229 lines
6.9 KiB
C++
229 lines
6.9 KiB
C++
#include "Ghost.hpp"
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#include <array>
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#include <cmath>
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#include <numeric>
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namespace pacman {
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Ghost::Ghost(Atlas::Ghost spriteSet)
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: spriteSet(spriteSet) {
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}
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void Ghost::frighten() {
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if (state > State::Scatter)
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return;
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direction = oppositeDirection(direction);
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state = State::Frightened;
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timeFrighten = {};
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}
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bool Ghost::isFrightened() const {
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return state == State::Frightened;
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}
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bool Ghost::isEyes() const {
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return state == State::Eyes;
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}
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void Ghost::die() {
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if (state == State::Eyes)
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return;
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direction = oppositeDirection(direction);
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state = State::Eyes;
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timeFrighten = {};
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timeChase = {};
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}
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void Ghost::reset() {
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pos = initialPosition();
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state = State::Scatter;
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timeFrighten = {};
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timeChase = {};
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}
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GridPosition Ghost::currentSprite() const {
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switch (state) {
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default:
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return Atlas::ghostSprite(spriteSet, direction, (animationIndex % 2) == 0);
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case State::Eyes:
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return Atlas::eyeSprite(direction);
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case State::Frightened:
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if (timeFrighten.count() < 3500)
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return Atlas::initialFrightened(animationIndex);
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else
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return Atlas::endingFrightened(animationIndex);
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}
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}
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Position Ghost::position() const {
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return pos;
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}
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GridPosition Ghost::positionInGrid() const {
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return positionToGridPosition(pos);
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}
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void Ghost::update(std::chrono::milliseconds time_delta, const GameState & gameState) {
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if (state == State::Eyes && isInPen())
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state = State::Scatter;
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if (state == State::Frightened) {
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timeFrighten += time_delta;
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if (timeFrighten.count() > 6000)
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state = State::Scatter;
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}
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if (state == State::Scatter || state == State::Chase) {
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timeChase += time_delta;
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const auto newState = defaultStateAtDuration(std::chrono::duration_cast<std::chrono::seconds>(timeChase));
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if (newState != state) {
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direction = oppositeDirection(direction);
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state = newState;
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}
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}
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updateAnimation(time_delta);
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updatePosition(time_delta, gameState);
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}
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bool Ghost::isInPen() const {
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return pacman::isInPen(positionInGrid());
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}
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void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState & gameState) {
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updateDirection(gameState);
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double position_delta = (0.004 * time_delta.count()) * speed(gameState);
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const auto old_position = pos;
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const GridPosition old_grid_position = positionToGridPosition(old_position);
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switch (direction) {
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case Direction::NONE:
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break;
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case Direction::LEFT:
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pos.x -= position_delta;
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pos.y = round(pos.y);
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break;
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case Direction::RIGHT:
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pos.x += position_delta;
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pos.y = round(pos.y);
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break;
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case Direction::UP:
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pos.x = round(pos.x);
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pos.y -= position_delta;
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break;
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case Direction::DOWN:
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pos.x = round(pos.x);
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pos.y += position_delta;
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break;
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}
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if (isPortal(positionInGrid(), direction)) {
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pos = gridPositionToPosition(teleport(positionInGrid()));
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}
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else if (!isWalkableForGhost(positionInGrid(), old_grid_position, isEyes())) {
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pos = old_position;
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direction = oppositeDirection(direction);
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}
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}
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/*
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* Each time a ghost finds itself at an intersection,
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* it picks a target position - the specific target depends on the state
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* of the ghost and the specific ghost.
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*
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* For each 4 cells around the current ghost position the straight-line distance
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* to the target is calculated (this ignores all obstacles, including walls)
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*
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* The ghost then selects among these 4 cells the one with the shortest euclidean distance to the target.
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* If a cell is a wall or would cause a ghost to move in the opposite direction, the distance to the target
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* from that cell is considered infinite (due to the shape of the maze, there is always one direction
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* a ghost can take).
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*
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* In the scatter state, each ghost tries to reach an unreachable position outside of the map.
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* This makes ghosts run in circle around the island at each of the 4 map corner.
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*/
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void Ghost::updateDirection(const GameState & gameState) {
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const auto current_grid_position = positionInGrid();
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if (current_grid_position == last_grid_position)
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return;
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struct Move {
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Direction direction;
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Position position;
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double distance_to_target = std::numeric_limits<double>::infinity();
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};
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const Position current_position = { double(current_grid_position.x), double(current_grid_position.y) };
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const auto [x, y] = current_position;
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std::array<Move, 4> possible_moves = {
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Move{ Direction::UP, { x, y - 1 } },
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Move{ Direction::LEFT, { x - 1, y } },
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Move{ Direction::DOWN, { x, y + 1 } },
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Move{ Direction::RIGHT, { x + 1, y } }
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};
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const Position target_position = target(gameState);
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for (auto & move : possible_moves) {
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if (isPortal(current_grid_position, move.direction))
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move.position = gridPositionToPosition(teleport(current_grid_position));
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const bool invalid_position = (move.position.x < 0 || move.position.y < 0);
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if (invalid_position)
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continue;
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const bool opposite_direction = (move.direction == oppositeDirection(direction));
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if (opposite_direction)
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continue;
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const GridPosition grid_position = { int64_t(move.position.x), int64_t(move.position.y) };
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const bool can_walk = isWalkableForGhost(grid_position, current_grid_position, isEyes());
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if (!can_walk)
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continue;
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move.distance_to_target = std::hypot(move.position.x - target_position.x, move.position.y - target_position.y);
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}
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const auto optimal_move = std::min_element(possible_moves.begin(), possible_moves.end(), [](const auto & a, const auto & b) {
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return a.distance_to_target < b.distance_to_target;
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});
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const auto & move = *optimal_move;
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direction = move.direction;
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last_grid_position = current_grid_position;
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}
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void Ghost::updateAnimation(std::chrono::milliseconds time_delta) {
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timeForAnimation += time_delta.count();
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if (timeForAnimation >= 250) {
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timeForAnimation = 0;
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animationIndex = (animationIndex + 1) % 4;
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}
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}
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/*
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* Ghosts alternate between the scatter and chase states at
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* specific intervals
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*/
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Ghost::State Ghost::defaultStateAtDuration(std::chrono::seconds seconds) {
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// This array denotes the duration of each state, alternating between scatter and chase
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std::array changes = { /*scatter*/ 7, 20, 7, 20, 5, 20, 5 };
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// To know the current state we first compute the cumulative time using std::partial_sum
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// This gives us {7, 27, 34, 54, 59, 79, 84}
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std::partial_sum(std::begin(changes), std::end(changes), std::begin(changes));
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// Then we look for the first value in the array greater than the time spent in chase/scatter states
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auto it = std::upper_bound(std::begin(changes), std::end(changes), seconds.count());
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// We get the position of that iterator in the array
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auto count = std::distance(std::begin(changes), it);
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// Because the first positition is scatter, all the even positions will be scatter
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// all the odd positions will be chase
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return count % 2 == 0 ? State::Scatter : State::Chase;
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}
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} // namespace pacman
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