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https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-02.git
synced 2024-11-24 23:59:44 +01:00
added very basic splash effect
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@ -8,7 +8,6 @@
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package pp.battleship.client.gui;
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import com.jme3.effect.ParticleEmitter;
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import com.jme3.effect.ParticleMesh;
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import com.jme3.effect.ParticleMesh.Type;
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import com.jme3.effect.shapes.EmitterSphereShape;
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import com.jme3.material.Material;
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@ -16,7 +15,6 @@ import com.jme3.material.RenderState.BlendMode;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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@ -29,12 +27,9 @@ import pp.battleship.model.Rotation;
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import pp.battleship.model.ShipMap;
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import pp.battleship.model.Shot;
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import static java.util.Objects.requireNonNull;
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import static pp.util.FloatMath.HALF_PI;
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import static pp.util.FloatMath.PI;
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import static pp.util.FloatMath.QUARTER_PI;
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/**
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* The {@code SeaSynchronizer} class is responsible for synchronizing the graphical
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@ -153,6 +148,10 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return roundspark;
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}
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/**
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* Creates small, thin smoke trails that enhance the flying debris
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* @return crates a thin smoke trail texture
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*/
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private ParticleEmitter createSpark(){
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spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
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spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f / COUNT_FACTOR_F));
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@ -176,7 +175,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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}
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/**
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* creates a dynamic smoke trail
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* Creates a dynamic smoke trail
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* @return smoke texture
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*/
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private ParticleEmitter createSmokeTrail(){
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@ -236,7 +235,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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}
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/**
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* creates an expanding circular shockwave
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* Creates an expanding circular shockwave
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* @return shockwave texture
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*/
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private ParticleEmitter createShockwave(){
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@ -266,10 +265,9 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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}
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/**
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* creates an animated smoke column
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* Creates an animated smoke column.
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* @return moving smoke texture
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*/
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private ParticleEmitter createMovingSmokeEmitter() {
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ParticleEmitter smokeEmitter = new ParticleEmitter("SmokeEmitter", Type.Triangle, 300);
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smokeEmitter.setGravity(0, 0, 0);
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@ -287,8 +285,38 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return smokeEmitter;
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}
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/**
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* Creates a small burst of bubbles.
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*
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* @return bubbling water texture.
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*/
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public ParticleEmitter createWaterSplash() {
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ParticleEmitter waterSplash = new ParticleEmitter("WaterSplash", Type.Triangle, 30);
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waterSplash.setShape(new EmitterSphereShape(Vector3f.ZERO, 0.2f));
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waterSplash.setStartColor(new ColorRGBA(0.4f, 0.4f, 1f, 1f)); // Light blue at start
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waterSplash.setEndColor(new ColorRGBA(0.4f, 0.4f, 1f, 0f)); // Transparent at the end
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waterSplash.setStartSize(0.05f);
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waterSplash.setEndSize(0.1f);
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waterSplash.setLowLife(0.5f);
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waterSplash.setHighLife(1f);
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waterSplash.setGravity(0, 0, 0); // No gravity to simulate a horizontal water splash
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waterSplash.getParticleInfluencer().setInitialVelocity(new Vector3f(1f, 0f, 1f)); // Horizontal spread
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waterSplash.getParticleInfluencer().setVelocityVariation(1f); // Add randomness to splash
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waterSplash.setParticlesPerSec(0);
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Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
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mat.setTexture("Texture", app.getAssetManager().loadTexture("Effects/Splash/splash.png"));
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waterSplash.setMaterial(mat);
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return waterSplash;
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}
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/**
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* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
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@ -314,7 +342,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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*/
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@Override
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public Spatial visit(Shot shot) {
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return shot.isHit() ? handleHit(shot) : createCylinder(shot);
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return shot.isHit() ? handleHit(shot) : handleMiss(shot);
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}
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/**
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@ -382,6 +410,25 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return null;
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}
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/**
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* Handles a miss by representing it with a blue cylinder
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* and attaching a water splash effect to it.
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* @param shot the shot to be processed
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* @return a Spatial simulating a miss with water splash effect
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*/
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private Spatial handleMiss(Shot shot) {
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Node shotNode = new Node("ShotNode");
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Geometry shotCylinder = createCylinder(shot);
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shotNode.attachChild(shotCylinder);
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ParticleEmitter waterSplash = createWaterSplash();
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waterSplash.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
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shotNode.attachChild(waterSplash);
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waterSplash.emitAllParticles();
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return shotNode;
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}
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/**
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* Creates a cylinder geometry representing the specified shot.
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* The appearance of the cylinder depends on whether the shot is a hit or a miss.
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@ -447,12 +494,6 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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}
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}
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/**
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* Creates a simple box to represent a battleship that is not of the "King George V" type.
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*
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@ -493,7 +534,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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* Creates a detailed 3D model to represent a "King George V" battleship.
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*
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* @param ship the battleship to be represented
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* @return the spatial representing the "King George V" battleship
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* @return the spatial representing the "King George V" battleship.
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*/
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private Spatial createBattleship(Battleship ship) {
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final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
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@ -505,6 +546,12 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return model;
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}
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/**
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* Creates a detailed 3D model to represent a small tugboat.
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*
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* @param ship the battleship to be represented
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* @return the spatial representing the small tugboat.
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*/
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private Spatial createSmallShip(Battleship ship) {
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final Spatial model = app.getAssetManager().loadModel(SMALL_BOAT_MODEL);
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@ -515,6 +562,12 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return model;
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}
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/**
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* Creates a detailed 3D model to represent a U-Boat .
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*
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* @param ship the battleship to be represented
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* @return the spatial representing the U-Boat.
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*/
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private Spatial createBattle(Battleship ship) {
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final Spatial model = app.getAssetManager().loadModel(BATTLE_MODEL);
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@ -526,6 +579,12 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return model;
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}
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/**
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* Creates a detailed 3D model to represent an aircraft carrier
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*
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* @param ship the battleship to be represented
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* @return the spatial representing the aircraft carrier.
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*/
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private Spatial createCV(Battleship ship) {
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final Spatial model = app.getAssetManager().loadModel(CV_MODEL);
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@ -537,8 +596,6 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return model;
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}
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/**
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* Calculates the rotation angle for the specified rotation.
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*
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Projekte/battleship/converter/12219_boat_v2_L2.j3o
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Projekte/battleship/converter/Battle.j3o
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Projekte/battleship/converter/CV.j3o
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Projekte/battleship/converter/KingGeorgeV.j3o
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