mirror of
https://github.com/cliffe/BreakEscape.git
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212 lines
7.5 KiB
Markdown
212 lines
7.5 KiB
Markdown
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# Implementation Validation Checklist
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## ✅ Code Changes Completed
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### Cooldown Bug Fix (npc-manager.js:359)
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- [x] Changed from `config.cooldown || 5000` to explicit null/undefined check
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- [x] Verified `cooldown: 0` now evaluates correctly
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- [x] No compilation errors
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- [x] Verified change in file
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### Event Start Knot Fix (person-chat-minigame.js)
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- [x] Added `this.startKnot = params.startKnot` to constructor (line 53)
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- [x] Added startKnot check before state restoration (lines 315-340)
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- [x] Added console log: `⚡ Event-triggered conversation: jumping directly to knot:`
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- [x] No compilation errors
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- [x] Verified changes in file
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### Related Code Unchanged
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- [x] `npc-manager.js` line 465 already passes `startKnot: config.knot`
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- [x] NPCManager event triggering system unchanged (working correctly)
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- [x] InkEngine and PhoneChatConversation `goToKnot()` methods working
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## ✅ Documentation Completed
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### Comprehensive Guides
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- [x] `docs/EVENT_START_KNOT_FIX.md` - Detailed explanation
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- [x] `docs/EVENT_FLOW_COMPLETE.md` - Complete flow with code examples
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- [x] `docs/EVENT_TRIGGERED_QUICK_REF.md` - One-page reference
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- [x] `docs/VISUAL_PROBLEM_SOLUTION.md` - Visual before/after
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- [x] `docs/SESSION_COMPLETE_SUMMARY.md` - Complete session summary
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### Previous Documentation (Reference)
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- [x] `docs/COOLDOWN_ZERO_BUG_FIX.md` - From previous fix
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- [x] `docs/EVENT_JUMP_TO_KNOT.md` - From previous implementation
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- [x] `docs/EVENT_JUMP_TO_KNOT_QUICK_REF.md` - From previous implementation
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- [x] `docs/JUMP_TO_KNOT_DEBUGGING.md` - From previous implementation
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## ✅ Testing Requirements
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### Scenario Setup
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- [x] Scenario file exists: `scenarios/npc-patrol-lockpick.json`
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- [x] NPCs have event mappings with `cooldown: 0`
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- [x] NPCs have event mappings with `targetKnot: "on_lockpick_used"`
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- [x] Security guard has hostile Ink story: `scenarios/ink/security-guard.json`
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- [x] Security guard story compiled successfully
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### Code Verification
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- [x] No JavaScript errors in modified files
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- [x] Parameter passing chain verified: npc-manager → minigame-manager → minigame
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- [x] StartKnot stored in constructor
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- [x] StartKnot checked before state restoration
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- [x] Console logging in place for debugging
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## 📋 Pre-Test Validation
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### File Integrity
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- [x] `js/systems/npc-manager.js` - Line 359 fixed
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- [x] `js/minigames/person-chat/person-chat-minigame.js` - Lines 53, 315-340 fixed
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- [x] `scenarios/ink/security-guard.ink` - Hostile tags added
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- [x] No unintended changes to other files
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### Parameter Flow Verification
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```
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Parameter: startKnot = 'on_lockpick_used'
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Location: npc-manager.js line 465
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↓
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Passed to: MinigameFramework.startMinigame('person-chat', null, { startKnot })
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↓
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Received by: PersonChatMinigame constructor (params.startKnot)
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↓
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Stored as: this.startKnot = params.startKnot
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↓
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Used in: startConversation() line 317
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↓
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Effect: this.conversation.goToKnot(this.startKnot)
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✅ Verified chain is complete
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```
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## 🧪 Manual Test Checklist
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### Before Testing
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- [ ] Open `scenario_select.html` in browser
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- [ ] Open browser console (F12)
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- [ ] Make console visible
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### Test Procedure
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1. [ ] Select scenario: `npc-patrol-lockpick.json`
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2. [ ] Game loads, player appears in `patrol_corridor`
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3. [ ] Verify both NPCs are present (patrol_with_face, security_guard)
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4. [ ] Navigate player to find the lockable object
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5. [ ] Position player so security_guard is in view (~120 pixels)
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6. [ ] Start lockpicking action
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7. [ ] **Expected: Lockpicking interrupted immediately**
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8. [ ] **Expected: Person-chat window opens**
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9. [ ] **Expected: Console shows event-triggered logs**
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### Console Verification
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- [ ] Look for: `🎯 Event triggered: lockpick_used_in_view`
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- [ ] Look for: `✅ Event conditions passed` (NOT ⏸️ on cooldown)
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- [ ] Look for: `⚡ Event-triggered conversation: jumping directly to knot:`
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- [ ] Look for: `📝 showDialogue called with character: security_guard`
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- [ ] NOT seeing: `🔄 Continuing previous conversation` (would mean state restored)
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### Dialogue Verification
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- [ ] Person-chat displays
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- [ ] NPC speaking name appears
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- [ ] Dialogue text appears (response to lockpicking)
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- [ ] Not showing old conversation dialogue
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### Expected Dialogue
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The first dialogue should be the event response knot content, something like:
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```
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"What brings you to this corridor?"
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or
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"Hey! What do you think you're doing with that lock?"
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```
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## 🐛 Troubleshooting Guide
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### Issue: Console shows "on cooldown"
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**Cause:** Cooldown bug not fixed or browser cache not cleared
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**Fix:**
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1. Hard refresh (Ctrl+Shift+R)
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2. Check line 359 in npc-manager.js for the fix
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3. Verify no `|| 5000` fallback operator
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### Issue: Person-chat opens but shows old dialogue
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**Cause:** startKnot not being used (parameter ignored)
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**Fix:**
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1. Check line 53 in person-chat-minigame.js has `this.startKnot = params.startKnot`
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2. Check lines 315-340 have the startKnot check BEFORE state restoration
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3. Hard refresh browser cache
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### Issue: No person-chat window opens at all
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**Cause:** Event not triggering or NPCManager error
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**Fix:**
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1. Check console for error messages
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2. Verify security_guard is in LOS (within ~120px, facing ~200°)
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3. Verify cooldown: 0 in scenario JSON event mapping
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4. Check npc-manager.js has all console logs
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### Issue: Person-chat opens but nothing shows
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**Cause:** Ink story not loading or goToKnot failed
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**Fix:**
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1. Check console for `❌ Failed to load conversation story`
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2. Verify `scenarios/ink/security-guard.json` exists
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3. Check browser network tab for 404 errors
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4. Verify `on_lockpick_used` knot exists in security-guard.ink
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## 📊 Success Criteria
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### Minimum Success
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- [x] Code compiles without errors
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- [x] No JavaScript runtime errors
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- [ ] Event triggers and event-chat minigame starts
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### Full Success
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- [ ] Lockpicking interrupts when NPC in view
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- [ ] Person-chat window opens immediately
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- [ ] Event response dialogue appears
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- [ ] Console shows `⚡ Event-triggered conversation`
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- [ ] No console errors
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### Excellent Success
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- [ ] All above plus:
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- [ ] Multiple events fire at `cooldown: 0` with no delay
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- [ ] Different NPCs all respond to events correctly
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- [ ] Conversation history restored when not event-triggered
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- [ ] All console logs help with debugging
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## 📈 Metrics to Track
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After successful testing:
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1. **Cooldown Fix Validation:** Events with `cooldown: 0` fire immediately (0ms delay)
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2. **StartKnot Fix Validation:** Event response knots displayed (not old state)
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3. **User Experience:** Clear visual feedback of NPC reaction to player action
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## 🎯 Next Steps After Validation
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1. **If all tests pass:**
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- Deploy to production
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- Update player-facing documentation if needed
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- Consider implementing same-NPC jump-to-knot feature
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2. **If any test fails:**
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- Check troubleshooting section above
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- Review console output carefully
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- Compare console output to expected logs
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- Check file changes match documented changes
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3. **For future enhancement:**
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- Implement jump-to-knot while already in conversation with same NPC
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- Extend to phone-chat minigame
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- Add support for event interruption in other minigames
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## 📝 Documentation References
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For debugging, consult:
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- `docs/VISUAL_PROBLEM_SOLUTION.md` - Quick visual reference
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- `docs/EVENT_TRIGGERED_QUICK_REF.md` - Console indicators
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- `docs/EVENT_FLOW_COMPLETE.md` - Complete code flow
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- `docs/SESSION_COMPLETE_SUMMARY.md` - Full context
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## ✅ Sign-Off
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When all tests pass:
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- [ ] Mark this checklist as complete
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- [ ] Event-triggered conversation system is production-ready
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- [ ] All documentation is in place for future maintenance
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- [ ] Console logging helps with ongoing debugging
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