Create v2-index.html
Browse files- v2-index.html +171 -0
v2-index.html
ADDED
@@ -0,0 +1,171 @@
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1 |
+
<!DOCTYPE html>
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<html>
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<head>
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<title>Tower Building Game</title>
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<meta charset="utf-8">
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/cannon/build/cannon.min.js"></script>
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<script>
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let scene, camera, renderer;
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let world, stack;
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let blocks = [];
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let currentBlock = null;
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let score = 0;
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init();
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animate();
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function init() {
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// Create a Three.js scene
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scene = new THREE.Scene();
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// Create a camera
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 50, 100);
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camera.lookAt(0, 0, 0);
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// Create a renderer
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Add lights to the scene
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let ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
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scene.add(ambientLight);
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let directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
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directionalLight.position.set(0, 100, 100);
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scene.add(directionalLight);
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// Add ground plane to the scene
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let planeGeometry = new THREE.PlaneGeometry(100, 100);
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let planeMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff });
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let plane = new THREE.Mesh(planeGeometry, planeMaterial);
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plane.rotation.x = -Math.PI / 2;
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scene.add(plane);
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// Create a physics world
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world = new CANNON.World();
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world.gravity.set(0, -9.82, 0);
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world.broadphase = new CANNON.NaiveBroadphase();
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world.solver.iterations = 10;
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// Create a ground plane in the physics world
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let groundShape = new CANNON.Plane();
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let groundBody = new CANNON.Body({ mass: 0 });
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groundBody.addShape(groundShape);
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groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
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world.addBody(groundBody);
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// Add event listeners for input
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document.addEventListener('keydown', onKeyDown, false);
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}
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function animate() {
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requestAnimationFrame(animate);
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// Step the physics world
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world.step(1 / 60);
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// Update the position of the blocks in the Three.js scene
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for (let i = 0; i < blocks.length; i++) {
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let block = blocks[i];
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let body = block.userData.physicsBody;
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block.position.copy(body.position);
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block.quaternion.copy(body.quaternion);
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}
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// Render the scene
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renderer.render(scene, camera);
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}
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function createBlock() {
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// Create a block object in the Three.js scene
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let blockGeometry = new THREE.BoxGeometry(10, 10, 10);
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let blockMaterial = new THREE.MeshPhongMaterial({ map: new THREE.TextureLoader().load('block_texture.jpg') });
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let block = new THREE.Mesh(blockGeometry, blockMaterial);
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block.position.set(0, 5, 0);
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scene.add(block);
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blocks.push(block);
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currentBlock = block;
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// Create a physics body for the block
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let blockShape = new CANNON.Box(new CANNON.Vec3(5, 5, 5));
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let blockBody = new CANNON.Body({ mass: 1 });
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blockBody.addShape(blockShape);
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blockBody.position.set(0, 15, 0);
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world.addBody(blockBody);
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block.userData.physicsBody = blockBody;
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}
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function placeBlock() {
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if (currentBlock) {
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let position = currentBlock.position.clone();
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let body = currentBlock.userData.physicsBody;
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body.position.copy(position);
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body.velocity.set(0, 0, 0);
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body.angularVelocity.set(0, 0, 0);
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stack.push(currentBlock);
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currentBlock = null;
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}
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}
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function steerBlock(direction) {
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if (currentBlock) {
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let position = currentBlock.position.clone();
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position.x += direction * 10;
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currentBlock.position.copy(position);
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}
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}
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function onKeyDown(event) {
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if (event.keyCode === 65) { // A key
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steerBlock(-1);
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} else if (event.keyCode === 68) { // D key
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steerBlock(1);
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} else if (event.keyCode === 32) { // Spacebar
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placeBlock();
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121 |
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let stability = checkStability();
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122 |
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if (stability) {
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123 |
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score += Math.pow(2, stack.length);
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document.getElementById('score').innerHTML = 'Score: ' + score;
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} else {
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alert('Game Over!');
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}
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128 |
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}
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129 |
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}
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130 |
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function checkStability() {
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131 |
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let positions = [];
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132 |
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for (let i = 0; i < stack.length; i++) {
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let block = stack[i];
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let position = block.userData.physicsBody.position;
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positions.push(position.clone());
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}
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137 |
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for (let i = 0; i < stack.length - 1; i++) {
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let block1 = stack[i];
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let position1 = positions[i];
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for (let j = i + 1; j < stack.length; j++) {
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141 |
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let block2 = stack[j];
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142 |
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let position2 = positions[j];
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143 |
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let distance = position1.distanceTo(position2);
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144 |
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if (distance < 10) {
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145 |
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return false;
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146 |
+
}
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147 |
+
}
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148 |
+
}
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149 |
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return true;
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150 |
+
}
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151 |
+
function resetGame() {
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152 |
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// Remove all blocks from the scene and the physics world
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153 |
+
while (blocks.length > 0) {
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154 |
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let block = blocks.pop();
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155 |
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scene.remove(block);
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156 |
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world.remove(block.userData.physicsBody);
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}
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158 |
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// Reset the stack and the score
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159 |
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stack = [];
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160 |
+
score = 0;
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161 |
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document.getElementById('score').innerHTML = 'Score: ' + score;
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162 |
+
// Create a new block
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163 |
+
createBlock();
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164 |
+
}
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165 |
+
resetGame();
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166 |
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</script>
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167 |
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<div id="score" style="position: absolute; top: 10px; left: 10px; font-size: 24px; font-weight: bold; color: white;"></div>
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168 |
+
<button onclick="resetGame()" style="position: absolute; top: 10px; right: 10px; font-size: 24px;">Restart</button>
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169 |
+
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170 |
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</body>
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171 |
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</html>
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