2024-07-16 20:29:20 +02:00
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# Lua Scripting System
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## Configuration
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2023-08-20 17:16:33 +02:00
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``` javascript
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{
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//general purpose script, Lua or ERM, runs on server
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"myScript":
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{
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"source":"path/to/script/with/ext",
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"implements":"ANYTHING"
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},
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//custom battle spell effect, Lua only, runs on both client and server
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//script ID will be used as effect 'type' (with mod prefix)
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"mySpellEffect":
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{
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"source":"path/to/script/with/ext",
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"implements":"BATTLE_EFFECT"
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},
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//TODO: object|building type
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//custom map object or building, Lua only, runs on both client and server
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//script ID will be used as 'handler' (with mod prefix)
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"myObjectType":
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{
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"source":"path/to/script/with/ext",
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"implements":"MAP_OBJECT"
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},
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//TODO: server query
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//TODO: client query
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}
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```
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2024-07-16 20:29:20 +02:00
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## Lua
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2023-08-20 17:16:33 +02:00
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2024-07-16 20:29:20 +02:00
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### API Reference
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2023-08-20 17:16:33 +02:00
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2023-09-01 14:25:21 +02:00
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TODO **In near future Lua API may change drastically several times. Information here may be outdated**
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2024-07-16 20:29:20 +02:00
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#### Globals
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2023-09-01 14:25:21 +02:00
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- DATA - persistent table
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- - DATA.ERM contains ERM state, anything else is free to use.
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- GAME - IGameInfoCallback API
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- BATTLE - IBattleInfoCallback API
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- EVENT_BUS - opaque handle, for use with events API
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- SERVICES - root "raw" access to all static game objects
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- - SERVICES:artifacts()
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- - SERVICES:creatures()
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- - SERVICES:factions()
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- - SERVICES:heroClasses()
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- - SERVICES:heroTypes()
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- - SERVICES:spells()
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- - SERVICES:skills()
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- require(URI)
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- -works similar to usual Lua require
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- -require("ClassName") - loads additional API and returns it as table (for C++ classes)
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- -require("core:relative.path.to.module") - loads module from "SCRIPTS/LIB"
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- -TODO require("modName:relative.path.to.module") - loads module from dependent mod
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- -TODO require(":relative.path.to.module") - loads module from same mod
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- logError(text) - backup error log function
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2023-08-20 17:16:33 +02:00
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2024-07-16 20:29:20 +02:00
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#### Low level events API
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``` Lua
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-- Each event type must be loaded first
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local PlayerGotTurn = require("events.PlayerGotTurn")
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-- in this example subscription handles made global, do so if there is no better place
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-- !!! do not store them in local variables
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sub1 = PlayerGotTurn.subscribeAfter(EVENT_BUS, function(event)
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--do smth
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end)
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sub2 = PlayerGotTurn.subscribeBefore(EVENT_BUS, function(event)
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--do smth
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end)
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```
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2024-07-16 20:29:20 +02:00
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#### Lua standard library
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VCMI uses LuaJIT, which is Lua 5.1 API, see [upstream documentation](https://www.lua.org/manual/5.1/manual.html)
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Following libraries are supported
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- base
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- table
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- string
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- math
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- bit
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## ERM
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### Features
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2023-08-20 17:16:33 +02:00
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2023-09-01 14:25:21 +02:00
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- no strict limit on function/variable numbers (technical limit 32 bit integer except 0))
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2023-08-20 17:16:33 +02:00
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- TODO semi compare
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- DONE macros
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### Bugs
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- TODO Broken XOR support (clashes with \`X\` option)
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### Triggers
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- TODO **!?AE** Equip/Unequip artifact
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- WIP **!?BA** when any battle occurs
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- WIP **!?BF** when a battlefield is prepared for a battle
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- TODO **!?BG** at every action taken by any stack or by the hero
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- TODO **!?BR** at every turn of a battle
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- *!?CM (client only) click the mouse button.*
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- TODO **!?CO** Commander triggers
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- TODO **!?DL** Custom dialogs
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- DONE **!?FU** function
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- TODO **!?GE** "global" event
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- TODO **!?GM** Saving/Loading
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- TODO **!?HE** when the hero \# is attacked by an enemy hero or
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visited by an allied hero
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- TODO **!?HL** hero gains a level
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- TODO **!?HM** every step a hero \# takes
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- *!?IP Multiplayer support.*
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- TODO **!?LE** (!$LE) An Event on the map
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- WIP **!?MF** stack taking physical damage(before an action)
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- TODO **!?MG** casting on the adventure map
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- *!?MM scroll text during a battle*
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- TODO **!?MR** Magic resistance
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- TODO **!?MW** Wandering Monsters
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- WIP **!?OB** (!$OB) visiting objects
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- DONE **!?PI** Post Instruction.
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- TODO **!?SN** Sound and ERA extensions
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- *!?TH town hall*
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- TODO **!?TL** Real-Time Timer
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- TODO **!?TM** timed events
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### Receivers
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#### VCMI
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- **!!MC:S@varName@** - declare new "normal" variable (technically
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v-var with string key)
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- TODO Identifier resolver
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- WIP Bonus system
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#### ERA
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- DONE !!if !!el !!en
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- TODO !!br !!co
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- TODO !!SN:X
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2024-07-16 20:29:20 +02:00
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#### WoG
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- TODO !!AR Артефакт (ресурс) в определенной позиции
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- TODO !!BA Битва
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- !!BA:A$ return 1 for battle evaluation
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- TODO !!BF Препятствия на поле боя
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- TODO !!BG Действий монстров в бою
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- TODO !!BH Действия героя в бою
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- TODO !!BM Монстр в битве
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- WIP !!BU Универсальные параметры битвы
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- TODO !!CA Замок
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- TODO !!CD Разрушения замков
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- TODO !!CE События в замке
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- TODO !!CM Клика мышью
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- TODO !!DL Нестандартный диалог (только ТЕ или выше)
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- TODO !!CO Командиры
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- WIP !!DO Многократный вызов функции
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- TODO !!EA Бонусы опыта существ
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- TODO !!EX Опыт стека
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- DONE !!FU Однократный вызов функции
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- TODO !!GE Глобальное событие
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- WIP !!HE Герой
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- TODO !!HL Новый уровень героя
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- TODO !!HO Взаимодействия героев
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- TODO !!HT Подсказки по правому клику
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- WIP !!IF Диалоги и флагов
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- TODO !!IP Сетевой сервис битвы
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- TODO !!LE Локальное события
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- WIP !!MA Общие параметры монстров
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- DONE !!MC Макросы
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- WIP !!MF Получение физ. урона в бою
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- TODO !!MM Текст в битве
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- WIP !!MO Монстр в определенной позиции
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- TODO !!MP Контроль MP3
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- TODO !!MR Сопротивления магии
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- TODO !!MW Бродячих монстров
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- WIP !!OB Объект в определенной позиции
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- TODO !!OW Параметры игрока
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- TODO !!PM Пирамиды или новые объекты
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- TODO !!PO Информация квадрата карты
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- TODO (???) !!QW Журнала
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- TODO !!SN Проигрываемые звуков
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- TODO !!SS Настройка заклинаний (только ТЕ или выше)
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- TODO !!TL Контроль времени хода (только ТЕ или выше)
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- TODO !!TM Временный таймер
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- TODO !!TR Квадрата карты (почва, проходимость, т.п.)
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- TODO !!UN Универсальная команда
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- *!#VC Контроль переменных*
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- WIP !!VR Установка переменных
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2024-07-16 20:29:20 +02:00
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### Persistence
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