2021-01-02 02:25:39 +01:00
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use std::ops::{Deref, DerefMut};
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2021-01-03 00:15:45 +01:00
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use rand::prelude::*;
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2021-01-02 02:25:39 +01:00
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2021-01-03 00:15:45 +01:00
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#[derive(Debug, Clone, PartialEq)]
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pub enum Tile {
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Start,
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Blue,
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Yellow,
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Red,
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Black,
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Teal
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}
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2021-01-03 00:15:45 +01:00
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// factory, color, pattern line
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pub struct GameMove (pub usize, pub Tile, pub usize);
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#[derive(Debug, Clone)]
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2021-01-02 02:25:39 +01:00
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struct Bag (Vec<Tile>);
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impl Default for Bag {
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fn default() -> Self {
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let mut bag = Vec::<Tile>::with_capacity(100);
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for _ in 0..20 {
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bag.push(Tile::Blue);
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};
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for _ in 0..20 {
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bag.push(Tile::Yellow);
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};
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for _ in 0..20 {
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bag.push(Tile::Red);
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};
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for _ in 0..20 {
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bag.push(Tile::Black);
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};
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for _ in 0..20 {
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bag.push(Tile::Teal);
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};
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Bag(bag)
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}
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}
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2021-01-02 02:25:39 +01:00
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impl Deref for Bag {
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type Target = Vec<Tile>;
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fn deref(&self) -> &Vec<Tile> {
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&self.0
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}
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}
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impl DerefMut for Bag {
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fn deref_mut(&mut self) -> &mut Vec<Tile> {
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&mut self.0
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}
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}
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2021-01-03 00:15:45 +01:00
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impl From<Vec<Tile>> for Bag {
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fn from(vector: Vec<Tile>) -> Bag {
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Bag(vector)
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}
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}
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2021-01-02 02:25:39 +01:00
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2021-01-03 00:15:45 +01:00
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#[derive(Default, Debug, Clone)]
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struct Factory ([Option<Tile>; 4]);
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impl Deref for Factory {
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type Target = [Option<Tile>; 4];
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fn deref(&self) -> &[Option<Tile>; 4] {
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&self.0
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}
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}
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impl DerefMut for Factory {
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fn deref_mut(&mut self) -> &mut [Option<Tile>; 4] {
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&mut self.0
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}
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}
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#[derive(Debug, Clone)]
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struct Market (Vec<Tile>);
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impl Default for Market {
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fn default() -> Self {
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let mut market = Vec::<Tile>::with_capacity(20);
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market.push(Tile::Start);
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Market(market)
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}
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}
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impl Deref for Market {
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type Target = Vec<Tile>;
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fn deref(&self) -> &Vec<Tile> {
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&self.0
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}
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}
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impl DerefMut for Market {
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fn deref_mut(&mut self) -> &mut Vec<Tile> {
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&mut self.0
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}
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}
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type Patterns = (
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[Option<Tile>; 1],
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[Option<Tile>; 2],
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[Option<Tile>; 3],
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[Option<Tile>; 4],
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[Option<Tile>; 5]
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);
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type Row = [bool; 5];
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type Wall = [Row; 5];
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#[derive(Debug, Clone)]
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struct Board {
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score: u8,
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wall: Wall,
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floor: Vec<Tile>,
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patterns: Patterns,
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}
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impl Default for Board {
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fn default() -> Self {
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Board {
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score: 0,
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wall: Wall::default(),
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floor: Vec::default(),
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patterns: Patterns::default()
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}
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}
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}
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#[derive(Default, Debug, Clone)]
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pub struct Game {
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turn: u8,
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player: usize,
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box_top: Bag,
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bag: Bag,
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market: Market,
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factories: Vec<Factory>,
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boards: Vec<Board>
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}
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impl Game {
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pub fn new(players: usize) -> Result<Self, &'static str> {
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let n_factories = match players {
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2 => 5,
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3 => 7,
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4 => 9,
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_ => return Err("Not a valid amount of players")
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};
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let mut factories = Vec::<Factory>::with_capacity(n_factories);
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for _ in 0..n_factories {
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factories.push(Factory::default())
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}
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let mut boards = Vec::<Board>::with_capacity(players);
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for _ in 0..players {
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boards.push(Board::default());
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}
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let mut game = Game {
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turn: 0,
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player: 0,
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box_top: Vec::<Tile>::with_capacity(100).into(),
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bag: Bag::default(),
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market: Market::default(),
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factories: factories,
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boards: boards
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};
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game.fill()?;
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Ok(game)
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}
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fn fill(&mut self) -> Result<(), &'static str> {
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for factory in &self.factories {
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if factory.len() != 0 {
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return Err("Cannot fill, factories are not empty")
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};
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};
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for factory in &mut self.factories {
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for i in 0..4 {
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if self.bag.len() == 0 && self.box_top.len() > 0 {
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self.bag.append(&mut self.box_top);
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}
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else if self.bag.len() == 0 {
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return Ok(())
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}
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else {
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let tile_i = (random::<f32>() * self.bag.len() as f32).floor() as usize;
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let tile = self.bag.remove(tile_i);
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factory[i] = Some(tile);
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}
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}
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};
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Ok(())
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}
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pub fn do_move(&self, game_move: GameMove) -> Result<Game, &'static str> {
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if game_move.1 == Tile::Start {
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return Err("You can't take the start tile alone")
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}
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let mut game = self.clone();
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let old_factory = &self.factories[game_move.0];
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let new_factory = &game.factories[game_move.0];
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let sel_tile = game_move.1;
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let mut hand = old_factory.clone();
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hand.to_vec();
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hand.retain(|x| *x == sel_tile);
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if hand.len() == 0 {
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return Err("That tile is not in that factory")
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}
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let target = &mut game.boards[self.player].patterns[game_move.2];
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if target.first().is_some() || *target.first().unwrap() != sel_tile {
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return Err("You cannot place that tile on that pattern-line")
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}
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game.turn += 1;
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game.player = (game.player + 1) % self.boards.len();
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Ok(game)
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}
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}
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