215 lines
7.9 KiB
GDScript
215 lines
7.9 KiB
GDScript
extends Node
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var player: Node3D
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var movement_manager: Node
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var race_manager: Node
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func initialize(p_player: Node3D, p_movement_manager: Node, p_race_manager: Node):
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player = p_player
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movement_manager = p_movement_manager
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race_manager = p_race_manager
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func _process(delta):
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# Early return conditions
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if not is_instance_valid(player) or not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots") or player.is_frozen or player.is_stop_frozen:
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return
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if TurnManager.turn_based_mode:
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return
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# Continuous movement input
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var target_position = player.current_position
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if Input.is_action_pressed("move_north"):
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target_position += Vector2i(0, -1)
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elif Input.is_action_pressed("move_northeast"):
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target_position += Vector2i(1, -1)
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elif Input.is_action_pressed("move_east"):
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target_position += Vector2i(1, 0)
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elif Input.is_action_pressed("move_southeast"):
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target_position += Vector2i(1, 1)
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elif Input.is_action_pressed("move_south"):
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target_position += Vector2i(0, 1)
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elif Input.is_action_pressed("move_southwest"):
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target_position += Vector2i(-1, 1)
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elif Input.is_action_pressed("move_west"):
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target_position += Vector2i(-1, 0)
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elif Input.is_action_pressed("move_northwest"):
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target_position += Vector2i(-1, -1)
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# Action inputs (still momentary)
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if Input.is_action_just_pressed("action_grab"):
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player.grab_item(player.current_position)
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elif Input.is_action_just_pressed("action_put"):
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player.auto_put_item()
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if target_position != player.current_position:
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movement_manager.simple_move_to(target_position)
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# Targeting Mode Preview
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var main = player.get_node_or_null("/root/Main")
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if main and main.ui_manager and main.ui_manager.current_action_state == main.ui_manager.ActionState.TARGETING:
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# Use mouse position raycast to determine hover
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var viewport = player.get_viewport()
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var mouse_pos = viewport.get_mouse_position()
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var camera = viewport.get_camera_3d()
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var from = camera.project_ray_origin(mouse_pos)
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var to = from + camera.project_ray_normal(mouse_pos) * 1000
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var hover_grid = player.raycast_to_grid(from, to)
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# print("Targeting Hover: %s, Skill: %d" % [hover_grid, main.ui_manager.pending_skill_id]) # Debug
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# Only update if valid position
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if hover_grid != Vector2i(-1, -1):
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var st_manager = player.get_node_or_null("SpecialTilesManager")
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if st_manager:
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var area = st_manager.get_skill_affected_area(main.ui_manager.pending_skill_id, hover_grid)
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# Choose highlight color/mesh based on skill
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# User Request: Use default hover item (1)
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var highlight_id = 1
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player.highlight_cells_if_authorized(area, highlight_id)
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func handle_unhandled_input(event):
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# Early return if not authorized human playersa
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if not player.is_multiplayer_authority() or player.is_bot or player.is_in_group("Bots"):
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player.set_process_unhandled_input(false)
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return
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var main = player.get_node("/root/Main")
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if not main:
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return
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# Turn-based mouse input (handled in unhandled_input)
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if not player.is_multiplayer_authority() or player.is_frozen or player.is_stop_frozen or (TurnManager.turn_based_mode and (not player.is_my_turn or movement_manager.is_moving)):
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return
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# --- Keyboard Shortcuts (Event-based) ---
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if event is InputEventKey and event.pressed and not event.echo:
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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player.activate_powerup(2) # BLOCK_FLOOR
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KEY_KP_3, KEY_3:
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player.activate_powerup(1) # AREA_FREEZE
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KEY_KP_4, KEY_4:
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player.activate_powerup(3) # INVISIBLE_MODE
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# KEY_R:
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# player.auto_put_item()
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KEY_Q:
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if player.powerup_manager:
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# Attack Mode (formerly Special)
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# Now we want "Straight to Attack Mode" style
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player.powerup_manager.use_special_effect()
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# Force visual update / mutual exclusivity manually if powerup manager doesn't do it yet
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if player.is_attack_mode and player.has_method("enter_attack_mode"):
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# Re-triggering enter_attack_mode might be redundant but safely ensures visuals/Knock=False
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player.enter_attack_mode()
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KEY_E:
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if player.powerup_manager:
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# Spawn Boost
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if player.powerup_manager.has_method("spawn_boost_reward"):
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player.powerup_manager.spawn_boost_reward()
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else:
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# Fallback if method missing
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player.powerup_manager.use_special_effect()
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KEY_G:
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if player.is_carrying_tekton:
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player.throw_tekton()
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else:
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player.grab_tekton()
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KEY_B:
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if player.has_method("enter_knock_mode"):
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player.enter_knock_mode()
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else:
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player.knock_tekton()
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# Handle spawn point selection if not yet selected
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# Handle spawn point selection if not yet selected
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if not player.spawn_point_selected and player.highlighted_spawn_points.size() > 0:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var camera = player.get_viewport().get_camera_3d()
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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var click_position = player.raycast_to_grid(from, to)
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if click_position in player.highlighted_spawn_points:
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if player.select_spawn_point(click_position):
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return
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# Turn-based mouse input
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if not player.is_multiplayer_authority() or (TurnManager.turn_based_mode and (not player.is_my_turn or movement_manager.is_moving)):
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if player.is_bot == true or player.is_in_group("Bots"):
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player.set_process_unhandled_input(false)
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player.set_process_input(false)
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return
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var camera = player.get_viewport().get_camera_3d()
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * 1000
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var click_position = player.raycast_to_grid(from, to)
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if click_position != Vector2i(-1, -1):
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handle_grid_click(click_position)
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func handle_grid_click(grid_position: Vector2i):
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if player.is_frozen or player.is_stop_frozen or player.is_bot == true or player.is_in_group("Bots"):
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return
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var main = player.get_node("/root/Main")
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if not main:
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return
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match main.ui_manager.current_action_state:
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main.ui_manager.ActionState.MOVING:
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if grid_position in player.highlighted_cells:
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movement_manager.move_to_clicked_position(grid_position)
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main.ui_manager.ActionState.GRABBING:
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if grid_position in player.highlighted_cells or grid_position == player.current_position:
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player.grab_item(grid_position)
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main.ui_manager.ActionState.RANDOMIZING:
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if grid_position in player.highlighted_cells:
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main.randomize_item_at_position(grid_position)
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# Add TARGETING State
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main.ui_manager.ActionState.TARGETING:
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var skill_id = main.ui_manager.pending_skill_id
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if skill_id != -1:
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var st_manager = player.get_node_or_null("SpecialTilesManager")
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if st_manager:
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# Clear Highlights FIRST to avoid overwriting the newly placed tiles
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player.clear_highlights()
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st_manager.execute_targeted_effect(skill_id, grid_position)
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# Reset state
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main.ui_manager.pending_skill_id = -1
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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func handle_slot_gui_input(event, slot_index, slot_ui) -> int:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main.ui_manager.current_action_state == main.ui_manager.ActionState.ARRANGING:
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if player.selected_playerboard_slot == -1:
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player.select_playerboard_slot(slot_index)
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return slot_index
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else:
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if player.selected_playerboard_slot == slot_index:
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player.deselect_playerboard_slot()
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return slot_index
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elif player.can_move_to_target_playerboard_slot():
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player.target_playerboard_slot(slot_index)
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main.emit_signal("can_move_item", true)
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return slot_index
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else:
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return -1
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return -1
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