2025-09-14 03:36:26 +08:00
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package input
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2025-08-26 23:18:55 +00:00
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2025-09-06 00:31:08 +08:00
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import (
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"blazing/logic/service/fight/info"
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2025-10-22 00:25:38 +08:00
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"fmt"
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2025-09-23 17:57:27 +00:00
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2025-09-19 00:29:55 +08:00
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"blazing/modules/blazing/model"
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2025-09-23 17:57:27 +00:00
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2025-09-29 02:40:35 +08:00
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"github.com/brunoga/deep"
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2025-09-24 16:36:32 +00:00
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"github.com/tnnmigga/enum"
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2025-09-06 00:31:08 +08:00
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)
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2025-09-24 16:36:32 +00:00
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// 战斗结束原因枚举
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type EnumEffectType int
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var EffectType = enum.New[struct {
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2025-09-26 18:39:59 +00:00
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Skill EnumEffectType `enum:"1000000"` //技能
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NewSel EnumEffectType `enum:"2000000"` //特性
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Status EnumEffectType `enum:"3000000"` //状态
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}]()
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2025-09-06 00:31:08 +08:00
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var NodeM = make(map[int]Effect, 0)
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2025-09-24 16:36:32 +00:00
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func InitEffect(etype EnumEffectType, id int, t Effect) {
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t.ID(id) //设置ID
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2025-09-24 16:36:32 +00:00
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NodeM[id+int(etype)] = t
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}
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func Geteffect(etype EnumEffectType, id int) Effect {
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//todo 获取前GetEffect
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ret, ok := NodeM[id+int(etype)]
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if ok {
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//todo 获取前GetEffect
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2025-09-29 02:40:35 +08:00
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eff := deep.MustCopy(ret)
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2025-11-03 14:46:33 +00:00
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eff.Alive(true) //添加后默认激活
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return eff
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//todo 获取后GetEffect
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}
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return nil
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2025-09-16 22:51:22 +08:00
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}
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2025-09-17 00:38:15 +08:00
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// * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5)
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2025-09-17 00:50:37 +08:00
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// 是否需要真实提升
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func (c *Input) GetProp(id int, istue bool) int {
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2025-09-23 18:46:51 +00:00
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// 获取基础属性值
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baseValue := int(c.AttackValue.Prop[id])
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2025-09-23 18:46:51 +00:00
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// 命中情况直接返回基础值(优先判断)
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if id >= 5 {
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return baseValue
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}
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// 处理id < 5的情况
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if istue {
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return baseValue
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}
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2025-09-23 18:46:51 +00:00
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// 计算实际值(这里可以插入后续优化的函数调用)
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realValue := info.CalculateRealValue(int(c.CurrentPet.Info.Prop[id]), baseValue)
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// todo: 插入获取后处理函数,例如:
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// realValue = postProcessValue(realValue, id, c)
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return realValue
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}
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2025-11-03 03:59:59 +08:00
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func (c *Input) GetEffect(etype EnumEffectType, id int) Effect {
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var ret []Effect
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for _, v := range c.Effects {
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if v.ID() == id &&v.Alive(){
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ret = append(ret, v)
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2025-09-26 02:09:33 +00:00
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}
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2025-09-26 02:09:33 +00:00
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}
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if len(ret) > 0 {
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return ret[len(ret)-1]
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}
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return nil
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2025-09-24 19:22:46 +08:00
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}
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2025-09-25 20:34:33 +00:00
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func (c *Input) StatEffect_Exist(id int) bool {
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for _, v := range c.Effects {
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if v.ID() == id && v.Alive() {
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return true
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}
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2025-09-25 20:34:33 +00:00
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}
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return false
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}
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2025-09-24 19:22:46 +08:00
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2025-09-22 04:47:12 +00:00
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func (c *Input) GetCurrAttr(id int) *model.PetInfo {
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//todo 获取前GetEffect
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return c.CurrentPet.Info
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//todo 获取后GetEffect
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}
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2025-08-26 23:18:55 +00:00
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2025-10-31 11:21:24 +00:00
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func (c *Input) AddEffect(e Effect) {
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2025-09-23 22:20:52 +00:00
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//todo 免疫
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2025-09-23 23:05:23 +00:00
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//TODO 先激活
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2025-10-31 11:21:24 +00:00
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fmt.Println("产生回合数", e.ID(), e.Duration())
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2025-08-26 23:18:55 +00:00
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// 如果已有同 ID 的效果,尝试叠加
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for _, v := range c.Effects {
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if v.ID() == e.ID() && v.Alive() {
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2025-11-03 03:59:59 +08:00
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2025-11-03 19:14:34 +08:00
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if v.MaxStack() > 0 {
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2025-11-03 14:46:33 +00:00
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e.Alive(false) //取消之前效果
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if v.Stack() <= v.MaxStack() { //如果小于最大叠层,状态可以叠层
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2025-10-31 11:21:24 +00:00
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e.SetArgs(v.GetInput(), v.GetArgs()...) //参数输入
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e.Stack(v.Stack() + e.Stack()) //获取到当前叠层数然后叠加
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//v.Duration(e.Duration()) //回合数覆盖
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}
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2025-11-01 00:40:19 +08:00
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2025-08-26 23:18:55 +00:00
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}
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2025-11-01 00:40:19 +08:00
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c.Effects = append(c.Effects, e)
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return
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2025-08-26 23:18:55 +00:00
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}
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2025-10-31 11:21:24 +00:00
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}
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//无限叠加,比如能力提升类buff
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// 如果没有同 ID 的效果,直接添加
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c.Effects = append(c.Effects, e)
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2025-09-16 22:51:22 +08:00
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2025-09-03 01:45:22 +08:00
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}
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// ForEachEffectBool 遍历所有 Effect,执行“无参数、返回 bool”的方法
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// 参数 fn:接收单个 Effect,返回 bool(如 func(e Effect) bool { return e.OnBattleStart() })
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// 返回值:所有 Effect 的方法返回值列表
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func (c *Input) Exec(fn func(Effect) bool) bool {
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2025-09-28 08:59:28 +00:00
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result := true
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2025-10-31 11:21:24 +00:00
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for _, value := range c.Effects {
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2025-09-24 19:22:46 +08:00
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if value.Alive() {
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2025-11-01 00:40:19 +08:00
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if !fn(value) { //存在false,但是仍然要向下执行
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2025-09-28 08:59:28 +00:00
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result = false //如果是false,说明存在阻止向下执行的effect,比如免疫能力提升效果
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2025-09-15 00:40:19 +08:00
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}
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2025-09-14 04:48:38 +08:00
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2025-09-03 01:45:22 +08:00
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}
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2025-11-01 00:40:19 +08:00
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2025-10-31 11:21:24 +00:00
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}
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2025-09-14 04:48:38 +08:00
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2025-09-28 08:59:28 +00:00
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return result
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2025-09-03 01:45:22 +08:00
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}
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2025-09-05 22:40:36 +08:00
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// 消除回合类效果 efftype 输入是消对方的还是自己的,false是自己,true是对方
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func (c *Input) CancelTurn(efftype bool) {
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2025-10-31 11:21:24 +00:00
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for _, value := range c.Effects {
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2025-09-24 19:22:46 +08:00
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if value.Duration() > 0 { //false是自身,true是对方,反转后为真就是自己的
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//slice = append(slice[:i], slice[i+1:]...)
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2025-11-03 14:46:33 +00:00
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value.Alive(false)
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2025-09-04 03:05:37 +08:00
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}
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2025-10-31 11:21:24 +00:00
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}
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2025-08-26 23:18:55 +00:00
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}
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