重构
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@ -178,9 +178,12 @@ class Fume(pg.sprite.Sprite):
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# 杨桃的子弹
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class StarBullet(Bullet):
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def __init__(self, x, start_y, damage, direction, level, damage_type = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向
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Bullet.__init__(self, x, start_y, start_y, c.BULLET_STAR, damage, damage_type = damage_type)
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def __init__( self, x, start_y,
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damage, direction,
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level, damage_type = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向
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Bullet.__init__( self, x, start_y,
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start_y, c.BULLET_STAR,
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damage, damage_type = damage_type)
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self.level = level
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self.map_y = self.level.map.getMapIndex(self.rect.x, self.rect.centery)[1]
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self.direction = direction
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@ -394,7 +397,8 @@ class SunFlower(Plant):
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self.sun_timer = self.current_time - (c.FLOWER_SUN_INTERVAL - 6000)
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elif (self.current_time - self.sun_timer) > c.FLOWER_SUN_INTERVAL:
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self.sun_group.add(
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Sun(self.rect.centerx, self.rect.bottom, self.rect.right, self.rect.bottom + self.rect.h // 2))
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Sun( self.rect.centerx, self.rect.bottom,
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self.rect.right, self.rect.bottom + self.rect.h // 2))
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self.sun_timer = self.current_time
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@ -697,8 +701,9 @@ class PuffShroom(Plant):
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def canAttack(self, zombie):
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if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
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return False
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if (self.rect.x <= zombie.rect.right and
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(self.rect.x + c.GRID_X_SIZE * 4 >= zombie.rect.x) and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
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if (self.rect.x <= zombie.rect.right
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and (self.rect.x + c.GRID_X_SIZE * 4 >= zombie.rect.x)
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and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
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return True
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return False
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@ -796,7 +801,8 @@ class Squash(Plant):
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return True
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# 攻击状态
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elif (self.state == c.ATTACK):
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if pg.sprite.collide_rect_ratio(0.5)(zombie, self) or pg.sprite.collide_mask(zombie, self):
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if (pg.sprite.collide_rect_ratio(0.5)(zombie, self)
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or pg.sprite.collide_mask(zombie, self)):
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return True
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return False
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@ -844,9 +850,12 @@ class Spikeweed(Plant):
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self.state = c.IDLE
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def canAttack(self, zombie):
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# 地刺能不能扎的判据:僵尸中心与地刺中心的距离或僵尸包括了地刺中心和右端(平衡得到合理的攻击范围,"僵尸包括了地刺中心和右端"是为以后巨人做准备)
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# 地刺能不能扎的判据:
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# 僵尸中心与地刺中心的距离或僵尸包括了地刺中心和右端(平衡得到合理的攻击范围,"僵尸包括了地刺中心和右端"是为以后巨人做准备)
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# 暂时不能用碰撞判断,平衡性不好
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if ((-40 <= zombie.rect.centerx - self.rect.centerx <= 40) or (zombie.rect.left <= self.rect.x <= zombie.rect.right and zombie.rect.left <= self.rect.right <= zombie.rect.right)):
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if ((-40 <= zombie.rect.centerx - self.rect.centerx <= 40)
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or (zombie.rect.left <= self.rect.x <= zombie.rect.right
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and zombie.rect.left <= self.rect.right <= zombie.rect.right)):
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return True
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return False
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@ -1050,8 +1059,10 @@ class IceShroom(Plant):
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sleep_name = name + "Sleep"
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trap_name = name + "Trap"
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frame_list = [self.idle_frames, self.snow_frames, self.sleep_frames, self.trap_frames]
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name_list = [idle_name, snow_name, sleep_name, trap_name]
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frame_list = [ self.idle_frames, self.snow_frames,
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self.sleep_frames, self.trap_frames]
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name_list = [ idle_name, snow_name,
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sleep_name, trap_name]
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scale_list = [1, 1.5, 1, 1]
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for i, name in enumerate(name_list):
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@ -1308,13 +1319,17 @@ class StarFruit(Plant):
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zombie_map_y = self.level.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom)[1]
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if (self.rect.x >= zombie.rect.x) and (self.map_y == zombie_map_y): # 对于同行且在杨桃后的僵尸
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return True
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# 斜向上,理想直线方程为:f(zombie.rect.x) = -0.75*(zombie.rect.x - (self.rect.right - 5)) + self.rect.y - 10
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# 斜向上,理想直线方程为:
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# f(zombie.rect.x) = -0.75*(zombie.rect.x - (self.rect.right - 5)) + self.rect.y - 10
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# 注意实际上为射线
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elif -100 <= (zombie.rect.y - (-0.75*(zombie.rect.x - (self.rect.right - 5)) + self.rect.y - 10)) <= 70 and (zombie.rect.left <= c.SCREEN_WIDTH) and (zombie.rect.x >= self.rect.x):
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elif (-100 <= (zombie.rect.y - (-0.75*(zombie.rect.x - (self.rect.right - 5)) + self.rect.y - 10)) <= 70
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and (zombie.rect.left <= c.SCREEN_WIDTH) and (zombie.rect.x >= self.rect.x)):
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return True
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# 斜向下,理想直线方程为:f(zombie.rect.x) = zombie.rect.x + self.rect.y - self.rect.right - 15
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# 注意实际上为射线
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elif abs(zombie.rect.y - (zombie.rect.x + self.rect.y - self.rect.right - 15)) <= 70 and (zombie.rect.left <= c.SCREEN_WIDTH) and (zombie.rect.x >= self.rect.x):
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elif (abs(zombie.rect.y - (zombie.rect.x + self.rect.y - self.rect.right - 15)) <= 70
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and (zombie.rect.left <= c.SCREEN_WIDTH)
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and (zombie.rect.x >= self.rect.x)):
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return True
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elif zombie.rect.left <= self.rect.x <= zombie.rect.right:
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return True
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@ -1324,13 +1339,23 @@ class StarFruit(Plant):
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if self.shoot_timer == 0:
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self.shoot_timer = self.current_time - 700
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elif (self.current_time - self.shoot_timer) >= 1400:
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# 向后打的杨桃子弹无视铁门与报纸防具
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self.bullet_group.add(StarBullet(self.rect.left - 10, self.rect.y + 15, c.BULLET_DAMAGE_NORMAL, c.STAR_BACKWARD, self.level, damage_type = c.ZOMBIE_COMMON_DAMAGE))
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# pypvz特有设定:向后打的杨桃子弹无视铁门与报纸防具
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self.bullet_group.add(StarBullet( self.rect.left - 10, self.rect.y + 15,
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c.BULLET_DAMAGE_NORMAL, c.STAR_BACKWARD,
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self.level, damage_type = c.ZOMBIE_COMMON_DAMAGE))
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# 其他方向的杨桃子弹伤害效果与豌豆等同
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self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - self.rect.h - 15, c.BULLET_DAMAGE_NORMAL, c.STAR_UPWARD, self.level))
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self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - 5, c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD, self.level))
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self.bullet_group.add(StarBullet(self.rect.right - 5, self.rect.bottom - 20, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_DOWN, self.level))
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self.bullet_group.add(StarBullet(self.rect.right - 5, self.rect.y - 10, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_UP, self.level))
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self.bullet_group.add(StarBullet( self.rect.centerx - 20, self.rect.bottom - self.rect.h - 15,
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c.BULLET_DAMAGE_NORMAL, c.STAR_UPWARD,
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self.level))
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self.bullet_group.add(StarBullet( self.rect.centerx - 20, self.rect.bottom - 5,
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c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD,
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self.level))
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self.bullet_group.add(StarBullet( self.rect.right - 5, self.rect.bottom - 20,
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c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_DOWN,
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self.level))
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self.bullet_group.add(StarBullet( self.rect.right - 5, self.rect.y - 10,
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c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_UP,
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self.level))
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self.shoot_timer = self.current_time
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# 播放发射音效
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c.SOUND_SHOOT.play()
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@ -1358,8 +1383,8 @@ class CoffeeBean(Plant):
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for plant in self.plant_group:
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if plant.can_sleep:
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if plant.state == c.SLEEP:
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plantMapX, _ = self.map.getMapIndex(plant.rect.centerx, plant.rect.bottom)
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if plantMapX == self.map_x:
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plant_map_x, _ = self.map.getMapIndex(plant.rect.centerx, plant.rect.bottom)
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if plant_map_x == self.map_x:
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plant.state = c.IDLE
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plant.setIdle()
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plant.changeFrames(plant.idle_frames)
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@ -1415,8 +1440,9 @@ class SeaShroom(Plant):
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def canAttack(self, zombie):
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if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
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return False
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if (self.rect.x <= zombie.rect.right and
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(self.rect.x + c.GRID_X_SIZE * 4 >= zombie.rect.x) and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
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if (self.rect.x <= zombie.rect.right
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and (self.rect.x + c.GRID_X_SIZE * 4 >= zombie.rect.x)
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and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
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return True
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return False
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@ -1706,8 +1732,9 @@ class FumeShroom(Plant):
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def canAttack(self, zombie):
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if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
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return False
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if (self.rect.x <= zombie.rect.right and
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(self.rect.x + c.GRID_X_SIZE * 5 >= zombie.rect.x) and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
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if (self.rect.x <= zombie.rect.right
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and (self.rect.x + c.GRID_X_SIZE * 5 >= zombie.rect.x)
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and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
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return True
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return False
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