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Location: games/Awakening/utils.lua - annotation
1dc882dabef7
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text/x-lua
Chapter 1: mousetrap error
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eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 b03c40a64562 b03c40a64562 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 3012fc249929 08bed57892a3 08bed57892a3 3012fc249929 3012fc249929 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 b03c40a64562 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 77aa01170934 | --[[
Общие утилиты для игр на Instead. Скорее всего будут повторно использоваться в следующих играх, если таковые будут.
]]
--[[
]]
ArrayUtils = {
indexOf = function(array, item)
for i = 1, #array do
if (array[i] == item) then
return i;
end;
end;
return 0;
end;
};
--[[
]]
PartyUtils = {
addToParty = function(object)
if (object.home) then
if (ArrayUtils.indexOf(pl.party, object.nam) == 0) then
move(object, object.home);
table.insert(pl.party, object.nam);
end;
end;
end;
};
--[[
Translate utils
]]
language = "ru"
translate = function(table, key)
return function()
return table[language][key];
end;
end;
--[[
functions, design to simplify some typical actions while developing Instead game
]]
EngineUtils = {
getStringValue = function(source, param)
local value = "";
if (type(source) == "function") then
value = source(param);
else
value = source;
end;
return value;
end;
getValue = function(source, param)
local value = nil;
if (type(source) == "function") then
value = source(param);
else
value = source;
end;
return value;
end;
};
--[[
internal space
]]
_kh = {
vroom_enter = function(s)
local v = EngineUtils.getValue(s.where);
if (v) then
walk(v);
else
return false;
end;
end;
vroom_save = function(s)
if need then
local t = stead.string.format("%s = kh_vroom(%s, %q, %s);\n",
name, stead.tostring(s.disp),
stead.deref(s.where), stead.deref(s.nam));
h:write(t);
end
stead.savemembers(h, s, name, false);
end;
};
function toggle(obj)
if obj:disabled() then
obj:enable();
else
obj:disable();
end;
end;
function kh_vobj(nam, dsc, act, used)
return obj {
nam = nam;
dsc = dsc;
act = act;
used = used;
};
end;
function kh_vway(disp, dsc, target, seen_level)
local temp = vway(disp, dsc, target);
temp.seen_level = seen_level;
return temp;
end;
--[[
vroom with additional functionality
]]
function kh_vroom(disp, target, nam, seen_level)
if (type(nam) == "number") then
seen_level = nam;
nam = disp;
end;
if (not nam) then
nam = disp;
end;
return room {
nam = nam;
disp = disp;
where = target;
enter = _kh.vroom_enter;
seen_level = seen_level;
--enter = _kh.vroom_enter;
--save = _kh.vroom_save;
};
end;
room = inherit(room, function(v)
v.entered = stead.hook(v.entered, function(f, s, ...)
if s.showhp then
hp_indicator:enable();
else
hp_indicator:disable();
end;
return f(s, ...)
end)
return v;
end)
dlg = inherit(dlg, function(v)
v.hideinv = true;
return v;
end);
obj = inherit(obj, function(v)
v.disable_implicit = hook(v.disable, function(f, s, ...)
s._disabled_implicit = true;
return f(s, unpack({...}));
end);
v.disable = hook(v.disable, function(f, s, ...)
s._disabled_explicit = true;
return f(s, unpack({...}));
end);
v.enable_implicit = hook(v.enable, function(f, s, ...)
s._disabled_implicit = false;
if (s._disabled_explicit) then
return s; --mimic original enable() behavior
else
return f(s, unpack({...}));
end;
end);
v.enable = hook(v.enable, function(f, s, ...)
s._disabled_explicit = false;
if (s._disabled_implicit) then
return s; --mimic original enable() behavior
else
return f(s, unpack({...}));
end;
end);
v.toggle = toggle;
return v;
end);
--[[
character object
represents character, with whom you can interact
]]
function npc(tab)
if (not tab.act) then
tab.act = function(s)
local dlg = nil;
if s.dlg then
dlg = EngineUtils.getValue(s.dlg, s);
end;
if dlg then
walkin(dlg);
else
local phrases = EngineUtils.getValue(s.phrases, s);
return phrases[rnd(#phrases)];
end;
end;
end;
return obj(tab);
end;
function darkroom(tab)
local life;
local entered;
local left;
if (not tab.has_light) then
tab.has_light = false;
end;
if (tab.life) then
life = tab.life;
end;
if (tab.entered) then
entered = tab.entered;
end;
if (tab.left) then
left = tab.left;
end;
tab.entered = function(s)
lifeon(s);
if (entered) then
entered(s);
end;
end;
tab.left = function(s)
lifeoff(s);
if (left) then
left(s);
end;
end;
tab.life = function(s)
local hasLight = EngineUtils.getValue(s.has_light, s);
local plLight = EngineUtils.getValue(me().has_light, pl);
if (hasLight) then
-- show all objects that were not explicitly disabled(any seen_level)
for i = 1, #objs(s) do
objs(s)[i]:enable_implicit();
end;
for i = 1, #ways(s) do
ways(s)[i]:enable_implicit();
end;
elseif (plLight) then
-- show all objects that were not explicitly disabled and marked as seen in halflight (seen_level = 1 or higher)
for i = 1, #objs(s) do
if (type(objs(s)[i].seen_level) == "number" and objs(s)[i].seen_level >= 1) then
objs(s)[i]:enable_implicit();
else
objs(s)[i]:disable_implicit();
end;
end;
for i = 1, #ways(s) do
if (type(ways(s)[i].seen_level) == "number" and ways(s)[i].seen_level >= 1) then
ways(s)[i]:enable_implicit();
else
ways(s)[i]:disable_implicit();
end;
end;
else
-- show all objects that were not explicitly disabled and marked as seen in darkness (seen_level = 2 or higher)
for i = 1, #objs(s) do
if (type(objs(s)[i].seen_level) == "number" and objs(s)[i].seen_level >= 2) then
objs(s)[i]:enable_implicit();
else
objs(s)[i]:disable_implicit();
end;
end;
for i = 1, #ways(s) do
if (type(ways(s)[i].seen_level) == "number" and ways(s)[i].seen_level >= 2) then
ways(s)[i]:enable_implicit();
else
ways(s)[i]:disable_implicit();
end;
end;
end;
if (life) then
life(s);
end;
end;
if (not tab.dsc) then
tab.dsc = function(s)
local lt;
local hasLight = EngineUtils.getValue(s.has_light, s);
local plLight = EngineUtils.getValue(me().has_light, pl);
if (hasLight) then
lt = EngineUtils.getValue(s.dsc_lit);
elseif (plLight) then
lt = EngineUtils.getValue(s.dsc_halflit);
else
lt = EngineUtils.getValue(s.dsc_dark);
end;
return lt;
end;
end;
return room(tab);
end;
function game_over(nam, dsc)
return room {
nam = nam;
disp = "Игра окончена";
hideinv = true;
dsc = dsc;
};
end;
function cutscene(nam, disp, dsc, nxt, entered, pic)
return room {
nam = nam;
not_follow = true;
disp = disp;
entered = entered;
hideinv = true;
cutscene = true;
dsc = dsc;
pic = pic;
obj = {
kh_vobj("continue", "{Продолжить}", function(s)
x = EngineUtils.getValue(nxt);
walk(x);
end);
};
};
end;
function lcutscene(nam, disp, dsc, msg, nxt)
return room {
var {
state = 0;
};
not_follow = true;
nam = nam;
disp = disp;
enter = function(s)
if (s.state == 1) then
x = EngineUtils.getValue(nxt);
walk(nxt);
pn(msg);
end;
s.state = 1;
end;
dsc = dsc;
obj = {
kh_vobj("continue", "{Продолжить}", function(s)
x = EngineUtils.getValue(nxt);
walk(nxt);
end);
};
};
end;
--[[
Создает комнату с полем для ввода числа длиной не более tab.maxlen
По нажатии enter вызывает метод tab.сheck
Приглашение для ввода: tab.label
Вводимый текст: tab.input
]]
function input_number(tab)
if (not tab.maxlen) then
tab.maxlen = 2;
end;
tab.forcedsc = true;
tab.noinv = true;
tab.input = "";
tab.dsc = function(s)
pr(tab.label .. tab.input .. "_");
return false;
--return tab.label .. tab.input .. "_";
end;
tab.entered = function(s)
s.input = "";
hook_keys('0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'backspace', 'return', 'escape');
end;
tab.left = function(s)
unhook_keys('0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'backspace', 'return', 'escape');
end;
tab.kbd = function(s, down, key)
if (not down) then
if (key == "escape") then
back();
elseif (key == "return") then
if (s.input) then
s:check(s.input);
end;
elseif (key == "backspace") then
if (s.input:len() > 0) then
s.input = s.input:sub(1, s.input:len() - 1);
end;
else
if (string.len(s.input) < s.maxlen) then
s.input = s.input .. key;
-- hide buttons :)
end;
end;
end;
pr("");
end;
tab.obj = {
"_kh_input1",
"_kh_input2",
"_kh_input3",
"_kh_input4",
"_kh_input5",
"_kh_input6",
"_kh_input7",
"_kh_input8",
"_kh_input9",
"_kh_input0",
"_kh_backspace",
"_kh_cancel",
"_kh_enter"
};
return room(tab);
end;
function input_number_nav(tab)
if (not tab.maxlen) then
tab.maxlen = 2;
end;
tab.forcedsc = true;
tab.noinv = true;
tab.input = "";
tab.dsc = function(s)
pr(tab.label .. tab.input .. "_");
return false;
--return tab.label .. tab.input .. "_";
end;
tab.entered = function(s)
s.input = "";
hook_keys('0', '1', '2', '3', '4', '5', 'backspace', 'return', 'escape');
end;
tab.left = function(s)
unhook_keys('0', '1', '2', '3', '4', '5', 'backspace', 'return', 'escape');
end;
tab.kbd = function(s, down, key)
if (not down) then
if (key == "escape") then
back();
elseif (key == "return") then
if (s.input) then
s:check(s.input);
end;
elseif (key == "backspace") then
if (s.input:len() > 0) then
s.input = s.input:sub(1, s.input:len() - 1);
end;
else
if (string.len(s.input) < s.maxlen) then
s.input = s.input .. key;
-- hide buttons :)
end;
end;
end;
pr("");
end;
tab.obj = {
"_kh_input1",
"_kh_input2",
"_kh_input3",
"_kh_input4",
"_kh_input5",
"_kh_input0",
"_kh_backspace",
"_kh_cancel",
"_kh_enter"
};
return room(tab);
end;
function input_alphabet_nav(tab)
if (not tab.maxlen) then
tab.maxlen = "16";
end;
tab.forcedsc = true;
tab.noinv = true;
tab.input = "";
tab.dsc = function(s)
pr(tab.label .. tab.input .. "_");
return false;
end;
tab.entered = function(s)
s.input = "";
hook_keys('0', '1', '2', '3', '4', '5',
'a', 'd', 'e', 'f', 'h', 'i', 'j', 'k', 'l', 'n', 'p', 'r', 's', 't', 'v', 'y', 'z',"'",'space',
'backspace', 'return', 'escape');
end;
tab.left = function(s)
unhook_keys('0', '1', '2', '3', '4', '5',
'a', 'd', 'e', 'f', 'h', 'i', 'j', 'k', 'l', 'n', 'p', 'r', 's', 't', 'v', 'y', 'z',"'",'space',
'backspace', 'return', 'escape');
end;
tab.kbd = function(s, down, key)
if (not down) then
if (key == "escape") then
back();
elseif (key == "return") then
if (s.input) then
s:check(s.input);
end;
elseif (key == "backspace") then
if (s.input:len() > 0) then
s.input = s.input:sub(1, s.input:len() - 1);
end;
else
if (string.len(s.input) < s.maxlen) then
s.input = s.input .. key;
-- hide buttons :)
end;
end;
end;
pr("");
end;
tab.obj = {
"_kh_input1",
"_kh_input2",
"_kh_input3",
"_kh_input4",
"_kh_input5",
"_kh_inputa",
"_kh_inputd",
"_kh_inpute",
"_kh_inputf",
"_kh_inputh",
"_kh_inputi",
"_kh_inputj",
"_kh_inputk",
"_kh_inputl",
"_kh_inputn",
"_kh_inputp",
"_kh_inputr",
"_kh_inputs",
"_kh_inputt",
"_kh_inputv",
"_kh_inputy",
"_kh_inputz",
"_kh_inputhp",
"_kh_inputsp",
"_kh_backspace",
"_kh_cancel",
"_kh_enter"
};
return room(tab);
end;
_kh_input_key = function(key, key_text)
if not key_text then
key_text = key;
end;
return obj {
nam = "_kh_input" .. key;
dsc = "{" .. key_text .. "}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. key;
end;
return "";
end;
};
end;
_kh_inputa = _kh_input_key("a");
_kh_inputb = _kh_input_key("b");
_kh_inputc = _kh_input_key("c");
_kh_inputd = _kh_input_key("d");
_kh_inpute = _kh_input_key("e");
_kh_inputf = _kh_input_key("f");
_kh_inputg = _kh_input_key("g");
_kh_inputh = _kh_input_key("h");
_kh_inputi = _kh_input_key("i");
_kh_inputj = _kh_input_key("j");
_kh_inputk = _kh_input_key("k");
_kh_inputl = _kh_input_key("l");
_kh_inputm = _kh_input_key("m");
_kh_inputn = _kh_input_key("n");
_kh_inputo = _kh_input_key("o");
_kh_inputp = _kh_input_key("p");
_kh_inputq = _kh_input_key("q");
_kh_inputr = _kh_input_key("r");
_kh_inputs = _kh_input_key("s");
_kh_inputt = _kh_input_key("t");
_kh_inputu = _kh_input_key("u");
_kh_inputv = _kh_input_key("v");
_kh_inputw = _kh_input_key("w");
_kh_inputx = _kh_input_key("x");
_kh_inputy = _kh_input_key("y");
_kh_inputz = _kh_input_key("z");
_kh_inputsp = _kh_input_key(" ", "Пробел");
_kh_inputhp = _kh_input_key("'", "'");
_kh_input1 = obj {
nam = "_kh_input1";
dsc = "{1}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "1";
end;
return "";
end;
};
_kh_input2 = obj {
nam = "_kh_input2";
dsc = "{2}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "2";
end;
return "";
end;
};
_kh_input3 = obj {
nam = "_kh_input3";
dsc = "{3}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "3";
end;
return "";
end;
};
_kh_input4 = obj {
nam = "_kh_input4";
dsc = "{4}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "4";
end;
return "";
end;
};
_kh_input5 = obj {
nam = "_kh_input5";
dsc = "{5}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "5";
end;
return "";
end;
};
_kh_input6 = obj {
nam = "_kh_input6";
dsc = "{6}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "6";
end;
return "";
end;
};
_kh_input7 = obj {
nam = "_kh_input7";
dsc = "{7}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "7";
end;
return "";
end;
};
_kh_input8 = obj {
nam = "_kh_input8";
dsc = "{8}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "8";
end;
return "";
end;
};
_kh_input9 = obj {
nam = "_kh_input9";
dsc = "{9}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "9";
end;
return "";
end;
};
_kh_input0 = obj {
nam = "_kh_input0";
dsc = "{0}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "0";
end;
return "";
end;
};
_kh_backspace = obj {
nam = "_kh_back";
dsc = "{Стереть}";
act = function(s)
if (here().input:len() > 0) then
here().input = here().input:sub(1, here().input:len() - 1);
end;
return "";
end;
};
_kh_cancel = obj {
nam = "_kh_cancel";
dsc = "{Отмена}";
act = function(s)
back();
return "";
end;
};
_kh_enter = obj {
nam = "_kh_enter";
dsc = "{Ввод}";
act = function(s)
if (here().input) then
here():check(here().input);
end;
return "";
end;
};
--[[
Создает obj, который добавляет другой obj на сцену при активации и становится неинтерактивным
nam - имя объекта
dsc_a - описание до активации
dsc_b - описание после активации
act_a - описание взаимодействия до активации
act_b - описание взаимодействия после активации
o2 - obj, добавляемый на сцену
r - удаляет объект после активации
]]
function obscured_obj(nam, dsc_a, act_a, o2, r, dsc_b, act_b)
return obj {
var {
activated = false;
};
nam = nam;
dsc = function(s)
if (s.activated) then
return dsc_b;
else
return dsc_a;
end;
end;
act = function(s)
if (s.activated) then
return act_b;
else
s.activated = true;
put(o2, here());
if (r) then
remove(r, here());
end;
return act_a;
end;
end;
};
end;
_atlantis_coder = input_alphabet_nav {
nam = "Кодировщик";
maxlen = 32;
label = "Сообщение:";
check = function(s, input)
if type(_atlantis_suit_menu._here.checkCoder) == "function" then
pn(_atlantis_suit_menu._here:checkCoder(input));
else
pn [[Лампочки кодировщика зажигаются в заданной последовательности, но ничего не происходит. ]];
end;
back();
end;
};
_atlantis_suit_menu = dlg {
nam = "Скафандр";
_item = nil;
dsc = [[
Что вы хотите сделать?
]];
entered = function(s)
if (s._item.has_coder) then
pon(3);
else
poff(3);
end;
end;
phr = {
{1, always = "true", "[Использовать рацию]", function(s)
local val = EngineUtils.getValue(_atlantis_suit_menu._item.dlg, _atlantis_suit_menu._item);
if (val) then
walkin(val);
stead.ref(val).__from__ = _atlantis_suit_menu.__from__;
else
back();
return "Никто не отвечает";
end;
end};
{2, always = "true", function(s)
if (me().has_light) then
return "[Выключить фонарь]";
else
return "[Включить фонарь]";
end;
end, function(s)
if (me().has_light) then
me().has_light = false;
return "Вы выключаете фонарь. ";
else
me().has_light = true;
return "Вы включаете фонарь. ";
end;
end};
{3, always = "true", "[Использовать кодировщик]", code [[ walkin("_atlantis_coder"); ]]};
{4, always = "true", "[Снять скафандр]", function(s)
if (EngineUtils.getValue(_atlantis_suit_menu._item.cantakeoff, _atlantis_suit_menu._item)) then
drop(_atlantis._uit_menu._item);
back();
return "Вы снимаете скафандр";
else
back();
return "Вы не можете снять скафандр сейчас";
end;
end};
{5, always = "true", "Отмена", function(s)
back();
return "";
end};
};
};
_atlantis = {
suit_inv = function(s)
_atlantis_suit_menu._item = s;
_atlantis_suit_menu._here = here();
walkin(_atlantis_suit_menu);
end;
};
suit = function(tab)
if (not tab.inv) then
tab.inv = _atlantis.suit_inv;
end;
return obj(tab);
end;
labyrinth = function(tab)
local enter = tab.enter;
local exit = tab.exit;
local dsc = tab.dsc;
local lab;
tab.enter = function(s)
path('e1'):disable();
path('e2'):disable();
path('e3'):disable();
path('e4'):disable();
path('ex'):disable();
local e1open = s.map[s.position].e1 and not EngineUtils.getValue(s.map[s.position].e1lock, s);
local e2open = s.map[s.position].e2 and not EngineUtils.getValue(s.map[s.position].e2lock, s);
local e3open = s.map[s.position].e3 and not EngineUtils.getValue(s.map[s.position].e3lock, s);
local e4open = s.map[s.position].e4 and not EngineUtils.getValue(s.map[s.position].e4lock, s);
local exopen = s.map[s.position].ex and not EngineUtils.getValue(s.map[s.position].exlock, s);
if (e1open) then
path('e1'):enable();
end;
if (e2open) then
path('e2'):enable();
end;
if (e3open) then
path('e3'):enable();
end;
if (e4open) then
path('e4'):enable();
end;
if (exopen) then
path('ex'):enable();
end;
if (type(enter) == 'function') then
enter(s);
end;
if (type(s.map[s.position].enter) == 'function') then
s.map[s.position].enter(s);
end;
end;
tab.exit = function(s)
if (type(exit) == 'function') then
exit(s);
end;
if (type(s.map[s.position].exit) == 'function') then
s.map[s.position].exit(s);
end;
end;
tab.dsc = function(s)
if (type(dsc) == "function") then
return dsc(s);
elseif dsc == nil then
return s.map[s.position].name;
else
return dsc .. s.map[s.position].name;
end;
end;
tab.way = {
kh_vroom(tab.dir1, function()
lab.oldposition = lab.position;
lab.position = lab.map[lab.position].e1;
return lab;
end, "e1");
kh_vroom(tab.dir2, function()
lab.oldposition = lab.position;
lab.position = lab.map[lab.position].e2;
return lab;
end, "e2");
kh_vroom(tab.dir3, function()
lab.oldposition = lab.position;
lab.position = lab.map[lab.position].e3;
return lab;
end, "e3");
kh_vroom(tab.dir4, function()
lab.oldposition = lab.position;
lab.position = lab.map[lab.position].e4;
return lab;
end, "e4");
kh_vroom(tab.ex, function()
return lab.map[lab.position].ex;
end, "ex");
kh_vroom("Ждать", function()
lab.oldposition = lab.position;
return lab;
end, "wt");
};
lab = room(tab);
print(tab);
print(lab);
if (not tab.position) then
stead.add_var(tab, { position = "00"; });
end;
stead.add_var(tab, { oldposition = tab.position; });
return lab;
end;
function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end;
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