Calculate the correct block breaking time
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parent
179359d0ee
commit
13770fab24
12
bot.py
12
bot.py
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@ -33,7 +33,6 @@ importlib.reload(utils)
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import path
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import path
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importlib.reload(path)
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importlib.reload(path)
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TICK = 0.05
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last_tick = time.time()
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last_tick = time.time()
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PITCH_ANGLE_DIR = LVector3f(x=0, y=1, z=0)
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PITCH_ANGLE_DIR = LVector3f(x=0, y=1, z=0)
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@ -87,8 +86,8 @@ def tick(global_state):
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l.path.pop(0)
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l.path.pop(0)
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if l.y_v or l.y_a:
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if l.y_v or l.y_a:
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p.y += l.y_v * TICK
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p.y += l.y_v * utils.TICK
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l.y_v += l.y_a * TICK
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l.y_v += l.y_a * utils.TICK
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block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
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block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
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in_air = block_below in blocks.NON_SOLID_IDS
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in_air = block_below in blocks.NON_SOLID_IDS
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@ -151,6 +150,7 @@ def init(global_state):
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l.pitch = 0
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l.pitch = 0
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l.breaking = None
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l.breaking = None
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l.break_time = 0
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#l.jobstate = JobStates(connection, player_info)
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#l.jobstate = JobStates(connection, player_info)
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#l.jobstate.run()
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#l.jobstate.run()
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@ -184,12 +184,12 @@ def bot(global_state):
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try:
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try:
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while not g.pos:
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while not g.pos:
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time.sleep(TICK)
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time.sleep(utils.TICK)
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print('Player loaded.')
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print('Player loaded.')
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x, y, z = utils.pint(g.pos)
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x, y, z = utils.pint(g.pos)
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while (floor(x/16), floor(y/16), floor(z/16)) not in g.chunks.chunks:
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while (floor(x/16), floor(y/16), floor(z/16)) not in g.chunks.chunks:
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time.sleep(TICK)
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time.sleep(utils.TICK)
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print('Chunks loaded.')
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print('Chunks loaded.')
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init(g)
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init(g)
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@ -198,7 +198,7 @@ def bot(global_state):
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tick(g)
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tick(g)
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global last_tick
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global last_tick
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sleep_time = TICK + last_tick - time.time()
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sleep_time = utils.TICK + last_tick - time.time()
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if sleep_time < 0: sleep_time = 0
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if sleep_time < 0: sleep_time = 0
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time.sleep(sleep_time)
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time.sleep(sleep_time)
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last_tick = time.time()
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last_tick = time.time()
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40
game.py
40
game.py
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@ -12,6 +12,8 @@ import utils
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importlib.reload(utils)
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importlib.reload(utils)
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import path
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import path
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importlib.reload(path)
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importlib.reload(path)
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import blocks
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importlib.reload(blocks)
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class Game:
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class Game:
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def __init__(self, global_state):
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def __init__(self, global_state):
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@ -38,7 +40,7 @@ class Game:
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def handle_block_change(self, packet):
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def handle_block_change(self, packet):
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l = self.g.local_state
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l = self.g.local_state
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if packet.block_state_id == 3887:
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if packet.block_state_id == blocks.SOUL_TORCH:
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try:
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try:
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l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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print('new waypoint:', l.goal)
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print('new waypoint:', l.goal)
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@ -130,22 +132,9 @@ class Game:
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if packet.window_id == 0:
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if packet.window_id == 0:
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self.g.inv[packet.slot] = packet.slot_data
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self.g.inv[packet.slot] = packet.slot_data
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def handle_break_animation(self, packet):
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print(packet)
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if self.l.breaking and packet.entity_id == self.g.eid:
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if packet.destroy_stage >= 10:
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packet = PlayerDiggingPacket()
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packet.status = 2
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packet.location = self.l.breaking
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.l.breaking = None
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def handle_break_ack(self, packet):
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print(packet)
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def break_block(self, location):
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def break_block(self, location):
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if self.g.chunks.get_block_at(*location) != 0:
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bid = self.g.chunks.get_block_at(*location)
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if bid != 0:
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packet = PlayerDiggingPacket()
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packet = PlayerDiggingPacket()
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packet.status = 0
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packet.status = 0
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packet.location = location
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packet.location = location
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@ -153,6 +142,22 @@ class Game:
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self.g.connection.write_packet(packet)
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self.g.connection.write_packet(packet)
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self.l.breaking = location
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self.l.breaking = location
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self.l.break_time = time.time() + utils.break_time(bid)
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def break_finish(self):
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packet = PlayerDiggingPacket()
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packet.status = 2
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packet.location = self.l.breaking
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.l.breaking = None
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def handle_break_animation(self, packet):
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print(packet)
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def handle_break_ack(self, packet):
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print(packet)
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def animate(self):
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def animate(self):
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packet = serverbound.play.AnimationPacket()
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packet = serverbound.play.AnimationPacket()
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@ -162,3 +167,6 @@ class Game:
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def tick(self):
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def tick(self):
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if self.l.breaking:
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if self.l.breaking:
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self.animate()
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self.animate()
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if time.time() >= self.l.break_time - 2*utils.TICK:
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self.break_finish()
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32
utils.py
32
utils.py
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@ -1,5 +1,11 @@
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import importlib
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from math import floor, ceil
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from math import floor, ceil
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import blocks
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importlib.reload(blocks)
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TICK = 0.05
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def padd(p1, p2):
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def padd(p1, p2):
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return (p1[0] + p2[0], p1[1] + p2[1], p1[2] + p2[2])
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return (p1[0] + p2[0], p1[1] + p2[1], p1[2] + p2[2])
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@ -25,3 +31,29 @@ def cap(x, amount):
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sign = 1 if x >= 0 else -1
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sign = 1 if x >= 0 else -1
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return sign * min(abs(x), amount)
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return sign * min(abs(x), amount)
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def break_time(block_id, held_item=0, in_water=False, on_ground=True, enchantments=[], effects={}):
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# from PrismarineJS/prismarine-block
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data = blocks.get(block_id)
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can_harvest = 'harvestTools' not in data or str(held_item) in data['harvestTools']
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tool_multipliers = blocks.mcd.materials.get(data['material'], [])
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is_best_tool = held_item in tool_multipliers
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time = data['hardness']
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if can_harvest:
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time *= 1.5
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else:
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time *= 5.0
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if is_best_tool:
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speed_multiplier = tool_multipliers[held_item]
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# TODO: calc efficiency, haste, mining fatigue
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else:
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speed_multiplier = 1.0
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time /= speed_multiplier
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if in_water: time *= 5.0
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if not on_ground: time *= 5.0
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return time
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