Dev-C++5.11游戏创作之简易迷你世界
芜湖!我又回来啦!作业全完成喽!今天带来的代码可是我想+写=1周的呢,大家好好收藏,好好赞,一起加油吧!
OK!老规矩,介绍一下代码
#include <bits/stdc++.h>
#include <windows.h>
#include <unistd.h>
#include <conio.h>
#define LIFE 15
#define HUNGRY 100
#define SPEED 1000
using namespace std;
//hamburger是汉堡,为迷你世界里的麦包什么的 , hungryl剩余饥饿 , speed玩家移动速度,暂时不使用
//wood木头物资 , stone石头物资 , metal金属物资 , diamond钻石物资
//und是当前玩家所在高度,便于判断一些稀有矿石出现点
//stoneAX、metalAX、diamondAX和goldAX各类斧头和镐子,需要合成
//undergroundMAP是当前底下矿洞可视区域,一旦移动,如不在map内,则重新随机
unsigned long long hamburger=10000, hungryl=100, speed=100;
unsigned long long wood=1000, stone=1000, metal=1000, diamond=1000;
long long und=-6;
bool stoneAX=true, metalAX=false, diamondAX=false, goldAX=false;
int undergroundMAP[10][10]= {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int nowp;//判断当前位置,更利于底下矿洞探索
unsigned long long x, y;//位置判断,便于输出void HIDE() {CONSOLE_CURSOR_INFO cursor_info= {1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
}
void SetPos(int x,int y) {COORD pos;pos.X=y*2-1,pos.Y=x+1;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
void stoDIG() {if(stoneAX==true&&metalAX==false) Sleep(50);else;
}
void metDIG() {if(stoneAX==true&&metalAX==false) Sleep(111);else if(metalAX=true&&diamondAX==false) Sleep(65);else;
}
void diaDIG() {if(metalAX==true&&diamondAX==false) Sleep(210);else if(diamondAX==true&&goldAX==false) Sleep(80);else;
}
上面这段是一些需要的挖掘的函数和所需要的变量,大家应该都看得懂
void golAX() {for(int i=0; i<10; i++) {for(int j=0; j<10; j++) {switch(undergroundMAP[i][j]) {case 1:wood++;break;case 2:stone++;break;case 3:metal++;break;case 4:diamond++;break;}undergroundMAP[i][j]=0;}}
}
void diaAX() {for(int i=x-2; i<=x+2; i++) {for(int j=y-2; j<=y+2; j++) {switch(undergroundMAP[i][j]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[i][j]=0;}}
}
void metAX() {for(int i=x-1; i<=x+1; i++) {for(int j=y; j<=y+1; j++) {switch(undergroundMAP[i][j]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[i][j]=0;}}
}
bool canGO(bool a1,bool a2,bool a3,bool a4,int pla) {if(pla<=3) {return 1;} else if(pla==4&&a2==true) {return 1;} else {return 0;}
}
void make() {system("cls");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);cout<<" __________________________________________________________________ "<<endl;cout<<"| 合 成 |"<<endl;cout<<"| |"<<endl;cout<<"| 1. 铁斧 |"<<endl;cout<<"| 2. 钻石斧 |"<<endl;cout<<"| 3. 荒芜神斧 |"<<endl;cout<<"| 铁斧:有99.8%的概率挖掘3 ×3方格 |"<<endl;cout<<"| 钻石斧:有99.9%的概率挖掘5 ×5方格 |"<<endl;cout<<"| 荒芜神斧:有100%的概率挖掘全屏方格 |"<<endl;cout<<"| ________________________________________________________________|"<<endl;cout<<"| |备注:请确认背包已有所有所需物品且斧子合成不需要使用已合成的斧子|"<<endl;cout<<"|_|________________________________________________________________|"<<endl;cout<<"请输入:";char input=getch();switch(input) {case '1':if(metal>=4&&stoneAX!=false&&metalAX==false) {cout<<endl<<"已合成"<<endl;metalAX=true;} else if(metalAX==true) {cout<<endl<<"对不起!您的铁斧已经合成了,不能继续合成了呦!"<<endl;}break;case '2':if(diamond>=2&&metalAX!=false&&diamondAX==false) {cout<<endl<<"已合成"<<endl;diamondAX=true;} else if(diamondAX==true) {cout<<endl<<"对不起!您的钻石斧已经合成了,不能继续合成了呦!"<<endl;}break;case '3':if(wood>=30&&metal>=20&&diamond>=12&&diamondAX!=false&&goldAX==false) {cout<<endl<<"已合成"<<endl;goldAX=true;} else if(goldAX==true) {cout<<endl<<"对不起!您的荒芜神斧已经合成了,不能继续合成了呦!"<<endl;}break;}
}
void getk() {switch(getch()) {case 'w':if(x!=0&&goldAX==true) {golAX();} else if(x!=0&&diamondAX==true) {diaAX();} else if(x!=0&&metalAX==true) {metAX();}if( x!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x-1][y] ) ) {x-=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 's':if(x!=9&&goldAX==true) {golAX();} else if(x!=9&&diamondAX==true) {diaAX();} else if(x!=9&&metalAX==true) {metAX();}if( x!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x+1][y] ) ) {x+=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 'a':if(y!=0&&goldAX==true) {golAX();} else if(y!=0&&diamondAX==true) {diaAX();} else if(y!=0&&metalAX==true) {metAX();}if( y!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y-1] ) ) {y-=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 'd':if(y!=9&&goldAX==true) {golAX();} else if(y!=9&&diamondAX==true) {diaAX();} else if(y!=9&&metalAX==true) {metAX();}if( y!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y+1] ) ) {y+=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 'm':make();break;}
}
bool emp() {for(int i=1; i<9; i++) {for(int j=1; j<9; j++) {if(undergroundMAP[i][j]!=0&&undergroundMAP[i][j]!=4) {return false;}}}return true;
}
void pm() {system("cls");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);cout<<" _________________________________________________________________________________________ "<<endl;cout<<"| __________________________________________________ _______________ __________________ |"<<endl;cout<<"| | 迷 你 世 界 | 背包 | 合成表 | |"<<endl;cout<<"| |__________________________________________正常模式| 1.木头: | 2.工具合成 | |"<<endl;cout<<"| |生命: 100 | 饥饿值: 100 | 状态:正常 | 网络延时:0ms| | (1).挖掘工具 | |"<<endl;cout<<"| |__________________________________________________| 2.石头: | 1.石斧 | |"<<endl;cout<<"| | | | 直接送 | |"<<endl;cout<<"| | | 3.铁矿: | | |"<<endl;cout<<"| | | | 2.铁斧 | |"<<endl;cout<<"| | | 4.钻石: | 需要一个石斧和 | |"<<endl;cout<<"| | |_______________|四块铁矿合成 | |"<<endl;cout<<"| | | 工具 | | |"<<endl;cout<<"| | |1.石斧: | 3.钻石斧 | |"<<endl;cout<<"| | | | 需要一个铁斧和 | |"<<endl;cout<<"| | |2.铁斧: |两块钻石矿合成 | |"<<endl;cout<<"| |__________________________________________________| | | |"<<endl;cout<<"| |目标完成情况: |目标:合成钻石斧 |丢包率: %0|3.钻石斧: | 4.荒芜神斧 | |"<<endl;cout<<"| |____________________|_________________|___________| | 需要三十个木头 | |"<<endl;cout<<"| | m键打开工具制造区 |4.荒芜神斧: |加二十块铁矿 加十 | |"<<endl;cout<<"| |提示:挖掘钻石需要铁镐哦!铁镐需要石镐和四块铁合成 |_______________|二个钻石合成 | |"<<endl;cout<<"| | 钻石需要挖掘到地下-7层左右才有 |当前高度: | | |"<<endl;cout<<"| |__________________________________________________|_______________|__________________| |"<<endl;cout<<"| |______注意:由于某种bug,第一行矿石请尽量不要挖掘,谢谢配合,后面我们将尽快修复!______| |"<<endl;cout<<"| |版本号| |"<<endl;cout<<"|_____________________________________|V1.7.3|____________________________________________|"<<endl;if(emp()) {und--;srand(time(0));for(int k=4; k<=13; k++) {SetPos(k+1,2);for(int i=0; i<9; i++) {if(k-4==x&&i==y) {cout<<" *你*";undergroundMAP[k-4][i]=0;continue;}int a;do {a=rand()%4+1;} while(a==4&&und>-7);if(a==1) {cout<<setw(5)<<"木";undergroundMAP[k-4][i]=1;} else if(a==2) {cout<<setw(5)<<"石";undergroundMAP[k-4][i]=2;} else if(a==3) {cout<<setw(5)<<"铁";undergroundMAP[k-4][i]=3;} else if(a==4&&und<=-7) {cout<<setw(5)<<"钻";undergroundMAP[k-4][i]=4;}}}} else {for(int i=0; i<9; i++) {SetPos(i+5,2);for(int j=0; j<9; j++) {if(i==x&&j==y) {cout<<" *你*";undergroundMAP[i-4][j]=0;continue;}switch(undergroundMAP[i][j]) {case 0:cout<<setw(5)<<" ";break;case 1:cout<<setw(5)<<"木";break;case 2:cout<<setw(5)<<"石";break;case 3:cout<<setw(5)<<"铁";break;case 4:cout<<setw(5)<<"钻";break;}}}}SetPos(2,32);cout<<wood;SetPos(4,32);cout<<stone;SetPos(6,32);cout<<metal;SetPos(8,32);cout<<diamond;SetPos(11,31);cout<<(stoneAX==false?"没有":"有");SetPos(13,31);cout<<(metalAX==false?"没有":"有");SetPos(15,32);cout<<(diamondAX==false?"没有":"有");SetPos(17,33);cout<<(goldAX==false?"没有":"有");SetPos(19,32);cout<<und;SetPos(15,9);cout<<"未完成"<<endl;
}
这里是所有界面函数,也不多介绍
int main() {cout.tie();HIDE();while(wood<10000) {system("cls");pm();getk();}getch();system("cls");return 0;
}
最后是主函数,稍微说一下cout.tie()
此函数功能主要是让输出更快更标准,一般在动画制作中使用
最后是完整代码
#include <bits/stdc++.h>
#include <windows.h>
#include <unistd.h>
#include <conio.h>
#define LIFE 15
#define HUNGRY 100
#define SPEED 1000
using namespace std;
//hamburger是汉堡,为迷你世界里的麦包什么的 , hungryl剩余饥饿 , speed玩家移动速度,暂时不使用
//wood木头物资 , stone石头物资 , metal金属物资 , diamond钻石物资
//und是当前玩家所在高度,便于判断一些稀有矿石出现点
//stoneAX、metalAX、diamondAX和goldAX各类斧头和镐子,需要合成
//undergroundMAP是当前底下矿洞可视区域,一旦移动,如不在map内,则重新随机
unsigned long long hamburger=10000, hungryl=100, speed=100;
unsigned long long wood=1000, stone=1000, metal=1000, diamond=1000;
long long und=-6;
bool stoneAX=true, metalAX=false, diamondAX=false, goldAX=false;
int undergroundMAP[10][10]= {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int nowp;//判断当前位置,更利于底下矿洞探索
unsigned long long x, y;//位置判断,便于输出void HIDE() {CONSOLE_CURSOR_INFO cursor_info= {1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
}
void SetPos(int x,int y) {COORD pos;pos.X=y*2-1,pos.Y=x+1;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
void stoDIG() {if(stoneAX==true&&metalAX==false) Sleep(50);else;
}
void metDIG() {if(stoneAX==true&&metalAX==false) Sleep(111);else if(metalAX=true&&diamondAX==false) Sleep(65);else;
}
void diaDIG() {if(metalAX==true&&diamondAX==false) Sleep(210);else if(diamondAX==true&&goldAX==false) Sleep(80);else;
}
void golAX() {for(int i=0; i<10; i++) {for(int j=0; j<10; j++) {switch(undergroundMAP[i][j]) {case 1:wood++;break;case 2:stone++;break;case 3:metal++;break;case 4:diamond++;break;}undergroundMAP[i][j]=0;}}
}
void diaAX() {for(int i=x-2; i<=x+2; i++) {for(int j=y-2; j<=y+2; j++) {switch(undergroundMAP[i][j]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[i][j]=0;}}
}
void metAX() {for(int i=x-1; i<=x+1; i++) {for(int j=y; j<=y+1; j++) {switch(undergroundMAP[i][j]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[i][j]=0;}}
}
bool canGO(bool a1,bool a2,bool a3,bool a4,int pla) {if(pla<=3) {return 1;} else if(pla==4&&a2==true) {return 1;} else {return 0;}
}
void make() {system("cls");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);cout<<" __________________________________________________________________ "<<endl;cout<<"| 合 成 |"<<endl;cout<<"| |"<<endl;cout<<"| 1. 铁斧 |"<<endl;cout<<"| 2. 钻石斧 |"<<endl;cout<<"| 3. 荒芜神斧 |"<<endl;cout<<"| 铁斧:有99.8%的概率挖掘3 ×3方格 |"<<endl;cout<<"| 钻石斧:有99.9%的概率挖掘5 ×5方格 |"<<endl;cout<<"| 荒芜神斧:有100%的概率挖掘全屏方格 |"<<endl;cout<<"| ________________________________________________________________|"<<endl;cout<<"| |备注:请确认背包已有所有所需物品且斧子合成不需要使用已合成的斧子|"<<endl;cout<<"|_|________________________________________________________________|"<<endl;cout<<"请输入:";char input=getch();switch(input) {case '1':if(metal>=4&&stoneAX!=false&&metalAX==false) {cout<<endl<<"已合成"<<endl;metalAX=true;} else if(metalAX==true) {cout<<endl<<"对不起!您的铁斧已经合成了,不能继续合成了呦!"<<endl;}break;case '2':if(diamond>=2&&metalAX!=false&&diamondAX==false) {cout<<endl<<"已合成"<<endl;diamondAX=true;} else if(diamondAX==true) {cout<<endl<<"对不起!您的钻石斧已经合成了,不能继续合成了呦!"<<endl;}break;case '3':if(wood>=30&&metal>=20&&diamond>=12&&diamondAX!=false&&goldAX==false) {cout<<endl<<"已合成"<<endl;goldAX=true;} else if(goldAX==true) {cout<<endl<<"对不起!您的荒芜神斧已经合成了,不能继续合成了呦!"<<endl;}break;}
}
void getk() {switch(getch()) {case 'w':if(x!=0&&goldAX==true) {golAX();} else if(x!=0&&diamondAX==true) {diaAX();} else if(x!=0&&metalAX==true) {metAX();}if( x!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x-1][y] ) ) {x-=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 's':if(x!=9&&goldAX==true) {golAX();} else if(x!=9&&diamondAX==true) {diaAX();} else if(x!=9&&metalAX==true) {metAX();}if( x!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x+1][y] ) ) {x+=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 'a':if(y!=0&&goldAX==true) {golAX();} else if(y!=0&&diamondAX==true) {diaAX();} else if(y!=0&&metalAX==true) {metAX();}if( y!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y-1] ) ) {y-=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 'd':if(y!=9&&goldAX==true) {golAX();} else if(y!=9&&diamondAX==true) {diaAX();} else if(y!=9&&metalAX==true) {metAX();}if( y!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y+1] ) ) {y+=1;switch(undergroundMAP[x][y]) {case 1:wood++;break;case 2:stone++;stoDIG();break;case 3:metal++;metDIG();break;case 4:diamond++;diaDIG();break;}undergroundMAP[x][y]=0;}break;case 'm':make();break;}
}
bool emp() {for(int i=1; i<9; i++) {for(int j=1; j<9; j++) {if(undergroundMAP[i][j]!=0&&undergroundMAP[i][j]!=4) {return false;}}}return true;
}
void pm() {system("cls");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);cout<<" _________________________________________________________________________________________ "<<endl;cout<<"| __________________________________________________ _______________ __________________ |"<<endl;cout<<"| | 迷 你 世 界 | 背包 | 合成表 | |"<<endl;cout<<"| |__________________________________________正常模式| 1.木头: | 2.工具合成 | |"<<endl;cout<<"| |生命: 100 | 饥饿值: 100 | 状态:正常 | 网络延时:0ms| | (1).挖掘工具 | |"<<endl;cout<<"| |__________________________________________________| 2.石头: | 1.石斧 | |"<<endl;cout<<"| | | | 直接送 | |"<<endl;cout<<"| | | 3.铁矿: | | |"<<endl;cout<<"| | | | 2.铁斧 | |"<<endl;cout<<"| | | 4.钻石: | 需要一个石斧和 | |"<<endl;cout<<"| | |_______________|四块铁矿合成 | |"<<endl;cout<<"| | | 工具 | | |"<<endl;cout<<"| | |1.石斧: | 3.钻石斧 | |"<<endl;cout<<"| | | | 需要一个铁斧和 | |"<<endl;cout<<"| | |2.铁斧: |两块钻石矿合成 | |"<<endl;cout<<"| |__________________________________________________| | | |"<<endl;cout<<"| |目标完成情况: |目标:合成钻石斧 |丢包率: %0|3.钻石斧: | 4.荒芜神斧 | |"<<endl;cout<<"| |____________________|_________________|___________| | 需要三十个木头 | |"<<endl;cout<<"| | m键打开工具制造区 |4.荒芜神斧: |加二十块铁矿 加十 | |"<<endl;cout<<"| |提示:挖掘钻石需要铁镐哦!铁镐需要石镐和四块铁合成 |_______________|二个钻石合成 | |"<<endl;cout<<"| | 钻石需要挖掘到地下-7层左右才有 |当前高度: | | |"<<endl;cout<<"| |__________________________________________________|_______________|__________________| |"<<endl;cout<<"| |______注意:由于某种bug,第一行矿石请尽量不要挖掘,谢谢配合,后面我们将尽快修复!______| |"<<endl;cout<<"| |版本号| |"<<endl;cout<<"|_____________________________________|V1.7.3|____________________________________________|"<<endl;if(emp()) {und--;srand(time(0));for(int k=4; k<=13; k++) {SetPos(k+1,2);for(int i=0; i<9; i++) {if(k-4==x&&i==y) {cout<<" *你*";undergroundMAP[k-4][i]=0;continue;}int a;do {a=rand()%4+1;} while(a==4&&und>-7);if(a==1) {cout<<setw(5)<<"木";undergroundMAP[k-4][i]=1;} else if(a==2) {cout<<setw(5)<<"石";undergroundMAP[k-4][i]=2;} else if(a==3) {cout<<setw(5)<<"铁";undergroundMAP[k-4][i]=3;} else if(a==4&&und<=-7) {cout<<setw(5)<<"钻";undergroundMAP[k-4][i]=4;}}}} else {for(int i=0; i<9; i++) {SetPos(i+5,2);for(int j=0; j<9; j++) {if(i==x&&j==y) {cout<<" *你*";undergroundMAP[i-4][j]=0;continue;}switch(undergroundMAP[i][j]) {case 0:cout<<setw(5)<<" ";break;case 1:cout<<setw(5)<<"木";break;case 2:cout<<setw(5)<<"石";break;case 3:cout<<setw(5)<<"铁";break;case 4:cout<<setw(5)<<"钻";break;}}}}SetPos(2,32);cout<<wood;SetPos(4,32);cout<<stone;SetPos(6,32);cout<<metal;SetPos(8,32);cout<<diamond;SetPos(11,31);cout<<(stoneAX==false?"没有":"有");SetPos(13,31);cout<<(metalAX==false?"没有":"有");SetPos(15,32);cout<<(diamondAX==false?"没有":"有");SetPos(17,33);cout<<(goldAX==false?"没有":"有");SetPos(19,32);cout<<und;SetPos(15,9);cout<<"未完成"<<endl;
}int main() {cout.tie();HIDE();while(wood<10000) {system("cls");pm();getk();}getch();system("cls");return 0;
}
OK!今天就到这里,拜拜!
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