forked from chomp/BotGenerator
Update health object to have a list of bodyparts
This commit is contained in:
parent
8ccacce4b3
commit
be995f1613
@ -3,226 +3,225 @@ using System.Collections.Generic;
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namespace Common.Models.Output
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namespace Common.Models.Output
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{
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{
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public class Bot
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public class Bot
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{
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public Bot(BotType botType)
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{
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{
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public Bot(BotType botType)
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this.botType = botType;
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{
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appearance = new Appearance();
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this.botType = botType;
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experience = new Experience();
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appearance = new Appearance();
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health = new Health();
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experience = new Experience();
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skills = new Skills();
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health = new Health();
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inventory = new Inventory();
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skills = new Skills();
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firstName = new List<string>();
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inventory = new Inventory();
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lastName = new List<string>();
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firstName = new List<string>();
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difficulty = new Difficulty.Difficulty();
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lastName = new List<string>();
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chances = new Chances();
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difficulty = new Difficulty.Difficulty();
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generation = new GenerationChances();
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chances = new Chances();
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generation = new GenerationChances();
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}
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[JsonIgnore]
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public BotType botType { get;set;}
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public Appearance appearance { get; set; }
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public Experience experience { get; set; }
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public Health health { get; set; }
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public Skills skills { get; set; }
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public Inventory inventory { get; set; }
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public List<string> firstName { get; set; }
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public List<string> lastName { get; set; }
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public Difficulty.Difficulty difficulty { get; set;}
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public Chances chances { get; set; }
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public GenerationChances generation { get; set; }
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}
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public class Appearance
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{
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public Appearance()
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{
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body = new List<string>();
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feet = new List<string>();
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hands = new List<string>();
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head = new List<string>();
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voice = new List<string>();
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}
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public List<string> body { get; set; }
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public List<string> feet { get; set; }
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public List<string> hands { get; set; }
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public List<string> head { get; set; }
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public List<string> voice { get; set; }
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}
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}
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public class Experience
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[JsonIgnore]
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{
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public BotType botType { get; set; }
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public Experience()
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public Appearance appearance { get; set; }
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{
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public Experience experience { get; set; }
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level = new MinMax(0, 1);
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public Health health { get; set; }
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reward = new MinMax(-1, -1);
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public Skills skills { get; set; }
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standingForKill = -0.02;
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public Inventory inventory { get; set; }
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aggressorBonus = 0.01;
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public List<string> firstName { get; set; }
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}
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public List<string> lastName { get; set; }
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public Difficulty.Difficulty difficulty { get; set; }
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public MinMax level { get; set; }
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public Chances chances { get; set; }
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public MinMax reward { get; set; }
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public GenerationChances generation { get; set; }
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public double standingForKill { get; set; }
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}
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public double aggressorBonus { get; set; }
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public class Appearance
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}
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{
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public Appearance()
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public class BodyParts
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{
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{
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body = new List<string>();
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public BodyParts()
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feet = new List<string>();
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{
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hands = new List<string>();
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Head = new MinMax(35, 35);
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head = new List<string>();
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Chest = new MinMax(85, 85);
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voice = new List<string>();
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Stomach = new MinMax(70, 70);
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}
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LeftArm = new MinMax(60, 60);
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RightArm = new MinMax(60, 60);
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public List<string> body { get; set; }
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LeftLeg = new MinMax(65, 65);
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public List<string> feet { get; set; }
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RightLeg = new MinMax(65, 65);
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public List<string> hands { get; set; }
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}
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public List<string> head { get; set; }
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public List<string> voice { get; set; }
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public MinMax Head { get; set; }
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}
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public MinMax Chest { get; set; }
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public MinMax Stomach { get; set; }
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public class Experience
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public MinMax LeftArm { get; set; }
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{
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public MinMax RightArm { get; set; }
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public Experience()
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public MinMax LeftLeg { get; set; }
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{
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public MinMax RightLeg { get; set; }
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level = new MinMax(0, 1);
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}
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reward = new MinMax(-1, -1);
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standingForKill = -0.02;
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public class Health
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aggressorBonus = 0.01;
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{
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}
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public Health()
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{
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public MinMax level { get; set; }
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Hydration = new MinMax(100, 100);
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public MinMax reward { get; set; }
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Energy = new MinMax(100, 100);
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public double standingForKill { get; set; }
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Temperature = new MinMax(36, 40);
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public double aggressorBonus { get; set; }
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BodyParts = new BodyParts();
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}
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}
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public class BodyParts
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public MinMax Hydration { get; set; }
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{
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public MinMax Energy { get; set; }
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public BodyParts()
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public MinMax Temperature { get; set; }
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{
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public BodyParts BodyParts { get; set; }
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Head = new MinMax(35, 35);
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}
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Chest = new MinMax(85, 85);
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Stomach = new MinMax(70, 70);
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public class Skills
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LeftArm = new MinMax(60, 60);
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{
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RightArm = new MinMax(60, 60);
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public Skills()
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LeftLeg = new MinMax(65, 65);
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{
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RightLeg = new MinMax(65, 65);
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Common = new Dictionary<string, MinMax>();
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}
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}
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public MinMax Head { get; set; }
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public Dictionary<string, MinMax> Common { get; set; }
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public MinMax Chest { get; set; }
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}
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public MinMax Stomach { get; set; }
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public MinMax LeftArm { get; set; }
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public MinMax RightArm { get; set; }
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public class Chances
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public MinMax LeftLeg { get; set; }
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{
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public MinMax RightLeg { get; set; }
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public Chances()
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}
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{
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equipment = new EquipmentChances();
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public class Health
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}
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{
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public Health()
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public EquipmentChances equipment { get; set; }
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{
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public Dictionary<string, int> mods { get; set; }
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Hydration = new MinMax(100, 100);
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}
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Energy = new MinMax(100, 100);
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Temperature = new MinMax(36, 40);
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public class EquipmentChances
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BodyParts = new List<BodyParts>();
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{
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}
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public EquipmentChances()
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{
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public MinMax Hydration { get; set; }
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}
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public MinMax Energy { get; set; }
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public MinMax Temperature { get; set; }
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public EquipmentChances(int head, int ear, int faceCover,
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public List<BodyParts> BodyParts { get; set; }
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int vest, int eyewear, int armband, int tacVest,
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}
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int backpack, int firstPrimary, int secondPrimary,
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int holster, int scabbard, int pockets, int securedContainer)
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public class Skills
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{
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{
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Headwear = head;
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public Skills()
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Earpiece = ear;
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{
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FaceCover = faceCover;
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Common = new Dictionary<string, MinMax>();
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ArmorVest = vest;
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}
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ArmBand = armband;
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Eyewear = eyewear;
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public Dictionary<string, MinMax> Common { get; set; }
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TacticalVest = tacVest;
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}
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Backpack = backpack;
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FirstPrimaryWeapon = firstPrimary;
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public class Chances
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SecondPrimaryWeapon = secondPrimary;
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{
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Holster = holster;
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public Chances()
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Scabbard = scabbard;
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{
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Pockets = pockets;
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equipment = new EquipmentChances();
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SecuredContainer = securedContainer;
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}
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}
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public EquipmentChances equipment { get; set; }
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public int Headwear { get; set; }
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public Dictionary<string, int> mods { get; set; }
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public int Earpiece { get; set; }
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}
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public int FaceCover { get; set; }
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public int ArmorVest { get; set; }
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public class EquipmentChances
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public int Eyewear { get; set; }
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{
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public int ArmBand { get; set; }
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public EquipmentChances()
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public int TacticalVest { get; set; }
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{
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public int Backpack { get; set; }
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}
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public int FirstPrimaryWeapon { get; set; }
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public int SecondPrimaryWeapon { get; set; }
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public EquipmentChances(int head, int ear, int faceCover,
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public int Holster { get; set; }
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int vest, int eyewear, int armband, int tacVest,
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public int Scabbard { get; set; }
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int backpack, int firstPrimary, int secondPrimary,
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public int Pockets { get; set; }
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int holster, int scabbard, int pockets, int securedContainer)
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public int SecuredContainer { get; set; }
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{
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}
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Headwear = head;
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Earpiece = ear;
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public class GenerationChances
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FaceCover = faceCover;
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{
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ArmorVest = vest;
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public GenerationChances(int specialMin, int SpecialMax,
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ArmBand = armband;
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int healingMin, int healingMax,
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Eyewear = eyewear;
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int looseLootMin, int looseLootMax,
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TacticalVest = tacVest;
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int magazinesMin, int MagazineMax,
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Backpack = backpack;
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int grenandesMin, int grenadesMax)
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FirstPrimaryWeapon = firstPrimary;
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{
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SecondPrimaryWeapon = secondPrimary;
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items = new ItemChances
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Holster = holster;
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{
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Scabbard = scabbard;
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specialItems = new MinMax(specialMin, SpecialMax),
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Pockets = pockets;
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healing = new MinMax(healingMin, healingMax),
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SecuredContainer = securedContainer;
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looseLoot = new MinMax(looseLootMin, looseLootMax),
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}
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magazines = new MinMax(magazinesMin, MagazineMax),
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grenades = new MinMax(grenandesMin, grenadesMax)
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public int Headwear { get; set; }
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};
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public int Earpiece { get; set; }
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}
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public int FaceCover { get; set; }
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public int ArmorVest { get; set; }
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public GenerationChances()
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public int Eyewear { get; set; }
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{
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public int ArmBand { get; set; }
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items = new ItemChances();
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public int TacticalVest { get; set; }
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}
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public int Backpack { get; set; }
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public int FirstPrimaryWeapon { get; set; }
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public ItemChances items { get; set; }
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public int SecondPrimaryWeapon { get; set; }
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}
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public int Holster { get; set; }
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public int Scabbard { get; set; }
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public class ItemChances
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public int Pockets { get; set; }
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{
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public int SecuredContainer { get; set; }
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public ItemChances()
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}
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{
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specialItems = new MinMax(0, 1);
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public class GenerationChances
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healing = new MinMax(1, 2);
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{
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looseLoot = new MinMax(0, 3);
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public GenerationChances(int specialMin, int SpecialMax,
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magazines = new MinMax(2, 4);
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int healingMin, int healingMax,
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grenades = new MinMax(0, 5);
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int looseLootMin, int looseLootMax,
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}
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int magazinesMin, int MagazineMax,
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int grenandesMin, int grenadesMax)
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public MinMax specialItems { get; set; }
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{
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public MinMax healing { get; set; }
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items = new ItemChances
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public MinMax looseLoot { get; set; }
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{
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public MinMax magazines { get; set; }
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specialItems = new MinMax(specialMin, SpecialMax),
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public MinMax grenades { get; set; }
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healing = new MinMax(healingMin, healingMax),
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}
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looseLoot = new MinMax(looseLootMin, looseLootMax),
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magazines = new MinMax(magazinesMin, MagazineMax),
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public class MinMax
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grenades = new MinMax(grenandesMin, grenadesMax)
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{
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};
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public MinMax(int min, int max)
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}
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{
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this.min = min;
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public GenerationChances()
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this.max = max;
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{
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}
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items = new ItemChances();
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}
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public int min { get; set; }
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public int max { get; set; }
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public ItemChances items { get; set; }
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}
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}
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public class ItemChances
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{
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public ItemChances()
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{
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specialItems = new MinMax(0, 1);
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healing = new MinMax(1, 2);
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looseLoot = new MinMax(0, 3);
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magazines = new MinMax(2, 4);
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grenades = new MinMax(0, 5);
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}
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public MinMax specialItems { get; set; }
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public MinMax healing { get; set; }
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public MinMax looseLoot { get; set; }
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public MinMax magazines { get; set; }
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public MinMax grenades { get; set; }
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}
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public class MinMax
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{
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public MinMax(int min, int max)
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{
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this.min = min;
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this.max = max;
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}
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public int min { get; set; }
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public int max { get; set; }
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}
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}
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}
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