2019-01-24 08:43:03 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-10-03 07:27:26 +00:00
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2022-06-17 07:37:17 +00:00
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#nullable disable
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2022-06-18 04:49:57 +00:00
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using System.Linq;
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2020-05-15 09:07:41 +00:00
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using System.Threading;
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2018-10-03 07:27:26 +00:00
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using osu.Framework.Allocation;
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2019-02-21 10:04:31 +00:00
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using osu.Framework.Bindables;
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2018-10-25 09:16:25 +00:00
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using osu.Framework.Graphics;
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2018-10-03 07:27:26 +00:00
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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2021-02-11 08:16:17 +00:00
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using osu.Game.Audio;
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2018-10-03 07:27:26 +00:00
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using osu.Game.Beatmaps;
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2019-04-25 08:36:17 +00:00
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using osu.Game.Beatmaps.ControlPoints;
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2018-10-03 07:27:26 +00:00
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using osu.Game.Rulesets.Objects;
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2020-05-22 07:37:28 +00:00
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using osu.Game.Screens.Edit;
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2018-11-06 09:28:22 +00:00
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using osu.Game.Screens.Edit.Compose;
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2018-11-20 07:51:59 +00:00
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using osuTK;
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using osuTK.Input;
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2018-10-03 07:27:26 +00:00
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namespace osu.Game.Rulesets.Edit
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{
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2018-10-31 03:01:10 +00:00
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/// <summary>
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2018-11-06 09:06:34 +00:00
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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2018-10-31 03:01:10 +00:00
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/// </summary>
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2020-02-13 01:00:09 +00:00
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public abstract class PlacementBlueprint : CompositeDrawable
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{
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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/// </summary>
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public PlacementState PlacementActive { get; private set; }
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2018-11-13 04:00:00 +00:00
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/// <summary>
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/// The <see cref="HitObject"/> that is being placed.
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/// </summary>
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public readonly HitObject HitObject;
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2020-05-25 06:40:25 +00:00
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[Resolved(canBeNull: true)]
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protected EditorClock EditorClock { get; private set; }
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2018-10-03 07:44:37 +00:00
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2021-05-19 09:34:02 +00:00
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[Resolved]
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private EditorBeatmap beatmap { get; set; }
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2018-10-17 09:36:47 +00:00
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2020-05-22 13:41:06 +00:00
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private Bindable<double> startTimeBindable;
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2018-10-17 06:46:30 +00:00
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[Resolved]
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private IPlacementHandler placementHandler { get; set; }
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2018-11-06 09:04:03 +00:00
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protected PlacementBlueprint(HitObject hitObject)
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{
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HitObject = hitObject;
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2021-02-11 08:16:17 +00:00
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// adding the default hit sample should be the case regardless of the ruleset.
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HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
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RelativeSizeAxes = Axes.Both;
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2018-11-13 03:52:04 +00:00
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2018-11-29 05:55:20 +00:00
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// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
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// on the same frame it is made visible via a PlacementState change.
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AlwaysPresent = true;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
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startTimeBindable.BindValueChanged(_ => ApplyDefaultsToHitObject(), true);
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has started.
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/// </summary>
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/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
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protected void BeginPlacement(bool commitStart = false)
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{
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var nearestSampleControlPoint = beatmap.HitObjects.LastOrDefault(h => h.GetEndTime() < HitObject.StartTime)?.SampleControlPoint?.DeepClone() as SampleControlPoint;
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HitObject.SampleControlPoint = nearestSampleControlPoint ?? new SampleControlPoint();
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2018-10-17 06:46:30 +00:00
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placementHandler.BeginPlacement(HitObject);
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if (commitStart)
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PlacementActive = PlacementState.Active;
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2018-10-17 05:37:39 +00:00
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has finished.
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/// This will destroy this <see cref="PlacementBlueprint"/>, and add the HitObject.StartTime to the <see cref="Beatmap"/>.
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2018-10-17 05:37:39 +00:00
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/// </summary>
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/// <param name="commit">Whether the object should be committed.</param>
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public void EndPlacement(bool commit)
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{
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switch (PlacementActive)
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{
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case PlacementState.Finished:
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return;
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case PlacementState.Waiting:
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// ensure placement was started before ending to make state handling simpler.
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BeginPlacement();
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break;
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}
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2020-02-07 09:02:48 +00:00
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placementHandler.EndPlacement(HitObject, commit);
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PlacementActive = PlacementState.Finished;
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2018-10-17 05:37:39 +00:00
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}
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2018-10-03 07:27:26 +00:00
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2019-10-03 07:14:42 +00:00
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/// <summary>
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2020-11-30 09:35:30 +00:00
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/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
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2019-10-03 07:14:42 +00:00
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/// </summary>
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2020-05-28 11:33:12 +00:00
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/// <param name="result">The snap result information.</param>
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2020-11-26 10:16:18 +00:00
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public virtual void UpdateTimeAndPosition(SnapResult result)
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{
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if (PlacementActive == PlacementState.Waiting)
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2020-05-28 11:33:12 +00:00
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HitObject.StartTime = result.Time ?? EditorClock?.CurrentTime ?? Time.Current;
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2020-05-21 05:38:40 +00:00
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}
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2019-10-03 07:14:42 +00:00
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2018-10-17 09:36:47 +00:00
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/// <summary>
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2021-10-01 05:56:42 +00:00
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/// Invokes <see cref="Objects.HitObject.ApplyDefaults(ControlPointInfo,IBeatmapDifficultyInfo,CancellationToken)"/>,
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2019-04-25 08:36:17 +00:00
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/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
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2018-10-17 09:36:47 +00:00
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/// </summary>
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2021-10-02 03:34:29 +00:00
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protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
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2018-10-17 09:36:47 +00:00
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2018-10-03 07:27:26 +00:00
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) ?? false;
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protected override bool Handle(UIEvent e)
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{
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base.Handle(e);
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switch (e)
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{
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2022-06-24 12:25:23 +00:00
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case ScrollEvent:
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2018-10-31 08:23:27 +00:00
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return false;
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2019-04-01 03:44:46 +00:00
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2022-06-24 12:25:23 +00:00
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case DoubleClickEvent:
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2020-04-13 04:57:15 +00:00
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return false;
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2021-04-22 06:27:08 +00:00
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case MouseButtonEvent mouse:
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// placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
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// for now, the one exception we want to allow is when using a non-main mouse button when shift is pressed, which is used to trigger object deletion
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// while in placement mode.
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return mouse.Button == MouseButton.Left || !mouse.ShiftPressed;
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2019-04-01 03:44:46 +00:00
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2018-10-03 07:27:26 +00:00
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default:
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return false;
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}
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}
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2021-04-16 05:10:21 +00:00
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public enum PlacementState
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{
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Waiting,
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Active,
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Finished
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}
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2018-10-03 07:27:26 +00:00
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}
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}
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