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package block
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import (
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"math/rand/v2"
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"time"
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"github.com/df-mc/dragonfly/server/block/cube"
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"github.com/df-mc/dragonfly/server/event"
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"github.com/df-mc/dragonfly/server/item"
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"github.com/df-mc/dragonfly/server/item/potion"
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"github.com/df-mc/dragonfly/server/world"
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"github.com/df-mc/dragonfly/server/world/sound"
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)
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// Water is a natural fluid that generates abundantly in the world.
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type Water struct {
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empty
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// Still makes the water appear as if it is not flowing.
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Still bool
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// Depth is the depth of the water. This is a number from 1-8, where 8 is a source block and 1 is the
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// smallest possible water block.
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Depth int
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// Falling specifies if the water is falling. Falling water will always appear as a source block, but its
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// behaviour differs when it starts spreading.
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Falling bool
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}
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// ReplaceableBy ...
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func (w Water) ReplaceableBy(b world.Block) bool {
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if _, ok := b.(LiquidRemovable); ok {
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_, displacer := b.(world.LiquidDisplacer)
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_, liquid := b.(world.Liquid)
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return displacer || liquid
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}
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return true
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}
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// EntityInside ...
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func (w Water) EntityInside(_ cube.Pos, _ *world.Tx, e world.Entity) {
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if fallEntity, ok := e.(fallDistanceEntity); ok {
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fallEntity.ResetFallDistance()
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}
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if flammable, ok := e.(flammableEntity); ok {
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flammable.Extinguish()
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}
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}
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// FillBottle ...
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func (w Water) FillBottle() (world.Block, item.Stack, bool) {
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if w.Depth == 8 {
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return w, item.NewStack(item.Potion{Type: potion.Water()}, 1), true
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}
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return nil, item.Stack{}, false
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}
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// LiquidDepth returns the depth of the water.
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func (w Water) LiquidDepth() int {
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return w.Depth
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}
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// SpreadDecay returns 1 - The amount of levels decreased upon spreading.
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func (Water) SpreadDecay() int {
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return 1
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}
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// WithDepth returns the water with the depth passed.
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func (w Water) WithDepth(depth int, falling bool) world.Liquid {
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w.Depth = depth
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w.Falling = falling
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w.Still = false
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return w
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}
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// LiquidFalling returns Water.Falling.
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func (w Water) LiquidFalling() bool {
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return w.Falling
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}
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// BlastResistance always returns 500.
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func (Water) BlastResistance() float64 {
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return 500
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}
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// HasLiquidDrops ...
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func (Water) HasLiquidDrops() bool {
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return false
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}
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// LiquidRemoveBlock drops the items of the removed block at the position passed if it has liquid drops.
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func (Water) LiquidRemoveBlock(pos cube.Pos, tx *world.Tx, removed world.Block) {
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r, ok := removed.(LiquidRemovable)
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if !ok || !r.HasLiquidDrops() {
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return
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}
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b, ok := removed.(Breakable)
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if !ok {
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panic("liquid drops should always implement breakable")
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}
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for _, d := range b.BreakInfo().Drops(item.ToolNone{}, nil) {
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dropItem(tx, d, pos.Vec3Centre())
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}
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}
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// LightDiffusionLevel ...
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func (Water) LightDiffusionLevel() uint8 {
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return 2
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}
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// ScheduledTick ...
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func (w Water) ScheduledTick(pos cube.Pos, tx *world.Tx, _ *rand.Rand) {
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if w.Depth == 7 {
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// Attempt to form new water source blocks.
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count := 0
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pos.Neighbours(func(neighbour cube.Pos) {
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if neighbour[1] == pos[1] {
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if liquid, ok := tx.Liquid(neighbour); ok {
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if water, ok := liquid.(Water); ok && water.Depth == 8 && !water.Falling {
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count++
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}
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}
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}
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}, tx.Range())
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if count >= 2 {
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if !canFlowInto(w, tx, pos.Side(cube.FaceDown), true) {
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// Only form a new source block if there either is no water below this block, or if the water
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// below this is not falling (full source block).
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res := Water{Depth: 8, Still: true}
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ctx := event.C(tx)
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if tx.World().Handler().HandleLiquidFlow(ctx, pos, pos, res, w); ctx.Cancelled() {
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return
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}
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tx.SetLiquid(pos, res)
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}
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}
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}
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tickLiquid(w, pos, tx)
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}
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// NeighbourUpdateTick ...
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func (w Water) NeighbourUpdateTick(pos, _ cube.Pos, tx *world.Tx) {
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if tx.World().Dimension().WaterEvaporates() {
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// Particles are spawned client-side.
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tx.SetLiquid(pos, nil)
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return
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}
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tx.ScheduleBlockUpdate(pos, w, time.Second/4)
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}
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// LiquidType ...
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func (Water) LiquidType() string {
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return "water"
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}
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// Harden hardens the water if lava flows into it.
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func (w Water) Harden(pos cube.Pos, tx *world.Tx, flownIntoBy *cube.Pos) bool {
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if flownIntoBy == nil {
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return false
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}
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if lava, ok := tx.Block(pos.Side(cube.FaceUp)).(Lava); ok {
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ctx := event.C(tx)
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if tx.World().Handler().HandleLiquidHarden(ctx, pos, w, lava, Stone{}); ctx.Cancelled() {
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return false
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}
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tx.SetBlock(pos, Stone{}, nil)
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tx.PlaySound(pos.Vec3Centre(), sound.Fizz{})
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return true
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} else if lava, ok := tx.Block(*flownIntoBy).(Lava); ok {
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ctx := event.C(tx)
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if tx.World().Handler().HandleLiquidHarden(ctx, pos, w, lava, Cobblestone{}); ctx.Cancelled() {
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return false
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}
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tx.SetBlock(*flownIntoBy, Cobblestone{}, nil)
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tx.PlaySound(pos.Vec3Centre(), sound.Fizz{})
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return true
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}
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return false
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}
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// EncodeBlock ...
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func (w Water) EncodeBlock() (name string, properties map[string]any) {
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if w.Depth < 1 || w.Depth > 8 {
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panic("invalid water depth, must be between 1 and 8")
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}
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v := 8 - w.Depth
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if w.Falling {
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v += 8
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}
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if w.Still {
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return "minecraft:water", map[string]any{"liquid_depth": int32(v)}
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}
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return "minecraft:flowing_water", map[string]any{"liquid_depth": int32(v)}
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}
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// allWater returns a list of all water states.
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func allWater() (b []world.Block) {
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f := func(still, falling bool) {
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b = append(b, Water{Still: still, Falling: falling, Depth: 8})
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b = append(b, Water{Still: still, Falling: falling, Depth: 7})
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b = append(b, Water{Still: still, Falling: falling, Depth: 6})
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b = append(b, Water{Still: still, Falling: falling, Depth: 5})
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b = append(b, Water{Still: still, Falling: falling, Depth: 4})
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b = append(b, Water{Still: still, Falling: falling, Depth: 3})
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b = append(b, Water{Still: still, Falling: falling, Depth: 2})
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b = append(b, Water{Still: still, Falling: falling, Depth: 1})
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}
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f(true, true)
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f(true, false)
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f(false, false)
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f(false, true)
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return
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}
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