Port over MCWorld class
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13770fab24
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43eefcf41a
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bot.py
1
bot.py
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@ -181,6 +181,7 @@ def bot(global_state):
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g.chat = ChatManager(g)
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g.chat = ChatManager(g)
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g.game = game.Game(g)
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g.game = game.Game(g)
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g.world = game.MCWorld(g)
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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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157
game.py
157
game.py
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@ -1,6 +1,7 @@
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import re
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import re
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import time
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import time
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import importlib
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import importlib
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from math import hypot
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from panda3d.core import LPoint3f
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from panda3d.core import LPoint3f
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@ -15,6 +16,151 @@ importlib.reload(path)
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import blocks
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import blocks
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importlib.reload(blocks)
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importlib.reload(blocks)
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class MCWorld:
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def __init__(self, global_state):
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self.g = global_state
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self.l = self.g.local_state
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def block_at(self, x, y, z):
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return self.g.chunks.get_block_at(x, y, z)
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def find_blocks(self, center, distance, block_ids, limit=0):
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# search in a spiral from center to all blocks with ID
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result = []
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for n in count():
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offset = utils.spiral(n)
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check = utils.padd(center, offset)
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if self.block_at(*check) in block_ids:
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if hypot(*offset) < distance:
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result.append(check)
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if limit and len(result) == limit:
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return result
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if offset[0] > distance:
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return result
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def find_trees(self, center, distance):
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logs = []
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for i in range(5):
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check = utils.padd(center, alternate(i, 3))
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logs.extend(self.find_blocks(check, distance, blocks.LOG_IDS, 50))
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trees = []
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for log in logs:
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# crawl to the bottom log
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while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
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log = utils.padd(log, path.BLOCK_BELOW)
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# make sure we are on the ground
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if self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
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continue
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# crawl to the top log to count
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log_count = 1
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while self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LOG_IDS:
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log = utils.padd(log, path.BLOCK_ABOVE)
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log_count += 1
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# make sure it's a good tree
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if self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LEAF_IDS and log_count > 2:
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# crawl back to the bottom log
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while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
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log = utils.padd(log, path.BLOCK_BELOW)
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trees.append(log)
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trees.sort(key=lambda x: phyp(center, x))
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return trees
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def find_tree_openings(self, tree):
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# returns coords in a cardinal direction where we can stand by tree
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maze_solver = MazeSolver(self.g.chunks)
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result = []
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# TODO: make sure only non-solid and leaves between
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# make sure traversable too
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for distance in range(5):
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for direction in CHECK_DIRECTIONS:
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offset = pmul(direction, distance+1)
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if maze_solver.check_traverse(tree, offset):
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result.append(utils.padd(tree, offset))
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return result
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def path_to_place(self, start, place):
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maze_solver = MazeSolver(self.g.chunks)
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try:
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s = maze_solver.astar(start, place)
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return list(s) if s else None
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except AStarTimeout:
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return None
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def find_bed_areas(self, center, distance):
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air = []
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for i in range(5):
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check = utils.padd(center, alternate(i, 1))
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air.extend(self.find_blocks(check, distance, [0], 200))
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areas = []
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for a in air:
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# check for ground around the area
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if len(self.find_blocks(utils.padd(a, path.BLOCK_BELOW), 2, blocks.NON_SOLID_IDS, 9)):
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continue
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# check for air around the area
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if len(self.find_blocks(a, 2, [0], 9)) < 9:
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continue
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# check for air above the area
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if len(self.find_blocks(utils.padd(a, path.BLOCK_ABOVE), 2, [0], 9)) < 9:
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continue
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areas.append(a)
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areas.sort(key=lambda x: phyp(center, x))
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return areas
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def sand_adjacent_safe(self, sand):
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for direction in CHECK_DIRECTIONS:
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if self.block_at(*utils.padd(sand, direction)) in blocks.AVOID_IDS:
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return False
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return True
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def find_sand(self, center, distance, origin):
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sand = []
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for i in range(10):
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check = utils.padd(center, alternate(i, 1))
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sand.extend(self.find_blocks(check, distance, [66], 20))
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safe_sand = []
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for s in sand:
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# make sure it has solid below
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if self.block_at(*utils.padd(s, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
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continue
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# make sure it has solid two below - prevent hanging sand
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if self.block_at(*utils.padd(s, path.BLOCK_BELOW2)) in blocks.NON_SOLID_IDS:
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continue
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# and walkable air above
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if self.block_at(*utils.padd(s, path.BLOCK_ABOVE)) not in blocks.NON_SOLID_IDS:
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continue
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if not self.sand_adjacent_safe(s):
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continue
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safe_sand.append(s)
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safe_sand.sort(key=lambda x: utils.phyp_bias(center, x, origin))
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return safe_sand
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def find_bed_openings(self, area):
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# returns coords in a cardinal direction where we can stand by bed
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result = []
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for direction in CHECK_DIRECTIONS:
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result.append(utils.padd(area, direction))
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return result
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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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self.g = global_state
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self.g = global_state
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@ -164,6 +310,17 @@ class Game:
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packet.hand = packet.HAND_MAIN
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packet.hand = packet.HAND_MAIN
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self.g.connection.write_packet(packet)
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self.g.connection.write_packet(packet)
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def place_block(self, location, face):
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packet = serverbound.play.PlayerBlockPlacementPacket()
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packet.hand = 0
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packet.location = pos
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packet.face = face
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packet.x = 0.5
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packet.y = 0.5
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packet.z = 0.5
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packet.inside_block = False
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self.g.connection.write_packet(packet)
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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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12
path.py
12
path.py
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@ -49,6 +49,18 @@ PARKOUR_SOUTH = (0, 0, +2)
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PARKOUR_EAST = (+2, 0, 0)
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PARKOUR_EAST = (+2, 0, 0)
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PARKOUR_WEST = (-2, 0, 0)
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PARKOUR_WEST = (-2, 0, 0)
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CHECK_NORTH = (0, 0, -1)
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CHECK_SOUTH = (0, 0, +1)
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CHECK_EAST = (+1, 0, 0)
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CHECK_WEST = (-1, 0, 0)
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CHECK_DIRECTIONS = [
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CHECK_NORTH,
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CHECK_SOUTH,
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CHECK_EAST,
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CHECK_WEST,
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]
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TRAVERSE = [
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TRAVERSE = [
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TRAVERSE_NORTH,
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TRAVERSE_NORTH,
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TRAVERSE_SOUTH,
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TRAVERSE_SOUTH,
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