sgn = card->position().x() > (SolitaireWidget::width / 2) ? -1 : 1;
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m_animation = Animation(card, rand_float() + .4, x_sgn * ((rand() % 3) + 3), .4 + rand_float() * .6);
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}
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void SolitaireWidget::start_game_over_animation()
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{
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if (m_game_over_animation)
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return;
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create_new_animation_card();
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m_game_over_animation = true;
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}
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void SolitaireWidget::stop_game_over_animation()
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{
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if (!m_game_over_animation)
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return;
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m_game_over_animation = false;
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m_repaint_all = true;
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update();
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}
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void SolitaireWidget::setup()
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{
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stop_game_over_animation();
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for (auto& stack : m_stacks)
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stack.clear();
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NonnullRefPtrVector<Card> cards;
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for (int i = 0; i < Card::card_count; ++i) {
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cards.append(Card::construct(Card::Type::Clubs, i));
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cards.append(Card::construct(Card::Type::Spades, i));
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cards.append(Card::construct(Card::Type::Hearts, i));
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cards.append(Card::construct(Card::Type::Diamonds, i));
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}
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srand(time(nullptr));
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for (int i = 0; i < 200; ++i)
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cards.append(cards.take(rand() % cards.size()));
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make_pile(cards, stack(Pile1), 1);
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make_pile(cards, stack(Pile2), 2);
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make_pile(cards, stack(Pile3), 3);
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make_pile(cards, stack(Pile4), 4);
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make_pile(cards, stack(Pile5), 5);
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make_pile(cards, stack(Pile6), 6);
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make_pile(cards, stack(Pile7), 7);
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while (!cards.is_empty())
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stack(Stock).push(cards.take_last());
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m_score = 0;
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update_score(0);
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update();
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}
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void SolitaireWidget::update_score(int to_add)
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{
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m_score = max(static_cast<int>(m_score) + to_add, 0);
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m_on_score_update(m_score);
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}
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void SolitaireWidget::keydown_event(GUI::KeyEvent& event)
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{
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if (event.key() == KeyCode::Key_F12)
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start_game_over_animation();
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}
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void SolitaireWidget::mousedown_event(GUI::MouseEvent& event)
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{
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GUI::Widget::mousedown_event(event);
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if (m_game_over_animation)
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return;
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auto click_location = event.position();
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for (auto& to_check : m_stacks) {
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if (to_check.bounding_box().contains(click_location)) {
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if (to_check.type() == CardStack::Type::Stock) {
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auto& waste = stack(Waste);
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auto& stock = stack(Stock);
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if (stock.is_empty()) {
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if (waste.is_empty())
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return;
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while (!waste.is_empty()) {
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auto card = waste.pop();
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stock.push(card);
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}
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stock.set_dirty();
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waste.set_dirty();
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m_has_to_repaint = true;
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update_score(-100);
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} else
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move_card(stock, waste);
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} else if (!to_check.is_empty()) {
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auto& top_card = to_check.peek();
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if (top_card.is_upside_down()) {
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if (top_card.rect().contains(click_location)) {
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top_card.set_upside_down(false);
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to_check.set_dirty();
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update_score(5);
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m_has_to_repaint = true;
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}
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} else {
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to_check.add_all_grabbed_cards(click_location, m_focused_cards);
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m_mouse_down_location = click_location;
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to_check.set_focused(true);
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m_focused_stack = &to_check;
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m_mouse_down = true;
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}
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}
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break;
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}
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}
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}
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void SolitaireWidget::mouseup_event(GUI::MouseEvent& event)
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{
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GUI::Widget::mouseup_event(event);
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if (!m_focused_stack || m_focused_cards.is_empty() || m_game_over_animation)
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return;
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bool rebound = true;
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for (auto& stack : m_stacks) {
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if (stack.is_focused())
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continue;
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for (auto& focused_card : m_focused_cards) {
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if (stack.bounding_box().intersects(focused_card.rect())
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|| stack.bounding_box().contains(event.position())) {
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if (stack.is_allowed_to_push(m_focused_cards.at(0))) {
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for (auto& to_intersect : m_focused_cards) {
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mark_intersecting_stacks_dirty(to_intersect);
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stack.push(to_intersect);
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m_focused_stack->pop();
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}
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m_focused_stack->set_dirty();
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stack.set_dirty();
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if (m_focused_stack->type() == CardStack::Type::Waste
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&& stack.type() == CardStack::Type::Normal) {
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update_score(5);
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} else if (m_focused_stack->type() == CardStack::Type::Waste
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&& stack.type() == CardStack::Type::Foundation) {
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update_score(10);
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} else if (m_focused_stack->type() == CardStack::Type::Normal
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&& stack.type() == CardStack::Type::Foundation) {
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update_score(10);
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} else if (m_focused_stack->type() == CardStack::Type::Foundation
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&& stack.type() == CardStack::Type::Normal) {
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update_score(-15);
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}
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rebound = false;
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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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if (rebound) {
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for (auto& to_intersect : m_focused_cards)
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mark_intersecting_stacks_dirty(to_intersect);
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m_focused_stack->rebound_cards();
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m_focused_stack->set_dirty();
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}
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m_mouse_down = false;
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m_has_to_repaint = true;
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}
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void SolitaireWidget::mousemove_event(GUI::MouseEvent& event)
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{
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GUI::Widget::mousemove_event(event);
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if (!m_mouse_down || m_game_over_animation)
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return;
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auto click_location = event.position();
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int dx = click_location.dx_relative_to(m_mouse_down_location);
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int dy = click_location.dy_relative_to(m_mouse_down_location);
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for (auto& to_intersect : m_focused_cards) {
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mark_intersecting_stacks_dirty(to_intersect);
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to_intersect.rect().move_by(dx, dy);
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}
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m_mouse_down_location = click_location;
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m_has_to_repaint = true;
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}
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void SolitaireWidget::doubleclick_event(GUI::MouseEvent& event)
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{
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GUI::Widget::doubleclick_event(event);
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if (m_game_over_animation) {
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start_game_over_animation();
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setup();
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return;
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}
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auto click_location = event.position();
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for (auto& to_check : m_stacks) {
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if (to_check.type() == CardStack::Type::Foundation)
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continue;
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if (to_check.bounding_box().contains(click_location) && !to_check.is_empty()) {
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auto& top_card = to_check.peek();
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if (!top_card.is_upside_down() && top_card.rect().contains(click_location)) {
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if (stack(Foundation1).is_allowed_to_push(top_card))
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move_card(to_check, stack(Foundation1));
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else if (stack(Foundation2).is_allowed_to_push(top_card))
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move_card(to_check, stack(Foundation2));
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else if (stack(Foundation3).is_allowed_to_push(top_card))
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move_card(to_check, stack(Foundation3));
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else if (stack(Foundation4).is_allowed_to_push(top_card))
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move_card(to_check, stack(Foundation4));
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else
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break;
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update_score(10);
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}
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break;
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}
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}
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m_has_to_repaint = true;
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}
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void SolitaireWidget::check_for_game_over()
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{
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for (auto& stack : m_stacks) {
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if (stack.type() != CardStack::Type::Foundation)
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continue;
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if (stack.count() != Card::card_count)
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return;
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}
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start_game_over_animation();
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}
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void SolitaireWidget::move_card(CardStack& from, CardStack& to)
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{
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auto card = from.pop();
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card->set_moving(true);
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m_focused_cards.append(card);
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mark_intersecting_stacks_dirty(card);
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to.push(card);
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from.set_dirty();
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to.set_dirty();
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m_has_to_repaint = true;
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}
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void SolitaireWidget::mark_intersecting_stacks_dirty(Card& intersecting_card)
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{
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for (auto& stack : m_stacks) {
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if (intersecting_card.rect().intersects(stack.bounding_box())) {
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stack.set_dirty();
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m_has_to_repaint = true;
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}
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}
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}
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void SolitaireWidget::paint_event(GUI::PaintEvent& event)
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{
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GUI::Widget::paint_event(event);
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m_has_to_repaint = false;
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if (m_game_over_animation && m_repaint_all)
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return;
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GUI::Painter painter(*this);
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if (m_repaint_all) {
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/* Only start the timer when update() got called from the
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window manager, or else we might end up with a blank screen */
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if (!m_timer->is_active())
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m_timer->start();
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painter.fill_rect(event.rect(), s_background_color);
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for (auto& stack : m_stacks)
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stack.draw(painter, s_background_color);
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} else if (!m_game_over_animation) {
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if (!m_focused_cards.is_empty()) {
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for (auto& focused_card : m_focused_cards)
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focused_card.clear(painter, s_background_color);
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}
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for (auto& stack : m_stacks) {
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if (stack.is_dirty())
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stack.draw(painter, s_background_color);
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}
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if (!m_focused_cards.is_empty()) {
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for (auto& focused_card : m_focused_cards) {
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focused_card.draw(painter);
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focused_card.save_old_position();
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}
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}
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} else if (m_animation.card() != nullptr)
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m_animation.card()->draw(painter);
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m_repaint_all = true;
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if (!m_mouse_down) {
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if (!m_focused_cards.is_empty()) {
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check_for_game_over();
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for (auto& card : m_focused_cards)
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card.set_moving(false);
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m_focused_cards.clear();
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}
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if (m_focused_stack) {
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m_focused_stack->set_focused(false);
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m_focused_stack = nullptr;
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}
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}
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}
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