mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-11-24 03:07:21 +03:00
Add Snake game (#829)
* Add snake game * Applications: Added a classic game https://en.wikipedia.org/wiki/Snake_(video_game_genre) * Snake Game: Making it impossible to lose button presses * Use more native press button event * Snake Game: use low level InputTypePress event instead of InputTypeShort high level unpredictable event Co-authored-by: LionZXY <nikita@kulikof.ru> Co-authored-by: あく <alleteam@gmail.com>
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@ -42,6 +42,7 @@ extern int32_t vibro_test_app(void* p);
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// Plugins
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extern int32_t music_player_app(void* p);
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extern int32_t snake_game_app(void* p);
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// On system start hooks declaration
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extern void bt_cli_init();
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@ -203,6 +204,10 @@ const FlipperApplication FLIPPER_PLUGINS[] = {
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#ifdef APP_MUSIC_PLAYER
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{.app = music_player_app, .name = "Music Player", .stack_size = 1024, .icon = &A_Plugins_14},
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#endif
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#ifdef APP_SNAKE_GAME
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{.app = snake_game_app, .name = "Snake Game", .stack_size = 1024, .icon = &A_Plugins_14},
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#endif
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};
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const size_t FLIPPER_PLUGINS_COUNT = sizeof(FLIPPER_PLUGINS) / sizeof(FlipperApplication);
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@ -35,6 +35,7 @@ APP_ABOUT = 1
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# Plugins
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APP_MUSIC_PLAYER = 1
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APP_SNAKE_GAME = 1
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# Debug
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APP_ACCESSOR = 1
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@ -185,6 +186,11 @@ CFLAGS += -DAPP_MUSIC_PLAYER
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SRV_GUI = 1
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endif
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APP_SNAKE_GAME ?= 0
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ifeq ($(APP_SNAKE_GAME), 1)
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CFLAGS += -DAPP_SNAKE_GAME
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SRV_GUI = 1
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endif
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APP_IBUTTON ?= 0
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ifeq ($(APP_IBUTTON), 1)
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419
applications/snake-game/snake-game.c
Normal file
419
applications/snake-game/snake-game.c
Normal file
@ -0,0 +1,419 @@
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#include <furi.h>
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#include <gui/gui.h>
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#include <input/input.h>
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#include <stdlib.h>
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typedef struct {
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// +-----x
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// |
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// |
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// y
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uint8_t x;
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uint8_t y;
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} Point;
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typedef enum {
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GameStateLife,
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// https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto
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// Armanto: While testing the early versions of the game, I noticed it was hard
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// to control the snake upon getting close to and edge but not crashing — especially
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// in the highest speed levels. I wanted the highest level to be as fast as I could
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// possibly make the device "run," but on the other hand, I wanted to be friendly
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// and help the player manage that level. Otherwise it might not be fun to play. So
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// I implemented a little delay. A few milliseconds of extra time right before
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// the player crashes, during which she can still change the directions. And if
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// she does, the game continues.
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GameStateLastChance,
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GameStateGameOver,
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} GameState;
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typedef enum {
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DirectionUp,
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DirectionRight,
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DirectionDown,
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DirectionLeft,
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} Direction;
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#define MAX_SNAKE_LEN 253
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typedef struct {
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Point points[MAX_SNAKE_LEN];
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uint16_t len;
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Direction currentMovement;
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Direction nextMovement; // if backward of currentMovement, ignore
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Point fruit;
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GameState state;
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} SnakeState;
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typedef enum {
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EventTypeTick,
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EventTypeKey,
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} EventType;
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typedef struct {
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EventType type;
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InputEvent input;
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} SnakeEvent;
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static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
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const SnakeState* snake_state = acquire_mutex((ValueMutex*)ctx, 25);
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if(snake_state == NULL) {
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return;
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}
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// Before the function is called, the state is set with the canvas_reset(canvas)
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// Frame
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canvas_draw_frame(canvas, 0, 0, 128, 64);
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// Fruit
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Point f = snake_state->fruit;
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f.x = f.x * 4 + 1;
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f.y = f.y * 4 + 1;
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canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2);
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// Snake
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for(uint16_t i = 0; i < snake_state->len; i++) {
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Point p = snake_state->points[i];
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p.x = p.x * 4 + 2;
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p.y = p.y * 4 + 2;
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canvas_draw_box(canvas, p.x, p.y, 4, 4);
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}
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// Game Over banner
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if(snake_state->state == GameStateGameOver) {
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// Screen is 128x64 px
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, 34, 20, 62, 24);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, 34, 20, 62, 24);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 37, 31, "Game Over");
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canvas_set_font(canvas, FontSecondary);
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char buffer[12];
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snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7);
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canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer);
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}
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release_mutex((ValueMutex*)ctx, snake_state);
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}
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static void snake_game_input_callback(InputEvent* input_event, osMessageQueueId_t event_queue) {
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furi_assert(event_queue);
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SnakeEvent event = {.type = EventTypeKey, .input = *input_event};
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osMessageQueuePut(event_queue, &event, 0, osWaitForever);
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}
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static void snake_game_update_timer_callback(osMessageQueueId_t event_queue) {
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furi_assert(event_queue);
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SnakeEvent event = {.type = EventTypeTick};
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osMessageQueuePut(event_queue, &event, 0, 0);
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}
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static void snake_game_init_game(SnakeState* const snake_state) {
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Point p[] = {{8, 6}, {7, 6}, {6, 6}, {5, 6}, {4, 6}, {3, 6}, {2, 6}};
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memcpy(snake_state->points, p, sizeof(p));
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snake_state->len = 7;
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snake_state->currentMovement = DirectionRight;
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snake_state->nextMovement = DirectionRight;
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Point f = {18, 6};
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snake_state->fruit = f;
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snake_state->state = GameStateLife;
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}
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static Point snake_game_get_new_fruit(SnakeState const* const snake_state) {
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// 1 bit for each point on the playing field where the snake can turn
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// and where the fruit can appear
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uint16_t buffer[8];
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memset(buffer, 0, sizeof(buffer));
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uint8_t empty = 8 * 16;
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for(uint16_t i = 0; i < snake_state->len; i++) {
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Point p = snake_state->points[i];
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if(p.x % 2 != 0 || p.y % 2 != 0) {
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continue;
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}
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p.x /= 2;
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p.y /= 2;
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buffer[p.y] |= 1 << p.x;
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empty--;
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}
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// Bit set if snake use that playing field
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uint16_t newFruit = rand() % empty;
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// Skip random number of _empty_ fields
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for(uint8_t y = 0; y < 8; y++) {
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for(uint16_t x = 0, mask = 1; x < 16; x += 1, mask <<= 1) {
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if((buffer[y] & mask) == 0) {
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if(newFruit == 0) {
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Point p = {
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.x = x * 2,
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.y = y * 2,
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};
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return p;
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}
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newFruit--;
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}
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}
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}
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// We will never be here
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Point p = {0, 0};
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return p;
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}
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static bool snake_game_collision_with_frame(Point const next_step) {
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// if x == 0 && currentMovement == left then x - 1 == 255 ,
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// so check only x > right border
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return next_step.x > 30 || next_step.y > 14;
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}
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static bool
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snake_game_collision_with_tail(SnakeState const* const snake_state, Point const next_step) {
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for(uint16_t i = 0; i < snake_state->len; i++) {
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Point p = snake_state->points[i];
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if(p.x == next_step.x && p.y == next_step.y) {
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return true;
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}
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}
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return false;
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}
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static Direction snake_game_get_turn_snake(SnakeState const* const snake_state) {
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switch(snake_state->currentMovement) {
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case DirectionUp:
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switch(snake_state->nextMovement) {
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case DirectionRight:
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return DirectionRight;
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case DirectionLeft:
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return DirectionLeft;
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default:
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return snake_state->currentMovement;
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}
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case DirectionRight:
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switch(snake_state->nextMovement) {
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case DirectionUp:
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return DirectionUp;
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case DirectionDown:
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return DirectionDown;
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default:
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return snake_state->currentMovement;
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}
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case DirectionDown:
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switch(snake_state->nextMovement) {
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case DirectionRight:
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return DirectionRight;
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case DirectionLeft:
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return DirectionLeft;
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default:
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return snake_state->currentMovement;
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}
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default: // case DirectionLeft:
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switch(snake_state->nextMovement) {
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case DirectionUp:
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return DirectionUp;
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case DirectionDown:
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return DirectionDown;
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default:
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return snake_state->currentMovement;
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}
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}
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}
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static Point snake_game_get_next_step(SnakeState const* const snake_state) {
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Point next_step = snake_state->points[0];
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switch(snake_state->currentMovement) {
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// +-----x
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// |
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// |
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// y
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case DirectionUp:
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next_step.y--;
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break;
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case DirectionRight:
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next_step.x++;
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break;
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case DirectionDown:
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next_step.y++;
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break;
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case DirectionLeft:
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next_step.x--;
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break;
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}
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return next_step;
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}
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static void snake_game_move_snake(SnakeState* const snake_state, Point const next_step) {
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memmove(snake_state->points + 1, snake_state->points, snake_state->len * sizeof(Point));
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snake_state->points[0] = next_step;
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}
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static void snake_game_process_game_step(SnakeState* const snake_state) {
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if(snake_state->state == GameStateGameOver) {
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return;
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}
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bool can_turn = (snake_state->points[0].x % 2 == 0) && (snake_state->points[0].y % 2 == 0);
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if(can_turn) {
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snake_state->currentMovement = snake_game_get_turn_snake(snake_state);
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}
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Point next_step = snake_game_get_next_step(snake_state);
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bool crush = snake_game_collision_with_frame(next_step);
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if(crush) {
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if(snake_state->state == GameStateLife) {
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snake_state->state = GameStateLastChance;
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return;
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} else if(snake_state->state == GameStateLastChance) {
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snake_state->state = GameStateGameOver;
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return;
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}
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} else {
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if(snake_state->state == GameStateLastChance) {
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snake_state->state = GameStateLife;
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}
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}
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crush = snake_game_collision_with_tail(snake_state, next_step);
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if(crush) {
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snake_state->state = GameStateGameOver;
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return;
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}
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bool eatFruit = (next_step.x == snake_state->fruit.x) && (next_step.y == snake_state->fruit.y);
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if(eatFruit) {
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snake_state->len++;
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if(snake_state->len >= MAX_SNAKE_LEN) {
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snake_state->state = GameStateGameOver;
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return;
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}
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}
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snake_game_move_snake(snake_state, next_step);
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if(eatFruit) {
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snake_state->fruit = snake_game_get_new_fruit(snake_state);
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}
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}
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int32_t snake_game_app(void* p) {
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srand(DWT->CYCCNT);
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osMessageQueueId_t event_queue = osMessageQueueNew(8, sizeof(SnakeEvent), NULL);
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SnakeState* snake_state = furi_alloc(sizeof(SnakeState));
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snake_game_init_game(snake_state);
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ValueMutex state_mutex;
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if(!init_mutex(&state_mutex, snake_state, sizeof(SnakeState))) {
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furi_log_print(FURI_LOG_ERROR, "cannot create mutex\r\n");
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free(snake_state);
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return 255;
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}
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, snake_game_render_callback, &state_mutex);
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view_port_input_callback_set(view_port, snake_game_input_callback, event_queue);
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osTimerId_t timer =
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osTimerNew(snake_game_update_timer_callback, osTimerPeriodic, event_queue, NULL);
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osTimerStart(timer, osKernelGetTickFreq() / 4);
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// Open GUI and register view_port
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Gui* gui = furi_record_open("gui");
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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SnakeEvent event;
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for(bool processing = true; processing;) {
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osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, 100);
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SnakeState* snake_state = (SnakeState*)acquire_mutex_block(&state_mutex);
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if(event_status == osOK) {
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// press events
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if(event.type == EventTypeKey) {
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if(event.input.type == InputTypePress) {
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switch(event.input.key) {
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case InputKeyUp:
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snake_state->nextMovement = DirectionUp;
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break;
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case InputKeyDown:
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snake_state->nextMovement = DirectionDown;
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break;
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case InputKeyRight:
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snake_state->nextMovement = DirectionRight;
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break;
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case InputKeyLeft:
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snake_state->nextMovement = DirectionLeft;
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break;
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case InputKeyOk:
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if(snake_state->state == GameStateGameOver) {
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snake_game_init_game(snake_state);
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}
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break;
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case InputKeyBack:
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processing = false;
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break;
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}
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}
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} else if(event.type == EventTypeTick) {
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snake_game_process_game_step(snake_state);
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}
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} else {
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// event timeout
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}
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view_port_update(view_port);
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release_mutex(&state_mutex, snake_state);
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}
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osTimerDelete(timer);
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view_port_enabled_set(view_port, false);
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gui_remove_view_port(gui, view_port);
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furi_record_close("gui");
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view_port_free(view_port);
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osMessageQueueDelete(event_queue);
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delete_mutex(&state_mutex);
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free(snake_state);
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return 0;
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}
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// Screen is 128x64 px
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// (4 + 4) * 16 - 4 + 2 + 2border == 128
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// (4 + 4) * 8 - 4 + 2 + 2border == 64
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// Game field from point{x: 0, y: 0} to point{x: 30, y: 14}.
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// The snake turns only in even cells - intersections.
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// ┌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┐
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
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// └╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┘
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