path execution
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package baritone.bot.behavior;
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package baritone.bot.behavior;
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import baritone.bot.pathing.calc.IPath;
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import baritone.bot.pathing.calc.IPath;
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import baritone.bot.utils.Helper;
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import baritone.bot.pathing.movement.ActionCosts;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.ToolSet;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.Tuple;
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import net.minecraft.util.Tuple;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.BlockPos;
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/**
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/**
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* @author Brady
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* Behavior to execute a precomputed path. Does not (yet) deal with path segmentation or stitching
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* @since 8/1/2018 5:38 PM
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* or cutting (jumping onto the next path if it starts with a backtrack of this path's ending)
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*
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* @author leijurv
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*/
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*/
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public class PathExecution extends Behavior {
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public class PathExecution extends Behavior {
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private static final double MAX_DIST_FROM_PATH = 2;
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private static final double MAX_DIST_FROM_PATH = 2;
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private static final double MAX_TICKS_AWAY = 200; // ten seconds
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private final IPath path;
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private final IPath path;
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private int pathPosition;
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private int ticksAway;
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private int ticksOnCurrent;
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private boolean failed;
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public PathExecution(IPath path) {
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public PathExecution(IPath path) {
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this.path = path;
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this.path = path;
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this.pathPosition = 0;
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}
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}
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public void onTick() {
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public void onTick() {
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BlockPos playerFeet = playerFeet();
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if (pathPosition >= path.length()) {
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// TODO copy logic from Path in resources
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//stop bugging me, I'm done
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if (path.isInPath(playerFeet)) {
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//TODO Baritone.INSTANCE.behaviors.remove(this)
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// TODO the old Path used to keep track of the index in the path
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return;
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// and only increment it when the movement said it was done, not when it detected that the player feet had
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}
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// moved into the next position
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BlockPos whereShouldIBe = path.positions().get(pathPosition);
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EntityPlayerSP thePlayer = mc.player;
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BlockPos whereAmI = playerFeet();
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if (pathPosition == path.length() - 1) {
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System.out.println("On last path position -- done!");
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return;
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}
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if (!whereShouldIBe.equals(whereAmI)) {
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System.out.println("Should be at " + whereShouldIBe + " actually am at " + whereAmI);
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if (!Blocks.AIR.equals(BlockStateInterface.getBlock(whereAmI.down()))) {//do not skip if standing on air, because our position isn't stable to skip
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for (int i = 0; i < pathPosition - 2 && i < path.length(); i++) {//this happens for example when you lag out and get teleported back a couple blocks
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if (whereAmI.equals(path.positions().get(i))) {
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System.out.println("Skipping back " + (pathPosition - i) + " steps, to " + i);
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pathPosition = Math.max(i - 1, 0); // previous step might not actually be done
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return;
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}
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}
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for (int i = pathPosition + 2; i < path.length(); i++) { //dont check pathPosition+1. the movement tells us when it's done (e.g. sneak placing)
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if (whereAmI.equals(path.positions().get(i))) {
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System.out.println("Skipping forward " + (i - pathPosition) + " steps, to " + i);
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pathPosition = i - 1;
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return;
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}
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}
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}
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}
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Tuple<Double, BlockPos> status = path.closestPathPos(thePlayer.posX, thePlayer.posY, thePlayer.posZ);
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double distanceFromPath = status.getFirst();
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if (distanceFromPath > MAX_DIST_FROM_PATH) {
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ticksAway++;
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System.out.println("FAR AWAY FROM PATH FOR " + ticksAway + " TICKS. Current distance: " + distanceFromPath + ". Threshold: " + MAX_DIST_FROM_PATH);
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if (ticksAway > MAX_TICKS_AWAY) {
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System.out.println("Too far away from path for too long, cancelling path");
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System.out.println("Too many ticks");
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pathPosition = path.length() + 3;
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failed = true;
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return;
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}
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} else {
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} else {
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Tuple<Double, BlockPos> closest = path.closestPathPos(mc.player.posX, mc.player.posY, mc.player.posZ);
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ticksAway = 0;
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if (closest.getFirst() > MAX_DIST_FROM_PATH) {
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}
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// TODO how to indicate failure? Exception?
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//this commented block is literally cursed.
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/*Out.log(actions.get(pathPosition));
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if (pathPosition < actions.size() - 1) {//if there are two ActionBridges in a row and they are at right angles, walk diagonally. This makes it so you walk at 45 degrees along a zigzag path instead of doing inefficient zigging and zagging
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if ((actions.get(pathPosition) instanceof ActionBridge) && (actions.get(pathPosition + 1) instanceof ActionBridge)) {
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ActionBridge curr = (ActionBridge) actions.get(pathPosition);
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ActionBridge next = (ActionBridge) actions.get(pathPosition + 1);
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if (curr.dx() != next.dx() || curr.dz() != next.dz()) {//two movement are not parallel, so this is a right angle
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if (curr.amIGood() && next.amIGood()) {//nothing in the way
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BlockPos cornerToCut1 = new BlockPos(next.to.getX() - next.from.getX() + curr.from.getX(), next.to.getY(), next.to.getZ() - next.from.getZ() + curr.from.getZ());
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BlockPos cornerToCut2 = cornerToCut1.up();
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//Block corner1 = Baritone.get(cornerToCut1).getBlock();
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//Block corner2 = Baritone.get(cornerToCut2).getBlock();
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//Out.gui("Cutting conner " + cornerToCut1 + " " + corner1, Out.Mode.Debug);
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if (!Action.avoidWalkingInto(cornerToCut1) && !Action.avoidWalkingInto(cornerToCut2)) {
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double x = (next.from.getX() + next.to.getX() + 1.0D) * 0.5D;
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double z = (next.from.getZ() + next.to.getZ() + 1.0D) * 0.5D;
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MovementManager.clearMovement();
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if (!MovementManager.forward && curr.oneInTen != null && curr.oneInTen) {
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MovementManager.clearMovement();
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MovementManager.forward = LookManager.lookAtCoords(x, 0, z, false);
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} else {
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MovementManager.moveTowardsCoords(x, 0, z);
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}
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if (MovementManager.forward && !MovementManager.backward) {
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thePlayer.setSprinting(true);
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}
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return false;
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}
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}
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}
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}
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}*/
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Movement movement = path.movements().get(pathPosition);
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if (movement.calculateCost(new ToolSet()) >= ActionCosts.COST_INF) {
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System.out.println("Something has changed in the world and this movement has become impossible. Cancelling.");
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pathPosition = path.length() + 3;
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failed = true;
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return;
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}
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movement.onTick();
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if (movement.isFinished()) {
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System.out.println("Movement done, next path");
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pathPosition++;
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ticksOnCurrent = 0;
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} else {
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ticksOnCurrent++;
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if (ticksOnCurrent > movement.calculateCost(new ToolSet()) + 100) {
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System.out.println("This movement has taken too long (" + ticksOnCurrent + " ticks, expected " + movement.calculateCost(new ToolSet()) + "). Cancelling.");
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pathPosition = path.length() + 3;
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failed = true;
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return;
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}
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}
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}
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}
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}
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}
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public IPath getPath() {
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return path;
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}
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public boolean failed() {
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return failed;
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}
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public boolean finished() {
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return pathPosition >= path.length();
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}
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}
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}
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@ -27,6 +27,15 @@ public interface IPath {
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*/
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*/
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List<BlockPos> positions();
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List<BlockPos> positions();
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/**
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* Number of positions in this path
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*
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* @return Number of positions in this path
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*/
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default int length() {
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return positions().size();
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}
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/**
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/**
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* What's the next step
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* What's the next step
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*
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*
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