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Assets/Plugins/Native/BackroomsNoise/README.md
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Assets/Plugins/Native/BackroomsNoise/README.md
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# BackroomsNoise C++ Plugin
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This native plugin provides high-performance noise generation for the Backrooms map system using **FastNoiseLite**.
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## Files
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- `BackroomsNoise.cpp`: C wrapper for Unity P/Invoke.
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- `FastNoiseLite.h`: The noise library (ensure you have the full version from [GitHub](https://github.com/Auburn/FastNoiseLite)).
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## How to Build (Windows MSVC)
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1. Open **Developer Command Prompt for VS**.
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2. Navigate to this directory.
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3. Run:
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```cmd
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cl /LD /O2 /EHsc BackroomsNoise.cpp /Fe:BackroomsNoise.dll
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```
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4. Copy `BackroomsNoise.dll` to the `Assets/Plugins/` folder in Unity.
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## How to Build (Cross-platform with CMake)
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1. Create a `CMakeLists.txt`:
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```cmake
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cmake_minimum_required(VERSION 3.10)
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project(BackroomsNoise)
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add_library(BackroomsNoise SHARED BackroomsNoise.cpp)
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```
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2. Build as usual.
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## Usage in Unity
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The `NativeNoiseProvider.cs` script will automatically attempt to load `BackroomsNoise.dll`. If it fails, it will fall back to Unity's built-in `Mathf.PerlinNoise`.
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Assets/Plugins/Native/BackroomsNoise/README.md.meta
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Assets/Plugins/Native/BackroomsNoise/README.md.meta
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fileFormatVersion: 2
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guid: ebf9d2e10b290754b8cae46ebb44cbb0
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -11,7 +11,7 @@ namespace Hallucinate.GameSetup.Maze
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/// </summary>
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public class MazeManager : MonoBehaviour
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{
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public enum AlgorithmType { Recursive, Wilsons, Prims, Crawler }
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public enum AlgorithmType { Recursive, Wilsons, Prims, Crawler, NoiseRecursive }
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[BoxGroup("Generation")]
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[InfoBox("Set the array size to control how many maze floors are generated. Runtime grid data is rebuilt when Regenerate runs.")]
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@@ -215,6 +215,7 @@ namespace Hallucinate.GameSetup.Maze
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AlgorithmType.Wilsons => new WilsonsAlgorithm(),
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AlgorithmType.Prims => new PrimsAlgorithm(),
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AlgorithmType.Crawler => new CrawlerAlgorithm(),
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AlgorithmType.NoiseRecursive => new NoiseRecursiveGenerator(),
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_ => new RecursiveAlgorithm()
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};
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}
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Assets/Scripts/GameSetup/Maze/NoiseRecursiveGenerator.cs
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Assets/Scripts/GameSetup/Maze/NoiseRecursiveGenerator.cs
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using System.Collections;
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using System.Collections.Generic;
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using Hallucinate.GameSetup.Maze.Extensions;
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using Hallucinate.GameSetup.Maze.Native;
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using UnityEngine;
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// Advanced generator that combines C++ Native Noise with a Recursive Backtracking algorithm.
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/// Creates a hybrid layout of large rooms and chaotic corridors.
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/// </summary>
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public class NoiseRecursiveGenerator : IMazeAlgorithm
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{
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private readonly List<MapLocation> _directions = MapLocation.Directions;
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private float[] _noiseMap;
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private int _seed = 1337;
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// Thresholds
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private const float RoomThreshold = 0.5f;
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private const float CorridorThreshold = -0.3f;
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private const int DeadEndNeighbourThreshold = 2;
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public void Generate(MazeGrid grid)
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{
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InitializeNoise(grid);
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// Step 1: Pre-place rooms based on noise peaks
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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float noise = GetNoiseAt(x, z, grid.Width);
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if (noise > RoomThreshold)
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{
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grid.SetCell(x, z, MazeCellType.Corridor);
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}
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}
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}
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// Step 2: Run recursive carving in the "connectable" zones
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// We start from a few points to ensure coverage
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for (int i = 0; i < 5; i++)
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{
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int startX = Random.Range(1, grid.Width - 1);
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int startZ = Random.Range(1, grid.Depth - 1);
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GenerateRecursive(grid, startX, startZ);
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}
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}
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public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
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{
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InitializeNoise(grid);
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// Visual feedback for noise pre-placement
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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float noise = GetNoiseAt(x, z, grid.Width);
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if (noise > RoomThreshold)
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{
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grid.SetCell(x, z, MazeCellType.Processing);
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}
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}
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if (z % 5 == 0) yield return null;
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}
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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if (grid.GetCell(x, z) == MazeCellType.Processing)
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grid.SetCell(x, z, MazeCellType.Corridor);
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}
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}
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yield return GenerateRecursiveStepByStep(grid, 5, 5, interval);
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}
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private void InitializeNoise(MazeGrid grid)
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{
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_noiseMap = new float[grid.Width * grid.Depth];
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using (var provider = new NativeNoiseProvider(_seed, 0.05f))
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{
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if (provider.IsInitialized)
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{
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provider.FillBuffer(0, 0, grid.Width, grid.Depth, _noiseMap);
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}
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else
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{
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// Fallback to Unity Perlin
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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_noiseMap[z * grid.Width + x] = Mathf.PerlinNoise(x * 0.1f, z * 0.1f) * 2f - 1f;
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}
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}
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}
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}
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}
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private float GetNoiseAt(int x, int z, int width)
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{
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if (_noiseMap == null) return 0f;
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return _noiseMap[z * width + x];
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}
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private void GenerateRecursive(MazeGrid grid, int x, int z)
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{
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// Boundary and Noise check
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if (!grid.IsInBounds(x, z)) return;
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if (GetNoiseAt(x, z, grid.Width) < CorridorThreshold) return;
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if (grid.GetCell(x, z) == MazeCellType.Corridor) return;
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if (grid.CountSquareNeighbours(x, z, MazeCellType.Corridor) >= DeadEndNeighbourThreshold) return;
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grid.SetCell(x, z, MazeCellType.Corridor);
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List<MapLocation> shuffledDirs = new List<MapLocation>(_directions);
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shuffledDirs.Shuffle();
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foreach (var dir in shuffledDirs)
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{
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GenerateRecursive(grid, x + dir.x, z + dir.z);
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}
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}
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private IEnumerator GenerateRecursiveStepByStep(MazeGrid grid, int x, int z, float interval)
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{
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if (!grid.IsInBounds(x, z)) yield break;
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if (GetNoiseAt(x, z, grid.Width) < CorridorThreshold) yield break;
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if (grid.GetCell(x, z) == MazeCellType.Corridor) yield break;
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if (grid.CountSquareNeighbours(x, z, MazeCellType.Corridor) >= DeadEndNeighbourThreshold) yield break;
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grid.SetCell(x, z, MazeCellType.Processing);
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if (interval > 0) yield return new WaitForSeconds(interval);
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grid.SetCell(x, z, MazeCellType.Corridor);
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List<MapLocation> shuffledDirs = new List<MapLocation>(_directions);
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shuffledDirs.Shuffle();
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foreach (var dir in shuffledDirs)
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{
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yield return GenerateRecursiveStepByStep(grid, x + dir.x, z + dir.z, interval);
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 22e17049420e98f43a692fd3e7d7d261
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