添加 jajaja
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					import pygame
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					import sys
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					import random
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					pygame.init()
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					width, height = 800, 800
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					screen = pygame.display.set_mode((width, height))
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					pygame.display.set_caption('Labirints')
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					BLACK = (0, 0, 0)
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					BLUE = (0, 0, 255)
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					RED = (255, 0, 0)
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					maze = [
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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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					    "#.#.#.#....##.#...#.#...#",
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					    "#.#.#.#.##..###.###.#.###",
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					    "#.......................#",
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					    "#########################"
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					]
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					class Player(pygame.sprite.Sprite):
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					    def __init__(self, x, y):
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					        super().__init__()
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					        self.images = {
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					            "up": [pygame.image.load('up.png').convert_alpha(),
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					                   pygame.image.load('up1.png').convert_alpha()],
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					            "down": [pygame.image.load('down.png').convert_alpha(),
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					                     pygame.image.load('down1.png').convert_alpha()],
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					            "left": [pygame.image.load('left.png').convert_alpha(),
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					                     pygame.image.load('left1.png').convert_alpha()],
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					            "right": [pygame.image.load('right.png').convert_alpha(),
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					                      pygame.image.load('right1.png').convert_alpha()]
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					        }
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					        self.direction = "down"  # Initial direction
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					        self.image_index = 0  # Index of the current image in the animation
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					        self.image = self.images[self.direction][self.image_index]
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					        self.rect = self.image.get_rect()
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					        self.rect.topleft = (x, y)
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					        self.speed = 10
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					        self.cheese_count = 0  # Cheese count
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					    def move(self, dx, dy, walls):
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					        old_rect = self.rect.copy()
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					        self.rect.x += dx
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					        self.rect.y += dy
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					        for wall in walls:
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					            if self.rect.colliderect(wall):
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					                if dx > 0:
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					                    self.rect.right = wall.left
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					                elif dx < 0:
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					                    self.rect.left = wall.right
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					                elif dy > 0:
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					                    self.rect.bottom = wall.top
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					                elif dy < 0:
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					                    self.rect.top = wall.bottom
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					        if self.rect.collidelist(walls) != -1:
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					            self.rect = old_rect
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					    def update_image(self, dx, dy):
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					        if dx > 0:
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					            self.direction = "right"
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					        elif dx < 0:
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					            self.direction = "left"
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					        elif dy > 0:
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					            self.direction = "down"
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					        elif dy < 0:
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					            self.direction = "up"
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					        # Update the image index for animation
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					        self.image_index = (self.image_index + 1) % len(self.images[self.direction])
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					        self.image = self.images[self.direction][self.image_index]
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					    def draw(self, surface):
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					        surface.blit(self.image, self.rect)
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					class Cheese(pygame.sprite.Sprite):
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					    def __init__(self, x, y):
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					        super().__init__()
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					        self.image = pygame.image.load('cheese.png').convert_alpha()
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					        self.rect = self.image.get_rect()
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					        self.rect.topleft = (x, y)
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					def draw_maze(maze):
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					    walls = []
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					    for y, row in enumerate(maze):
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					        for x, char in enumerate(row):
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					            if char == '#':
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					                pygame.draw.rect(screen, BLACK, (x * 32, y * 32, 32, 32))
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					                walls.append(pygame.Rect(x * 32, y * 32, 32, 32))
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					            elif char == 'C':  # Cheese
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					                screen.blit(pygame.image.load('cheese.png'), (x * 32, y * 32))
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					    return walls
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					player = Player(32, 32)
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					cheese = Cheese(416, 416)  # Cheese position
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					class Villain(pygame.sprite.Sprite):
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					    def __init__(self, x, y, player):
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					        super().__init__()
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					        self.image = pygame.image.load('villain.png').convert_alpha()
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					        self.rect = self.image.get_rect()
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					        self.rect.topleft = (x, y)
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					        self.speed = 8
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					        self.player = player
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					    def move_towards_player(self, walls):
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					        dx = self.player.rect.x - self.rect.x
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					        dy = self.player.rect.y - self.rect.y
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					        distance = max(abs(dx), abs(dy))
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					        dx = dx / distance if distance != 0 else 0
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					        dy = dy / distance if distance != 0 else 0
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					        dx *= self.speed
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					        dy *= self.speed
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					        self.move(dx, dy, walls)
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					    def move(self, dx, dy, walls):
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					        old_rect = self.rect.copy()
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					        self.rect.x += dx
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					        self.rect.y += dy
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					        for wall in walls:
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					            if self.rect.colliderect(wall):
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					                if dx > 0:
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					                    self.rect.right = wall.left
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					                elif dx < 0:
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					                    self.rect.left = wall.right
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					                elif dy > 0:
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					                    self.rect.bottom = wall.top
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					                elif dy < 0:
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					                    self.rect.top = wall.bottom
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					        if self.rect.collidelist(walls) != -1:
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					            self.rect = old_rect
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					    def draw(self, surface):
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					        surface.blit(self.image, self.rect)
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					villain = Villain(704, 704, player)  # Villain's starting position
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					clock = pygame.time.Clock()
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					running = True
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					while running:
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					    for event in pygame.event.get():
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					        if event.type == pygame.QUIT:
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					            running = False
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					    keys = pygame.key.get_pressed()
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					    dx, dy = 0, 0
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					    if keys[pygame.K_LEFT]:
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					        dx = -player.speed
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					    elif keys[pygame.K_RIGHT]:
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					        dx = player.speed
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					    if keys[pygame.K_UP]:
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					        dy = -player.speed
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					    elif keys[pygame.K_DOWN]:
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					        dy = player.speed
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					    if dx != 0 and dy != 0:
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					        if keys[pygame.K_LEFT]:
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					            dy = 0
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					        elif keys[pygame.K_RIGHT]:
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					            dy = 0
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					        elif keys[pygame.K_UP]:
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					            dx = 0
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					        elif keys[pygame.K_DOWN]:
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					            dx = 0
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					    walls = draw_maze(maze)
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					    player.move(dx, dy, walls)
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					    player.update_image(dx, dy)
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					    villain.move_towards_player(walls)
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					    if player.rect.colliderect(villain.rect):
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					        print("Game Over! You were caught by the villain.")
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					        running = False
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					    if player.rect.colliderect(cheese.rect):
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					        player.cheese_count += 1
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					        print("You collected a cheese! Total cheese count:", player.cheese_count)
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					        cheese.rect.topleft = (random.randint(0, 24) * 32, random.randint(0, 24) * 32)  # Move cheese to a new position
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					        if player.cheese_count >= 10:
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					            print("Congratulations! You collected 10 cheeses!")
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					            running = False
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					    screen.fill(BLUE)
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					    draw_maze(maze)
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					    player.draw(screen)
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					    villain.draw(screen)
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					    pygame.display.flip()
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					    clock.tick(10)
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					pygame.quit()
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					sys.exit()
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