Give reaction prototypes a priority (nerf ClF3 + smoke) (#7268)
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@@ -15,7 +15,7 @@ namespace Content.Shared.Chemistry.Reaction
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/// Prototype for chemical reaction definitions
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/// </summary>
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[Prototype("reaction")]
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public sealed class ReactionPrototype : IPrototype
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public sealed class ReactionPrototype : IPrototype, IComparable<ReactionPrototype>
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{
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[ViewVariables]
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[DataField("id", required: true)]
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@@ -67,6 +67,33 @@ namespace Content.Shared.Chemistry.Reaction
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/// enough reactants, the reaction does not occur. Useful for spawn-entity reactions (e.g. creating cheese).
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/// </summary>
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[DataField("quantized")] public bool Quantized = false;
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/// <summary>
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/// Determines the order in which reactions occur. This should used to ensure that (in general) descriptive /
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/// pop-up generating and explosive reactions occur before things like foam/area effects.
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/// </summary>
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[DataField("priority")]
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public int Priority;
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/// <summary>
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/// Comparison for creating a sorted set of reactions. Determines the order in which reactions occur.
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/// </summary>
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public int CompareTo(ReactionPrototype? other)
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{
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if (other == null)
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return -1;
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if (Priority != other.Priority)
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return other.Priority - Priority;
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// Prioritize reagents that don't generate products. This should reduce instances where a solution
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// temporarily overflows and discards products simply due to the order in which the reactions occurred.
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// Basically: Make space in the beaker before adding new products.
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if (Products.Count != other.Products.Count)
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return Products.Count - other.Products.Count;
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return ID.CompareTo(other.ID);
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}
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}
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/// <summary>
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Chemistry.Components;
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@@ -211,44 +212,56 @@ namespace Content.Shared.Chemistry.Reaction
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/// Removes the reactants from the solution, then returns a solution with all products.
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/// WARNING: Does not trigger reactions between solution and new products.
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/// </summary>
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private bool ProcessReactions(Solution solution, EntityUid owner, [MaybeNullWhen(false)] out Solution productSolution)
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private bool ProcessReactions(Solution solution, EntityUid owner, FixedPoint2 maxVolume, SortedSet<ReactionPrototype> reactions)
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{
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foreach(var reactant in solution.Contents)
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HashSet<ReactionPrototype> toRemove = new();
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Solution? products = null;
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// attempt to perform any applicable reaction
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foreach (var reaction in reactions)
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{
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if (!_reactions.TryGetValue(reactant.ReagentId, out var reactions))
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continue;
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foreach(var reaction in reactions)
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if (!CanReact(solution, reaction, out var unitReactions))
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{
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if (!CanReact(solution, reaction, out var unitReactions))
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continue;
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productSolution = PerformReaction(solution, owner, reaction, unitReactions);
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return true;
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toRemove.Add(reaction);
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continue;
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}
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products = PerformReaction(solution, owner, reaction, unitReactions);
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break;
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}
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productSolution = null;
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return false;
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// did any reaction occur?
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if (products == null)
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return false; ;
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// Remove any reactions that were not applicable. Avoids re-iterating over them in future.
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reactions.Except(toRemove);
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if (products.TotalVolume <= 0)
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return true;
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// remove excess product
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// TODO spill excess?
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var excessVolume = solution.TotalVolume + products.TotalVolume - maxVolume;
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if (excessVolume > 0)
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products.RemoveSolution(excessVolume);
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// Add any reactions associated with the new products. This may re-add reactions that were already iterated
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// over previously. The new product may mean the reactions are applicable again and need to be processed.
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foreach (var reactant in products.Contents)
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{
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if (_reactions.TryGetValue(reactant.ReagentId, out var reactantReactions))
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reactions.UnionWith(reactantReactions);
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}
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solution.AddSolution(products);
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return true;
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}
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/// <summary>
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/// Continually react a solution until no more reactions occur.
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/// </summary>
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public void FullyReactSolution(Solution solution, EntityUid owner)
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{
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for (var i = 0; i < MaxReactionIterations; i++)
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{
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if (!ProcessReactions(solution, owner, out var products))
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return;
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if (products.TotalVolume <= 0)
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return;
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solution.AddSolution(products);
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}
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Logger.Error($"{nameof(Solution)} {owner} could not finish reacting in under {MaxReactionIterations} loops.");
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}
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public void FullyReactSolution(Solution solution, EntityUid owner) => FullyReactSolution(solution, owner, FixedPoint2.MaxValue);
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/// <summary>
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/// Continually react a solution until no more reactions occur, with a volume constraint.
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@@ -256,24 +269,22 @@ namespace Content.Shared.Chemistry.Reaction
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/// </summary>
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public void FullyReactSolution(Solution solution, EntityUid owner, FixedPoint2 maxVolume)
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{
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// construct the initial set of reactions to check.
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SortedSet<ReactionPrototype> reactions = new();
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foreach (var reactant in solution.Contents)
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{
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if (_reactions.TryGetValue(reactant.ReagentId, out var reactantReactions))
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reactions.UnionWith(reactantReactions);
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}
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// Repeatedly attempt to perform reactions, ending when there are no more applicable reactions, or when we
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// exceed the iteration limit.
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for (var i = 0; i < MaxReactionIterations; i++)
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{
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if (!ProcessReactions(solution, owner, out var products))
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if (!ProcessReactions(solution, owner, maxVolume, reactions))
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return;
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if (products.TotalVolume <= 0)
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return;
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var totalVolume = solution.TotalVolume + products.TotalVolume;
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var excessVolume = totalVolume - maxVolume;
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if (excessVolume > 0)
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{
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products.RemoveSolution(excessVolume); //excess product is deleted to fit under volume limit
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}
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solution.AddSolution(products);
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}
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Logger.Error($"{nameof(Solution)} {owner} could not finish reacting in under {MaxReactionIterations} loops.");
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}
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}
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@@ -81,6 +81,7 @@
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- type: reaction
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id: PotassiumExplosion
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impact: High
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priority: 20
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reactants:
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Water:
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amount: 1
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@@ -98,6 +99,7 @@
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- type: reaction
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id: Smoke
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priority: 10
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impact: High
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reactants:
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Phosphorus:
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@@ -121,6 +123,7 @@
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- type: reaction
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id: Foam
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priority: 10
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impact: High
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reactants:
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Fluorosurfactant:
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@@ -146,6 +149,7 @@
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- type: reaction
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id: IronMetalFoam
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impact: High
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priority: 10
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reactants:
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Iron:
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amount: 3
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@@ -172,6 +176,7 @@
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- type: reaction
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id: AluminiumMetalFoam
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impact: High
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priority: 10
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reactants:
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Aluminium:
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amount: 3
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@@ -30,6 +30,7 @@
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- type: reaction
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id: ChlorineTrifluoride
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priority: 20
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reactants:
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Chlorine:
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amount: 1
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