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- Zone guards will now match template settings.
- Added guards for monoliths.
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3c5a65af3d
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@ -218,10 +218,7 @@ void CMapGenerator::fillZones()
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{
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logGlobal->infoStream() << "Started filling zones";
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for (auto it : zones)
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{
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it.second->createConnections(this);
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}
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createConnections();
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for (auto it : zones)
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{
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//make sure all connections are passable before creating borders
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@ -231,6 +228,61 @@ void CMapGenerator::fillZones()
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logGlobal->infoStream() << "Zones filled successfully";
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}
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void CMapGenerator::createConnections()
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{
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for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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//rearrange tiles in random order
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auto tilesCopy = zoneA->getTileInfo();
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std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());
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//TODO: hwo to use std::shuffle with our generator?
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//std::random_shuffle (tiles.begin(), tiles.end(), &gen->rand.nextInt);
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int i, n;
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n = (tiles.end() - tiles.begin());
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for (i=n-1; i>0; --i)
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{
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std::swap (tiles.begin()[i],tiles.begin()[rand.nextInt(i+1)]);
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}
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int3 guardPos(-1,-1,-1);
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auto otherZoneTiles = zoneB->getTileInfo();
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auto otherZoneCenter = zoneB->getPos();
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for (auto tile : tiles)
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{
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foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles](int3 &pos)
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{
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if (vstd::contains(otherZoneTiles, pos))
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guardPos = tile;
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});
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if (guardPos.valid())
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{
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zoneA->addMonster (this, guardPos, connection.getGuardStrength()); //TODO: set value according to template
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//zones can make paths only in their own area
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zoneA->crunchPath (this, guardPos, zoneA->getPos(), zoneA->getId()); //make connection towards our zone center
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zoneB->crunchPath (this, guardPos, zoneB->getPos(), zoneB->getId()); //make connection towards other zone center
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break; //we're done with this connection
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}
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}
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if (!guardPos.valid())
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{
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auto teleport1 = new CGTeleport;
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teleport1->ID = Obj::MONOLITH_TWO_WAY;
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teleport1->subID = getNextMonlithIndex();
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auto teleport2 = new CGTeleport(*teleport1);
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zoneA->addRequiredObject (teleport1, connection.getGuardStrength());
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zoneB->addRequiredObject (teleport2, connection.getGuardStrength());
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}
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}
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}
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void CMapGenerator::addHeaderInfo()
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{
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map->version = EMapFormat::SOD;
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@ -64,6 +64,7 @@ public:
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CMapEditManager * editManager;
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std::map<TRmgTemplateZoneId, CRmgTemplateZone*> getZones() const;
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void createConnections();
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void foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo);
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bool isBlocked(const int3 &tile) const;
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@ -317,60 +317,6 @@ std::set<int3> CRmgTemplateZone::getTileInfo () const
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return tileinfo;
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}
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void CRmgTemplateZone::createConnections(CMapGenerator* gen)
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{
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//rearrange tiles in random order
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std::vector<int3> tiles(tileinfo.begin(), tileinfo.end());
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//TODO: hwo to use std::shuffle with our generator?
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//std::random_shuffle (tiles.begin(), tiles.end(), &gen->rand.nextInt);
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int i, n;
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n = (tiles.end() - tiles.begin());
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for (i=n-1; i>0; --i)
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{
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std::swap (tiles.begin()[i],tiles.begin()[gen->rand.nextInt(i+1)]);
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}
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for (auto connection : connections)
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{
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if (getId() > connection) //only one connection between each pair
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continue;
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int3 guardPos(-1,-1,-1);
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auto otherZoneTiles = gen->getZones()[connection]->getTileInfo();
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auto otherZoneCenter = gen->getZones()[connection]->getPos();
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for (auto tile : tiles)
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{
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gen->foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles](int3 &pos)
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{
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if (vstd::contains(otherZoneTiles, pos))
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guardPos = tile;
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});
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if (guardPos.valid())
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{
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addMonster (gen, guardPos, 10000); //TODO: set value according to template
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//zones can make paths only in their own area
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this->crunchPath (gen, guardPos, this->getPos(), this->getId()); //make connection towards our zone center
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gen->getZones()[connection]->crunchPath (gen, guardPos, otherZoneCenter, connection); //make connection towards other zone center
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break; //we're done with this connection
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}
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}
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if (!guardPos.valid())
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{
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auto teleport1 = new CGTeleport;
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teleport1->ID = Obj::MONOLITH_TWO_WAY;
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teleport1->subID = gen->getNextMonlithIndex();
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auto teleport2 = new CGTeleport(*teleport1);
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addRequiredObject (teleport1);
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gen->getZones()[connection]->addRequiredObject(teleport2);
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}
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}
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}
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void CRmgTemplateZone::createBorder(CMapGenerator* gen)
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{
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for (auto tile : tileinfo)
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@ -450,9 +396,9 @@ do not leave zone border
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return result;
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}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj)
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
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{
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requiredObjects.push_back(obj);
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requiredObjects.push_back(std::make_pair(obj, strength));
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}
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void CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength)
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@ -527,7 +473,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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mine->subID = static_cast<si32>(res);
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mine->producedResource = res;
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mine->producedQuantity = mine->defaultResProduction();
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requiredObjects.push_back(mine);
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addRequiredObject(mine);
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}
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}
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else
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@ -555,7 +501,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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{
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int3 pos;
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logGlobal->traceStream() << "Looking for place";
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if ( ! findPlaceForObject(gen, obj, 3, pos))
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if ( ! findPlaceForObject(gen, obj.first, 3, pos))
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{
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logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
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//TODO CLEANUP!
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@ -563,7 +509,11 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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}
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logGlobal->traceStream() << "Place found";
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placeObject(gen, obj, pos);
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placeObject(gen, obj.first, pos);
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if (obj.second)
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{
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guardObject (gen, obj.first, obj.second); //FIXME: set apriopriate guard strength
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}
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}
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std::vector<CGObjectInstance*> guarded_objects;
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static auto res_gen = gen->rand.getIntRange(Res::ERes::WOOD, Res::ERes::GOLD);
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@ -112,10 +112,9 @@ public:
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void addTile (const int3 &pos);
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std::set<int3> getTileInfo () const;
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void addRequiredObject(CGObjectInstance * obj);
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void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
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void addMonster(CMapGenerator* gen, int3 &pos, si32 strength);
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bool fill(CMapGenerator* gen);
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void createConnections(CMapGenerator* gen);
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void createBorder(CMapGenerator* gen);
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bool crunchPath (CMapGenerator* gen, int3 &src, int3 &dst, TRmgTemplateZoneId zone);
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@ -137,7 +136,7 @@ private:
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//content info
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std::vector<int3> shape; //TODO: remove
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std::vector<CGObjectInstance*> requiredObjects;
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std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
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std::vector<CGObjectInstance*> objects;
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//placement info
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