修复初始编队生成:对入参建可写副本再补发 id
- Disciple.create 强制要求 data 含 id,且 INITIAL_ROSTER 为 const 常量: 原实现先 create 后补 id 导致 5 人全部创建失败 - 改为 duplicate() 副本上写入 _master_id 发号,避免污染常量 - INITIAL_ROSTER 补手写 id 占位字段(实际以发号器为准)
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@@ -1,6 +1,4 @@
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# 初始版本不提供添加弟子的接口
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class_name DiscipleManager
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extends Node
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@@ -14,6 +12,7 @@ const INITIAL_ROSTER := [
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# 1 玄真(宗主):修士·炼气9层,五行全高,炼丹3级
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{
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"name": "玄真",
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"id" : 1,
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"metal": 45, "wood": 38, "water": 22, "fire": 31, "earth": 19,
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"efficiency": 85,
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"realm_level": 1, "sub_realm_level": 9,
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@@ -23,6 +22,7 @@ const INITIAL_ROSTER := [
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# 2 凌霄:修士·炼气4层,金火旺
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{
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"name": "凌霄",
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"id" : 2,
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"metal": 62, "wood": 12, "water": 15, "fire": 44, "earth": 20,
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"efficiency": 76,
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"realm_level": 1, "sub_realm_level": 4,
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@@ -32,6 +32,7 @@ const INITIAL_ROSTER := [
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# 3 青禾:凡人带灵根(木47≥20 可修炼破境),药草天赋
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{
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"name": "青禾",
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"id" : 3,
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"metal": 8, "wood": 47, "water": 25, "fire": 12, "earth": 10,
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"efficiency": 68,
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"realm_level": 0, "sub_realm_level": 1,
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@@ -41,6 +42,7 @@ const INITIAL_ROSTER := [
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# 4 阿福:凡人杂役(无灵根,五行均<20)
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{
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"name": "阿福",
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"id" : 4,
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"metal": 5, "wood": 12, "water": 8, "fire": 9, "earth": 10,
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"efficiency": 41,
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"realm_level": 0, "sub_realm_level": 1,
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@@ -50,6 +52,7 @@ const INITIAL_ROSTER := [
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# 5 阿禄:凡人杂役(无灵根)
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{
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"name": "阿禄",
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"id" : 5,
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"metal": 3, "wood": 6, "water": 5, "fire": 8, "earth": 15,
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"efficiency": 35,
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"realm_level": 0, "sub_realm_level": 1,
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@@ -61,103 +64,101 @@ const INITIAL_ROSTER := [
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var _disciples: Array[Disciple] = [] # 弟子列表
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var _master_id: int = 0 # 管理器的发号计数,id 的唯一来源
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# ---- 工厂 ----
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func _enter_tree() -> void:
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pass
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# ---- 工厂 ----
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# 初始编队(复用 _create_from_data)
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func spawn_initial_roster() -> Array[Disciple]:
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for data in INITIAL_ROSTER:
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var disciple = _create_from_data(data)
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if disciple != null:
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add_disciple(disciple)
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# _disciples.append(disciple)
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# emit_signal("disciple_added", disciple)
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else:
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push_error("Failed to spawn disciple from data: %s" % data)
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pass
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func spawn_initial_roster() -> void:
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for data in INITIAL_ROSTER:
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var disciple = _create_from_data(data)
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if disciple != null:
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add_disciple(disciple)
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else:
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push_error("Failed to spawn disciple from data: %s" % data)
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pass
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# 补 id → Disciple.create()
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# 从数据字典创建 Disciple 实例,若失败返回 null
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func _create_from_data(data: Dictionary) -> Disciple:
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var disciple := Disciple.create(data)
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if disciple == null:
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push_error("Failed to create disciple from data: %s" % data)
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return null
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disciple.id = _master_id
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_master_id += 1
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return disciple
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pass
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var copy := data.duplicate() # 可写副本(浅拷贝,顶层加键足够)
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copy["id"] = _master_id
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_master_id += 1
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var disciple := Disciple.create(copy)
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if disciple == null:
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push_error("Failed to create disciple from data: %s" % data)
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return null
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return disciple
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# ---- 仓储 ----
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# 公开接口:添加弟子
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func add_disciple(d : Disciple) -> void:
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if d == null:
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push_error("Cannot add null disciple.")
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return
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_disciples.append(d)
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emit_signal("disciple_added", d)
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if d == null:
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push_error("Cannot add null disciple.")
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return
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_disciples.append(d)
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emit_signal("disciple_added", d)
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# 移除弟子
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func remove_disciple(d : Disciple) -> bool:
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if d != null and _disciples.has(d):
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_disciples.erase(d)
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emit_signal("disciple_removed", d)
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return true
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return false
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if d != null and _disciples.has(d):
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_disciples.erase(d)
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emit_signal("disciple_removed", d)
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return true
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return false
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# 公开接口:通过id获取弟子
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func get_disciple(id : int) -> Disciple:
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for d in _disciples:
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if d.id == id:
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return d
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return null
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for d in _disciples:
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if d.id == id:
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return d
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return null
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# 公开接口:获取所有弟子(返回副本,避免外部修改原数组)
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func get_all() -> Array[Disciple]:
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return _disciples.duplicate() # 返回副本,避免外部修改原数组
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return _disciples.duplicate() # 返回副本,避免外部修改原数组
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# ---- 修改唯一入口 ----
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# 调 d.set_attr + 发信号(name 特判)
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func set_attr(d :Disciple, attr: String, value: Variant) -> bool:
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if _disciples.has(d):
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var old_value = d.get_attr(attr)
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if d.set_attr(attr, value):
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emit_signal("disciple_attr_changed", d, attr, old_value, value)
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return true
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return false
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if _disciples.has(d):
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var old_value = d.get_attr(attr)
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if d.set_attr(attr, value):
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emit_signal("disciple_attr_changed", d, attr, old_value, value)
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return true
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return false
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# ---- 经验晋级(领域操作)----
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# 跨小境界继承循环;跨大境界清零;满级不涨;无灵根拒绝
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func add_cultivation_exp(d : Disciple, amount : int) -> void:
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if _disciples.has(d):
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var old_realm = d.realm_level
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var old_sub_realm = d.sub_realm_level
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d.add_cultivation_exp(amount)
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if d.realm_level != old_realm or d.sub_realm_level != old_sub_realm:
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emit_signal("disciple_attr_changed", d, "realm_level", old_realm, d.realm_level)
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emit_signal("disciple_attr_changed", d, "sub_realm_level", old_sub_realm, d.sub_realm_level)
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if _disciples.has(d):
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var old_realm = d.realm_level
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var old_sub_realm = d.sub_realm_level
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d.add_cultivation_exp(amount)
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if d.realm_level != old_realm or d.sub_realm_level != old_sub_realm:
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emit_signal("disciple_attr_changed", d, "realm_level", old_realm, d.realm_level)
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emit_signal("disciple_attr_changed", d, "sub_realm_level", old_sub_realm, d.sub_realm_level)
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# skill∈{farming,herb,alchemy},查 SKILL_EXP_CAPS,溢出继承至满级
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func add_skill_exp(d : Disciple, skill: String, amount : int) -> void:
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if _disciples.has(d):
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var old_level = d.get_skill_level(skill)
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d.add_skill_exp(skill, amount)
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var new_level = d.get_skill_level(skill)
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if new_level != old_level:
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emit_signal("disciple_attr_changed", d, skill + "_level", old_level, new_level)
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if _disciples.has(d):
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var old_level = d.get_skill_level(skill)
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d.add_skill_exp(skill, amount)
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var new_level = d.get_skill_level(skill)
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if new_level != old_level:
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emit_signal("disciple_attr_changed", d, skill + "_level", old_level, new_level)
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# ---- 月度结算(预留)----
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# 月收益 = f(efficiency),依赖经济扣灵石 —— 取决于下列问题
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func settle_month() -> void:
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pass
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pass
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# ---- 存档 ----
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func to_dict():
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pass
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pass
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func load_from_dict():
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pass
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pass
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@@ -0,0 +1 @@
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uid://bstiea1nx61b8
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