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Camera: mount the render-kit host with inset:0 (fill #game-display) instead of min(100%,78vh)+translate(-50%) centering. #game-display is grid-bounded (container is 100vh/overflow-hidden), so filling it gives the camera reliable clientWidth/Height every frame — fixes the intermittent "player stranded in a top band, black below" off-centering. Torches (in-game): drop the pack torch SPRITE composite — several sheets place it off-center/ rotated, reading as misaligned. Keep wall base + procedural RK.fx flame: a clean wall-mounted torch that looks right in every pack. Wait animations: shrink the juice bursts (18-24 -> 6-7 particles, spread 1.8-2.4 -> 0.6-0.7) and remove the red death/caught bursts, so a grab/escape reads as a tight glint on the hero instead of an explosion spraying onto the wall torches.
190 lines
8.1 KiB
JavaScript
190 lines
8.1 KiB
JavaScript
// SP game render bridge (RK.SPGame) — renders the single-player DUNGEON through the render kit
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// (Tiled / ASCII / Iso / 3D + unlocked packs) instead of the legacy ROT display, so a pack you
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// bought applies in actual gameplay, not just the tavern. It mounts a renderer in a dedicated host
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// inside #game-display and hides the legacy ROT canvases while a game is live; the retro splash /
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// win / lose text screens still use ROT. If anything here is unavailable it returns false and the
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// caller falls back to the legacy RenderEngine, so the live game can never hard-break.
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(function (root) {
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'use strict';
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var RK = root.RK = root.RK || {};
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var SP = RK.SPGame = RK.SPGame || {};
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SP._renderer = null;
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SP._mode = null;
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SP._live = false;
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function doc() { return root.document; }
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function gameDisplay() { return doc() && doc().getElementById('game-display'); }
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// A dedicated, SELF-SIZING child host so the RK canvas doesn't collide with the ROT canvas and
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// doesn't depend on the ROT canvas for its dimensions (it's an aspect-ratio viewport the camera
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// transform is clipped to).
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function rkHost() {
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var gd = gameDisplay();
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if (!gd) return null;
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var host = doc().getElementById('rk-game-host');
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if (!host) {
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host = doc().createElement('div');
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host.id = 'rk-game-host';
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// FILL #game-display exactly (inset:0). #game-display is a definite, grid-bounded height
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// (the .container is height:100vh; overflow:hidden), so filling it gives the camera
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// reliable clientWidth/clientHeight every frame. The earlier `min(78vh)` + translate(-50%)
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// centering could resolve to a wrong/transient size, stranding the view in a top band.
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host.style.cssText = 'display:none; position:absolute; inset:0;' +
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' overflow:hidden; background:#0a0c0f; z-index:6; touch-action:none; cursor:grab;';
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gd.appendChild(host);
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}
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return host;
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}
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SP.available = function () {
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return !!(RK.createRenderer && RK.sceneFromGameState && gameDisplay());
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};
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SP.mode = function () {
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if (!SP._mode) {
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var m = (RK.loadMode && RK.loadMode('tiles')) || 'tiles';
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SP._mode = (RK.canUseMode && !RK.canUseMode(m)) ? 'tiles' : m;
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}
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return SP._mode;
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};
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SP.setMode = function (mode) {
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if (RK.canUseMode && !RK.canUseMode(mode)) return false;
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SP._mode = mode;
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if (RK.saveMode) RK.saveMode(mode);
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SP._destroyRenderer();
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if (SP._live && SP._lastState) SP.render(SP._lastState, SP._lastOpts);
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return true;
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};
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// Re-mount after a pack switch (same mode, new active pack/assets).
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SP.refreshPack = function () {
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SP._destroyRenderer();
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if (SP._live && SP._lastState) SP.render(SP._lastState, SP._lastOpts);
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};
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SP._destroyRenderer = function () {
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if (SP._renderer && SP._renderer.destroy) { try { SP._renderer.destroy(); } catch (_) {} }
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SP._renderer = null;
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};
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SP._ensureRenderer = function () {
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if (SP._renderer) return SP._renderer;
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var host = rkHost();
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if (!host || !RK.createRenderer) return null;
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SP._renderer = RK.createRenderer(SP.mode(), host, { cell: 24 });
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// The camera owns the canvas transform (centre on the player), so position it absolutely
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// and let it overflow — do NOT use RK.attachZoom (it fights this transform).
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if (SP._renderer && SP._renderer.canvas) {
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var c = SP._renderer.canvas;
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c.style.position = 'absolute'; c.style.top = '0'; c.style.left = '0';
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// Beat `.rotdis canvas { max-width:100% !important }` so the camera controls the size.
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c.style.setProperty('max-width', 'none', 'important');
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c.style.setProperty('image-rendering', 'pixelated', 'important');
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}
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if (!host._rkZoomBound) {
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host._rkZoomBound = true;
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host.addEventListener('wheel', function (ev) {
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ev.preventDefault();
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SP._zoom = Math.max(0.6, Math.min(4, (SP._zoom || 1.7) * Math.exp(-ev.deltaY * 0.0015)));
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SP._applyCamera();
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}, { passive: false });
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}
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return SP._renderer;
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};
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// Centre the (whole-scene) canvas on the player via a CSS transform, clipped to the host —
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// renderer-agnostic (works for tiled / iso / 3d, each of which reports its own focusPoint).
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SP._applyCamera = function () {
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var r = SP._renderer;
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var host = doc() && doc().getElementById('rk-game-host');
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if (!r || !r.canvas || !host) return;
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var scale = SP._zoom || 1.7;
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var fp = r.focusPoint;
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r.canvas.style.transformOrigin = '0 0';
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if (!fp) { r.canvas.style.transform = 'scale(' + scale + ')'; return; }
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var w = host.clientWidth || 640, h = host.clientHeight || 400;
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var tx = w / 2 - fp.x * scale, ty = h / 2 - fp.y * scale;
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// Smooth follow: glide toward the target so single steps aren't jerky; SNAP on a big jump
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// (level-change teleport / a stale-then-updated focus) rather than slowly panning the map.
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if (SP._camX == null || Math.abs(tx - SP._camX) > w || Math.abs(ty - SP._camY) > h) {
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SP._camX = tx; SP._camY = ty;
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} else {
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SP._camX += (tx - SP._camX) * 0.3;
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SP._camY += (ty - SP._camY) * 0.3;
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}
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r.canvas.style.transform = 'translate(' + SP._camX + 'px,' + SP._camY + 'px) scale(' + scale + ')';
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};
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function toggleLegacy(hide) {
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var gd = gameDisplay();
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if (!gd) return;
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var kids = gd.children;
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for (var i = 0; i < kids.length; i++) {
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if (kids[i].id === 'rk-game-host') continue;
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kids[i].style.display = hide ? 'none' : '';
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}
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}
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// Show the render-kit view (hide the ROT splash canvases). Call on game start.
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SP.show = function () {
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if (!SP.available()) return false;
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var host = rkHost();
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if (!host) return false;
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host.style.display = 'block';
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toggleLegacy(true);
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SP._live = true;
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SP._camX = null; // snap-center on the first frame of a new game
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SP._startCameraLoop();
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return true;
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};
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// Re-apply the camera every frame while live — robust against the renderer resizing its canvas
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// or a transient focusPoint, which was making the view snap to the corner mid-run.
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SP._startCameraLoop = function () {
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if (SP._camRaf != null) return;
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function tick() {
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if (!SP._live) { SP._camRaf = null; return; }
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SP._applyCamera();
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SP._camRaf = root.requestAnimationFrame(tick);
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}
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SP._camRaf = root.requestAnimationFrame(tick);
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};
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// Back to the ROT view (splash / win / lose). Call on game end.
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SP.hide = function () {
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SP._live = false;
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SP._destroyRenderer();
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var host = doc() && doc().getElementById('rk-game-host');
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if (host) host.style.display = 'none';
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toggleLegacy(false);
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};
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// Build the Scene from the SP client render-state and draw it. Returns true if it rendered
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// (caller then skips the legacy renderer). Non-destructive on failure.
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SP.render = function (clientState, opts) {
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if (!SP._live || !SP.available()) return false;
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var r = SP._ensureRenderer();
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if (!r) return false;
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opts = opts || {};
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SP._lastState = clientState;
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SP._lastOpts = opts;
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try {
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var scene = RK.sceneFromGameState(clientState, {
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cryptoType: opts.cryptoType,
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playerAppearance: opts.playerAppearance,
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isSpectating: opts.isSpectating
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});
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r.render(scene);
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SP._applyCamera();
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return true;
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} catch (e) {
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if (root.console) console.warn('SPGame render failed; falling back to legacy:', e && e.message);
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return false;
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}
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};
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if (typeof module !== 'undefined' && module.exports) module.exports = SP;
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})(typeof window !== 'undefined' ? window : this);
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