Conditions | 1 |
Paths | 1 |
Total Lines | 208 |
Lines | 0 |
Ratio | 0 % |
Changes | 3 | ||
Bugs | 0 | Features | 0 |
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
1 | /** |
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16 | function (state, format, visibility, data, util, reactionService) { |
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17 | let ct = this; |
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18 | ct.state = state; |
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19 | ct.data = data; |
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20 | ct.util = util; |
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21 | ct.format = format; |
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22 | |||
23 | ct.getReactorArea = function(player) { |
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24 | let level = player.global_upgrades.fusion_area; |
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25 | let upgrade = data.global_upgrades.fusion_area; |
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26 | let basePower = upgrade.power; |
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27 | let multiplier = upgrade.power_mult; |
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28 | return basePower * Math.floor(multiplier * level); |
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29 | }; |
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30 | |||
31 | ct.getBandwidth = function(player){ |
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32 | // FIXME FIXME |
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33 | return 1e7; |
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34 | let level = player.global_upgrades.fusion_bandwidth; |
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35 | let upgrade = data.global_upgrades.fusion_bandwidth; |
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36 | let basePower = upgrade.power; |
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37 | let exp = upgrade.power_exp; |
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38 | return basePower * Math.pow(exp, level); |
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39 | } |
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40 | |||
41 | function getRadius(resource) { |
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42 | let isotope = data.resources[resource]; |
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43 | let A = isotope.energy/data.constants.U_TO_EV; |
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44 | return data.constants.FERMI_RADIUS * Math.pow(A, 0.3333); |
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45 | } |
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46 | |||
47 | function getZ(resource){ |
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48 | let isotope = data.resources[resource]; |
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49 | let element = Object.keys(isotope.elements)[0]; |
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50 | return data.elements[element].number; |
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51 | } |
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52 | |||
53 | ct.getCapacity = function(resource, player) { |
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54 | let r = getRadius(resource); |
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55 | let area = Math.PI*r*r; |
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56 | return ct.getReactorArea(player)/area; |
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57 | }; |
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58 | |||
59 | ct.getTime = function(player) { |
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60 | let time = ct.getFusionReaction(player).reactant.eV/ct.getBandwidth(player); |
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61 | time = Math.floor(time); |
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62 | return Math.max(1, time); |
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63 | } |
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64 | |||
65 | ct.getProductIsotope = function(beam, target) { |
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66 | let beamN = parseInt(beam, 10); |
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67 | let targetN = parseInt(target, 10); |
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68 | |||
69 | let beamZ = getZ(beam); |
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70 | let targetZ = getZ(target); |
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71 | |||
72 | let productN = beamN+targetN; |
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73 | let productZ = beamZ+targetZ; |
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74 | |||
75 | return data.resource_matrix[productZ][productN]; |
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76 | }; |
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77 | |||
78 | ct.getProductEnergy = function(beam, target) { |
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79 | let product = ct.getProductIsotope(beam, target); |
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80 | if(!product){ |
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81 | return 0; |
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82 | } |
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83 | let beamBE = data.resources[beam].binding_energy; |
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84 | let targetBE = data.resources[target].binding_energy; |
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85 | let productBE = data.resources[product].binding_energy; |
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86 | |||
87 | return productBE - (beamBE + targetBE); |
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88 | }; |
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89 | |||
90 | ct.getCoulombBarrier = function(beam, target) { |
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91 | let beamZ = getZ(beam); |
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92 | let beamR = getRadius(beam); |
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93 | |||
94 | let targetZ = getZ(target); |
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95 | let targetR = getRadius(target); |
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96 | |||
97 | let coulombBarrier = data.constants.COULOMB_CONSTANT*beamZ*targetZ* |
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98 | Math.pow(data.constants.ELECTRON_CHARGE, 2)/(beamR+targetR); |
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99 | return coulombBarrier * data.constants.JOULE_TO_EV; |
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100 | }; |
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101 | |||
102 | ct.getYieldPercent = function(player) { |
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103 | let beam = state.player.fusion[0].beam; |
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104 | let target = state.player.fusion[0].target; |
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105 | let beamR = getRadius(beam.name); |
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106 | let targetR = getRadius(target.name); |
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107 | let beamArea = Math.PI*beamR*beamR; |
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108 | let targetArea = Math.PI*targetR*targetR; |
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109 | |||
110 | let beamPercentArea = beamArea*beam.number/ct.getReactorArea(player); |
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111 | let targetPercentArea = targetArea*target.number/ct.getReactorArea(player); |
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112 | |||
113 | return beamPercentArea*targetPercentArea; |
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114 | }; |
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115 | |||
116 | ct.getYield = function(player){ |
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117 | let percentYield = ct.getYieldPercent(player); |
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118 | let target = state.player.fusion[0].target; |
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119 | return Math.floor(percentYield*target.number); |
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120 | }; |
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121 | |||
122 | ct.getFusionReaction = function(player) { |
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123 | let reaction = { |
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124 | reactant: {}, |
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125 | product: {} |
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126 | }; |
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127 | |||
128 | let beam = state.player.fusion[0].beam; |
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129 | let target = state.player.fusion[0].target; |
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130 | |||
131 | reaction.reactant[beam.name] = beam.number; |
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132 | reaction.reactant[target.name] = target.number; |
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133 | |||
134 | let coulombBarrier = ct.getCoulombBarrier(beam.name, target.name); |
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135 | reaction.reactant.eV = coulombBarrier*beam.number; |
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136 | |||
137 | let product = ct.getProductIsotope(beam.name, target.name); |
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138 | let numberYield = ct.getYield(player); |
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139 | |||
140 | reaction.product[product] = numberYield; |
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141 | |||
142 | let energyExchange = ct.getProductEnergy(beam.name, target.name); |
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143 | if(energyExchange < 0){ |
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144 | reaction.reactant.eV += energyExchange*numberYield; |
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145 | }else if(energyExchange > 0){ |
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146 | reaction.product.eV = energyExchange*numberYield; |
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147 | } |
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148 | |||
149 | return reaction; |
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150 | }; |
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151 | |||
152 | function activateFusion(player){ |
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153 | let beam = player.fusion[0].beam; |
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154 | let target = player.fusion[0].target; |
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155 | |||
156 | if(player.resources[beam.name].number < beam.number || |
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157 | player.resources[target.name].number < target.number){ |
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158 | player.fusion[0].running = false; |
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159 | return; |
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160 | } |
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161 | player.resources[beam.name].number -= beam.number; |
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162 | player.resources[target.name].number -= target.number; |
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163 | |||
164 | player.fusion[0].running = true; |
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165 | } |
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166 | |||
167 | ct.stopFusion = function(player, fusion) { |
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168 | if(fusion.running){ |
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169 | let beam = state.player.fusion[0].beam; |
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170 | let target = state.player.fusion[0].target; |
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171 | |||
172 | player.resources[beam.name].number += fusion.beam.number |
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173 | player.resources[target.name].number += fusion.target.number |
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174 | } |
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175 | |||
176 | fusion.eV = 0; |
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177 | fusion.active = false; |
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178 | fusion.running = false; |
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179 | fusion.run = false; |
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180 | } |
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181 | |||
182 | function updateFusion(player, fusion) { |
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183 | let bandwidth = ct.getBandwidth(player); |
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184 | let spent = Math.min(player.resources.eV.number, bandwidth); |
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185 | fusion.eV += spent; |
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186 | player.resources.eV.number -= spent; |
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187 | } |
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188 | |||
189 | function endFusion(player, fusion, reaction) { |
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190 | // energy is not lost! if there are leftovers, give them back to the player |
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191 | let leftover = fusion.eV - reaction.reactant.eV; |
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192 | reaction.product.eV = reaction.product.eV + leftover || leftover; |
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193 | // Reaction checks that the player has the quantity necessary |
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194 | // to react, but here eV is stored in the fusion object. By setting the cost to 0 |
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195 | // we make sure that it always work |
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196 | reaction.reactant= {eV:0}; |
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197 | reactionService.react(1, reaction, player); |
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198 | |||
199 | fusion.eV = 0; |
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200 | player.fusion[0].running = false; |
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201 | } |
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202 | |||
203 | function update(player){ |
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204 | for(let fusion of player.fusion){ |
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205 | if(!fusion.active){ |
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206 | continue; |
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207 | } |
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208 | if(fusion.eV === 0 && fusion.run){ |
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209 | activateFusion(player); |
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210 | } |
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211 | if(!fusion.running){ |
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212 | continue; |
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213 | } |
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214 | updateFusion(player, fusion); |
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215 | let reaction = ct.getFusionReaction(player); |
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216 | if(fusion.eV >= reaction.reactant.eV){ |
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217 | endFusion(player, fusion, reaction) |
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218 | } |
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219 | } |
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220 | } |
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221 | |||
222 | state.registerUpdate('fusion', update); |
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223 | } |
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224 | ]); |
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225 |