Three GDD §6 features land together, plus the design bug their verification
exposed.
METEOR (red+orange both >=20%): "smash light barriers" made literal. New
createSmashWall part — a brick-seamed light barrier, solid to everyone, but a
METEOR blob that RAMS it (>=5 u/s) shatters it into 8 real dynamic brick
shards that carry your momentum; rebuilds on race:respawn. Spec kind
'smashwall' with needColors for data courses. HUD shows "☄ METEOR" replacing
the pair's BURN/BOUNCE rows (GDD: the blend replaces its pair) and the ember
trail burns 2.2x while blended.
ZAP (yellow >=20%): "trigger colour-keyed machinery at range". New
machine/zap.ts — a charged blob pulses every 3s and fires any declared zap
target's machine:signal within radius, with an expanding arc ring. Breakfast
declares the fork's spring boot: purple earns it by WEIGHT on the plate,
yellow HOTWIRES it — verified the full arc: pulse -> boot telegraph -> kick
vy 10.6 -> lands on the finish podium. Yellow bubbles by the fork are the
source. Spec courses declare `zapTargets`. HUD shows "⚡ ZAP".
THE BUG THE WALL EXPOSED: the finale gate sat at z-59, but the finish box
reaches z-57.2 (podium-face bonks must count) and the podium collider face is
at z-58 — so in a LIVE race you finished before ever touching the gate; it
only ever blocked test blobs with the race idle. The whole gauntlet now lives
at z-56, in FRONT of the line: centre = green gate, left = METEOR smash wall,
right gap plugged (the MINI tunnel roof already gates x3..10), far left = open
detour. The cleanse arch moves to x-6.5/z-54.5 — at x-4.5 its zone overlapped
the METEOR approach and stripped the blend one step before the wall.
Verified in-browser (atomic calls; the wall-clock coverage cache and the
background sim poisoned split observations): clean blob bonks with race
running; METEOR blob shatters (8 shards, signal, drives through rubble to
"you finished 29% ORANGE"); wall rebuilds on R; zap fires exactly once per
cooldown. hasMeteor/hasZap are pure + unit-tested (58 assertions, 10 suites).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
180 lines
6.9 KiB
TypeScript
180 lines
6.9 KiB
TypeScript
/**
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* Pure paint math — no THREE / Rapier / DOM imports, so it is unit-testable in a
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* bare node runtime (see coverage-math.test.ts). Everything that touches only
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* numbers lives here: the exact pixel-bucket coverage count and the
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* coverage -> BlobModifiers buff mapping (GDD §6 MVP subset).
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*/
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import type { BlobModifiers, CoverageReport, PaintColor } from '../contracts'
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/**
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* Canonical colour ordering. Index 0 in the mask is the unpainted base; palette
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* colours occupy indices 1..7 in this order (matches the PALETTE key order in
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* contracts.ts). Keep this list and the mask encoding in lockstep.
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*/
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export const COLOR_ORDER: readonly PaintColor[] = [
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'red', 'orange', 'yellow', 'green', 'blue', 'purple', 'pink',
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]
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/** Mask palette index for a colour (1..7). Base/unpainted is 0. */
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export function colorIndex(color: PaintColor): number {
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return COLOR_ORDER.indexOf(color) + 1
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}
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/**
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* Exact integer bucketing of a quantized mask. `mask[i]` is a palette index
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* (0 = base, 1..n = colour). Returns counts of length n+1 where counts[0] is the
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* unpainted pixel count. This is the whole point of quantizing on stamp: coverage
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* is an exact histogram, never a fuzzy nearest-colour match.
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*/
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export function countBuckets(mask: Uint8Array, numColors: number): number[] {
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const counts = new Array<number>(numColors + 1).fill(0)
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for (let i = 0; i < mask.length; i++) counts[mask[i]]++
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return counts
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}
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/**
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* Turn raw bucket counts into a CoverageReport (fractions of TOTAL surface;
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* unpainted counts in the denominator, per contracts).
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*/
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export function coverageReportFromCounts(
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counts: number[],
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totalPixels: number,
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): CoverageReport {
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const byColor = {} as Record<PaintColor, number>
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for (let i = 0; i < COLOR_ORDER.length; i++) {
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byColor[COLOR_ORDER[i]] = totalPixels > 0 ? counts[i + 1] / totalPixels : 0
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}
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const painted = totalPixels > 0 ? (totalPixels - counts[0]) / totalPixels : 0
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return { total: painted, byColor }
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}
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// ---- Buff thresholds (GDD §5.1 / §6 MVP subset) ---------------------------
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export const ACTIVATE = 0.20 // buff activates at ≥20% of that colour
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export const SUPER = 0.70 // ≥70% one colour = super state
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/** Strength floor at the activation threshold so the buff visibly "kicks in". */
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const ACTIVATE_FLOOR = 0.15
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/** Extra take-off speed at full ORANGE strength: jumpMul 1.0 → 1.5 (BOUNCE). */
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export const BOUNCE_JUMP = 0.5
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// ---- Scale buffs (GDD §5.3 / §6): purple MEGA + pink MINI (Lane G) ---------
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// Both drive `modifiers.size` (the controller scales collider + visuals) and
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// bias `massMul` on top of the paint=weight base. They oppose each other: a blob
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// carrying both purple and pink nets out toward normal size (they "fight").
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/** Uniform scale added at full purple strength: 1.0 → 1.45 (grow, blocks/plates). */
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export const MEGA_SIZE = 0.45
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/** Uniform scale removed at full pink strength: 1.0 → 0.62 (shrink, tunnels). */
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export const MINI_SIZE = 0.38
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/** Extra massMul at full purple strength — MEGA is heavy beyond its paint total. */
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export const MEGA_MASS = 1.5
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/** massMul removed at full pink strength — MINI is lighter than clean at high %. */
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export const MINI_MASS = 0.9
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/** Lower bound so a fully-MINI blob stays positively massed (flingable, not zero). */
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export const MASS_FLOOR = 0.35
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const clamp01 = (x: number) => (x < 0 ? 0 : x > 1 ? 1 : x)
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/**
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* Buff strength 0..1 for a single colour's coverage fraction.
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* 0 below the 20% threshold; ramps ACTIVATE_FLOOR..1 across 20%→70%; pinned at 1
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* once super. This is the "strength scales linearly between thresholds" curve.
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*/
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export function buffStrength(coverage: number): number {
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if (coverage < ACTIVATE) return 0
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if (coverage >= SUPER) return 1
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const t = (coverage - ACTIVATE) / (SUPER - ACTIVATE)
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return ACTIVATE_FLOOR + (1 - ACTIVATE_FLOOR) * t
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}
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/** Is any single colour at/above the super threshold? */
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export function superColor(cov: CoverageReport): PaintColor | null {
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let best: PaintColor | null = null
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let bestV = SUPER
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for (const c of COLOR_ORDER) {
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if (cov.byColor[c] >= bestV) {
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bestV = cov.byColor[c]
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best = c
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}
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}
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return best
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}
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// ---- Blends & abilities (GDD §5.1/§6): adjacent pairs, both ≥ ACTIVATE -----
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/** METEOR = RED + ORANGE both active (GDD §6): flaming cannonball — smashes
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* light barriers (see createSmashWall) and burns hotter (BuffSystem embers). */
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export function hasMeteor(cov: CoverageReport): boolean {
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return cov.byColor.red >= ACTIVATE && cov.byColor.orange >= ACTIVATE
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}
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/** ZAP = YELLOW active (GDD §6): static charge — triggers signal-driven
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* machinery at range (ZapSystem pulses nearby machines' signals). */
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export function hasZap(cov: CoverageReport): boolean {
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return cov.byColor.yellow >= ACTIVATE
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}
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/** Dominant (highest-coverage) colour, or null if nothing is painted. */
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export function dominantColor(cov: CoverageReport): PaintColor | null {
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let best: PaintColor | null = null
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let bestV = 0
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for (const c of COLOR_ORDER) {
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if (cov.byColor[c] > bestV) {
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bestV = cov.byColor[c]
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best = c
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}
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}
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return best
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}
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/**
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* The core mapping: coverage -> modifiers (GDD §6).
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* RED -> speedMul up to 1.6 (BURN)
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* ORANGE -> jumpMul up to 1.5 (BOUNCE — rubberized, §6)
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* GREEN -> grip up to 1.0 (GRIP)
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* BLUE -> waterproof (SLICK)
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* PURPLE -> size up to 1.45 + extra mass (MEGA — grow big & heavy, §5.3)
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* PINK -> size down to 0.62 + less mass (MINI — shrink small & light)
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* total coverage -> massMul base 1.0..1.8 (paint = weight, §5.2)
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* any colour ≥70% -> super: that buff pinned at max + glow
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* Pure and deterministic; the visual side-effects (ember trail, emissive pulse)
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* live in BuffSystem and read `glow` / dominant colour off this result + cov.
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*/
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export function computeModifiers(cov: CoverageReport): BlobModifiers {
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const red = cov.byColor.red
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const green = cov.byColor.green
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const blue = cov.byColor.blue
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const purpleS = buffStrength(cov.byColor.purple)
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const pinkS = buffStrength(cov.byColor.pink)
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const speedMul = 1 + 0.6 * buffStrength(red)
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const grip = buffStrength(green) // 0..1
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const waterproof = blue >= ACTIVATE
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// ORANGE = BOUNCE (GDD §6): rubberized, jumps higher. `jumpMul` was already
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// plumbed end-to-end (controller multiplies take-off speed by it, BuffSystem
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// copies it) but nothing ever drove it — orange is the colour that does.
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const jumpMul = 1 + BOUNCE_JUMP * buffStrength(cov.byColor.orange)
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// ---- scale (MEGA vs MINI) ----
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// net grow/shrink strength; purple and pink oppose so a mixed blob nets out.
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const net = purpleS - pinkS
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const size = net >= 0 ? 1 + MEGA_SIZE * net : 1 + MINI_SIZE * net
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// ---- mass (paint=weight base, biased by MEGA heavier / MINI lighter) ----
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const massMul = Math.max(
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MASS_FLOOR,
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1 + 0.8 * clamp01(cov.total) + MEGA_MASS * purpleS - MINI_MASS * pinkS,
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)
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const glow = superColor(cov) ? 1 : 0
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return {
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speedMul,
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jumpMul,
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massMul,
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grip,
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size,
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waterproof,
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glow,
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}
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}
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