clean up
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230
src/js/core/state.js
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230
src/js/core/state.js
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// state.js
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import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
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let players = [];
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let currentPlayerIndex = 0;
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let gameState = GAME_STATES.SETUP;
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// --- State Accessors ---
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export function getPlayers() {
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return [...players]; // Return a copy to prevent direct mutation
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}
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export function getCurrentPlayer() {
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if (players.length === 0) return null;
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return players[currentPlayerIndex];
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}
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export function getPlayerById(id) {
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return players.find(p => p.id === id);
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}
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export function getCurrentPlayerIndex() {
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return currentPlayerIndex;
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}
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export function getGameState() {
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return gameState;
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}
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// --- State Mutators ---
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export function setPlayers(newPlayers) {
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players = newPlayers;
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saveData();
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}
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export function setCurrentPlayerIndex(index) {
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if (index >= 0 && index < players.length) {
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currentPlayerIndex = index;
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saveData();
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} else {
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console.error(`Invalid player index: ${index}`);
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}
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}
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export function setGameState(newState) {
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if (Object.values(GAME_STATES).includes(newState)) {
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gameState = newState;
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saveData();
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} else {
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console.error(`Invalid game state: ${newState}`);
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}
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}
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export function updatePlayerTime(index, remainingTime) {
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if (index >= 0 && index < players.length) {
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players[index].remainingTime = Math.max(0, remainingTime); // Ensure time doesn't go below 0
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saveData(); // Save data whenever time updates
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}
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}
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export function addPlayer(name, timeInMinutes, image = null) {
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const timeInSeconds = timeInMinutes * 60;
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const newId = Date.now();
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players.push({
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id: newId,
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name: name,
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timeInSeconds: timeInSeconds,
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remainingTime: timeInSeconds,
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image: image
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});
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currentPlayerIndex = players.length - 1; // Focus new player
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saveData();
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return players[players.length - 1]; // Return the newly added player
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}
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export function updatePlayer(index, name, timeInMinutes, remainingTimeSeconds, image) {
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if (index >= 0 && index < players.length) {
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const player = players[index];
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const timeInSeconds = timeInMinutes * 60;
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player.name = name;
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player.timeInSeconds = timeInSeconds;
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// Update remaining time carefully based on game state
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if (gameState === GAME_STATES.SETUP) {
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player.remainingTime = timeInSeconds;
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} else if (gameState === GAME_STATES.PAUSED || gameState === GAME_STATES.OVER) {
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// Allow direct setting of remaining time only when paused or over
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player.remainingTime = remainingTimeSeconds;
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}
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// If running, remaining time is managed by the timer, don't override here unless intended
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if (image !== undefined) { // Allow updating image (null means remove image)
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player.image = image;
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}
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saveData();
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return player;
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}
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return null;
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}
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export function deletePlayer(index) {
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if (players.length <= 2) {
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console.warn('Cannot delete player, minimum 2 players required.');
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return false; // Indicate deletion failed
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}
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if (index >= 0 && index < players.length) {
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players.splice(index, 1);
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if (currentPlayerIndex >= players.length) {
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currentPlayerIndex = players.length - 1;
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} else if (currentPlayerIndex > index) {
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// Adjust index if deleting someone before the current player
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// No adjustment needed if deleting current or after current
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}
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saveData();
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return true; // Indicate success
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}
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return false; // Indicate deletion failed
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}
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export function resetPlayersTime() {
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players.forEach(player => {
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player.remainingTime = player.timeInSeconds;
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});
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saveData();
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}
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export function resetToDefaults() {
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// Deep copy default players to avoid modifying the constant
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players = JSON.parse(JSON.stringify(DEFAULT_PLAYERS));
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gameState = GAME_STATES.SETUP;
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currentPlayerIndex = 0;
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saveData();
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}
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export function areAllTimersFinished() {
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return players.every(player => player.remainingTime <= 0);
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}
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// Returns the index of the next player with time > 0, or -1 if none
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export function findNextPlayerWithTime() {
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if (players.length === 0) return -1;
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const startIndex = (currentPlayerIndex + 1) % players.length;
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let index = startIndex;
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do {
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if (players[index].remainingTime > 0) {
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return index;
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}
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index = (index + 1) % players.length;
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} while (index !== startIndex);
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// Check current player last if no others found
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if(players[currentPlayerIndex].remainingTime > 0) {
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return currentPlayerIndex;
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}
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return -1; // No player has time left
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}
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// Find next player with time in specified direction (1 for next, -1 for prev)
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export function findNextPlayerWithTimeCircular(direction) {
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if (players.length === 0) return -1;
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let index = currentPlayerIndex;
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for (let i = 0; i < players.length; i++) {
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index = (index + direction + players.length) % players.length;
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if (players[index]?.remainingTime > 0) { // Check if player exists and has time
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return index;
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}
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}
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// If no other player found, check if current player has time (only relevant if direction search fails)
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if (players[currentPlayerIndex]?.remainingTime > 0) {
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return currentPlayerIndex;
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}
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return -1; // No player has time left
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}
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// --- Persistence ---
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export function saveData() {
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const dataToSave = {
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players,
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gameState,
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currentPlayerIndex
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};
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try {
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localStorage.setItem(LOCAL_STORAGE_KEY, JSON.stringify(dataToSave));
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} catch (error) {
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console.error("Error saving data to localStorage:", error);
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// Maybe notify the user that settings won't be saved
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}
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}
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export function loadData() {
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const savedData = localStorage.getItem(LOCAL_STORAGE_KEY);
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if (savedData) {
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try {
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const parsedData = JSON.parse(savedData);
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players = parsedData.players || JSON.parse(JSON.stringify(DEFAULT_PLAYERS));
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gameState = parsedData.gameState || GAME_STATES.SETUP;
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currentPlayerIndex = parsedData.currentPlayerIndex || 0;
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// Basic validation/migration if needed
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if (currentPlayerIndex >= players.length) {
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currentPlayerIndex = 0;
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}
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// Ensure all players have necessary properties
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players = players.map(p => ({
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id: p.id || Date.now() + Math.random(), // Ensure ID exists
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name: p.name || 'Player',
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timeInSeconds: p.timeInSeconds || DEFAULT_PLAYER_TIME_SECONDS,
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remainingTime: p.remainingTime !== undefined ? p.remainingTime : (p.timeInSeconds || DEFAULT_PLAYER_TIME_SECONDS),
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image: p.image || null
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}));
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} catch (error) {
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console.error("Error parsing data from localStorage:", error);
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resetToDefaults(); // Reset to defaults if stored data is corrupt
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}
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} else {
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resetToDefaults(); // Use defaults if no saved data
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}
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// No saveData() here, loadData just loads the state
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}
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