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* reading ZCRBANK.TXT config file
* fixed off by one error reported here: http://antypika.aplus.pl/vcmi/forum/viewtopic.php?p=3324&sid=ee179a979bdc27add85c21c72161f539#3324
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@ -76,6 +76,7 @@
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74 Beholder
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75 EvilEye
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76 Medusa
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76 Medusae
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77 MedusaQueen
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78 Minotaur
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79 MinotaurKing
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@ -21,6 +21,7 @@
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#include "../lib/NetPacks.h"
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#include "../StartInfo.h"
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#include "../lib/map.h"
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#include <sstream>
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using namespace boost::assign;
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/*
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@ -74,6 +75,46 @@ bool CPlayersVisited::hasVisited( ui8 player ) const
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return vstd::contains(players,player);
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}
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static void readCreatures(std::istream & is, BankConfig & bc, bool guards) //helper function for void CObjectHandler::loadObjects()
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{
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const int MAX_BUF = 5000;
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char buffer[MAX_BUF + 1];
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std::pair<si16, si32> guardInfo = std::make_pair(0, 0);
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std::string creName;
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is >> guardInfo.first;
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//one getline just does not work... probably a kind of left whitespace
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is.getline(buffer, MAX_BUF, '\t');
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is.getline(buffer, MAX_BUF, '\t');
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creName = buffer;
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if( std::string(buffer) == "None" ) //no creature to be added
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return;
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//look for the best creature that is described by given name
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if( vstd::contains(VLC->creh->nameToID, creName) )
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{
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guardInfo.second = VLC->creh->nameToID[creName];
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}
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else
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{
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for(int g=0; g<VLC->creh->creatures.size(); ++g)
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{
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if(VLC->creh->creatures[g].namePl == creName
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|| VLC->creh->creatures[g].nameRef == creName
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|| VLC->creh->creatures[g].nameSing == creName)
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{
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guardInfo.second = VLC->creh->creatures[g].idNumber;
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}
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}
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}
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if(guards)
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bc.guards.push_back(guardInfo);
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else //given creatures
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bc.creatures.push_back(guardInfo);
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}
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void CObjectHandler::loadObjects()
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{
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{
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@ -93,11 +134,64 @@ void CObjectHandler::loadObjects()
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tlog5 << "\t\tDone loading objects!\n";
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}
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int i = 0;
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std::string banksConfig = bitmaph->getTextFile("ZCRBANK.TXT");
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std::istringstream istr(banksConfig);
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const int MAX_BUF = 5000;
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char buffer[MAX_BUF + 1];
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//omitting unnecessary lines
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istr.getline(buffer, MAX_BUF);
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istr.getline(buffer, MAX_BUF);
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//TODO: parse to banksInfo
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for(int g=0; g<21; ++g) //TODO: remove hardcoded value
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{
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//reading name - TODO: use it if necessary
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istr.getline(buffer, MAX_BUF, '\t');
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for(int i=0; i<4; ++i) //reading levels
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{
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BankConfig bc;
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std::string buf;
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char dump;
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//bc.level is of type char and thus we cannot read directly to it; same for some othre variables
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istr >> buf;
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bc.level = atoi(buf.c_str());
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istr >> buf;
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bc.chance = atoi(buf.c_str());
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readCreatures(istr, bc, true);
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istr >> buf;
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bc.upgradeChance = atoi(buf.c_str());
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for(int b=0; b<3; ++b)
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readCreatures(istr, bc, true);
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istr >> bc.combatValue;
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bc.resources.resize(RESOURCE_QUANTITY);
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for(int h=0; h<7; ++h)
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{
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istr >> bc.resources[h];
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}
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readCreatures(istr, bc, false);
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bc.artifacts.resize(4);
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for(int b=0; b<4; ++b)
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{
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istr >> bc.artifacts[b];
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}
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istr >> bc.value;
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istr >> bc.rewardDifficulty;
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istr >> buf;
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bc.easiest = atoi(buf.c_str());
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banksInfo[g].push_back(bc);
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}
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}
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}
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int CGObjectInstance::getOwner() const
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{
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//if (state)
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@ -3698,17 +3792,20 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
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}
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iw.text.addTxt (MetaString::ADVOB_TXT, textID);
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iw.player = cb->getCurrentPlayer();
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for (std::map<ui8, si32>::iterator it = bc->resources.begin(); it != bc->resources.end(); it++)
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//grant resources
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for (int it = 0; it < bc->resources.size(); ++it)
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{
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iw.components.push_back (Component (Component::RESOURCE, it->first, it->second, 0));
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cb->giveResource (cb->getCurrentPlayer(), it->first, it->second);
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iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
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cb->giveResource (cb->getCurrentPlayer(), it, bc->resources[it]);
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}
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//grant artifacts
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for (std::vector<si32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)
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{
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iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));
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iw.text.addReplacement (MetaString::ART_NAMES, *it);
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cb->giveHeroArtifact (*it, cb->getSelectedHero() ,-2);
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}
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//grant creatures
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CCreatureSet ourArmy;
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for (std::vector< std::pair <ui16, ui32> >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)
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{
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@ -900,26 +900,26 @@ public:
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h & players;
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}
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};
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struct BankConfig
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{
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BankConfig() {chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
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//std::string name;
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ui8 chance;
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ui8 upgradeChance;
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std::vector< std::pair <ui16, ui32> > guards;
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ui32 combatValue;
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std::map<ui8, si32> resources;
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std::vector< std::pair <ui16, ui32> > creatures;
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std::map<ui8, ui16> artifacts;
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ui32 value;
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ui32 rewardDifficulty; //?
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ui16 easiest; //?
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BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
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ui8 level; //1 - 4, how hard the battle will be
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ui8 chance; //chance for this level being chosen
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ui8 upgradeChance; //chance for creatures to be in upgraded versions
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std::vector< std::pair <ui16, ui32> > guards; //creature ID -> amount
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ui32 combatValue; //how hard are guards of this level
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std::vector<si32> resources; //resources given in case of victory
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std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory
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std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
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ui32 value; //overall value of given things
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ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
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ui16 easiest; //?!?
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts
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h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts
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& value & rewardDifficulty & easiest;
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}
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};
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@ -378,7 +378,11 @@ std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
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std::vector<int> rem;
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for(int b=0; b<BFIELD_SIZE; ++b)
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{
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if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]))
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//don't take into account most left and most right columns of hexes
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if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
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continue;
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if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
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{
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rem.push_back(b);
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}
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