mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-01-11 19:25:21 +01:00
* Updated the background image for the system * Fixed so Weapon/Armor features are added again * Fixed so fear is available as a resource to be deducted by actions (#757) * Changed to use the config labels and src * Updated Weapons * Fixed so the decrease button of simple fear tracker is not visible when not hovered * Fixed so armor preUpdate doesn't fail if no system changes are made * Updated .gitignore and author details (#777) * Add author details and name mapping for chrisryan10 (#773) Co-authored-by: Chris Ryan <chrisr@blackhole> * Add build to ignore for my linux dev (#775) Co-authored-by: Chris Ryan <chrisr@blackhole> --------- Co-authored-by: Chris Ryan <chrisr@blackhole> * Corrected sneak attack active effect (#780) * Fixed a spelling error (#779) * Fix bardic rally showing in damage dialog when it should not (#783) * update spelling (#786) * Translating inventory descriptions (#782) * updated credits for 1.0.1 release (#797) * updated credits for 1.0.1 release * further updated artwork credits * Chagned handlebarhelper rollparsed to be more defensive (#794) * Added missing scene refreshType (#790) * Remove ability use buttons for not owned abilities (#795) * [Fix] PrayerDice Fixed (#799) * Fixed prayer dice, and wheelchair images * Fixed -settings data sources * Dragging features from one adversary to another (#788) * [Fix] Levelup Fixes (#787) * Fixed crash on experience selection. Fixed subclass error on multiclassing * Fixed so multiclasses do not gain the hope feature for the class * Fixed so Class/Subclass features are properly deleted on delevel * Removed automatic deletion of features on delevel when not using levelup auto * Fixed so custom domains can be selected in levelup when multiclassing * Changed so encounter countdowns is a button (#804) * Fixed so that dropping on class/subclass...creates the item on the character (#803) * [BUG] - Importing All Adversaries/Environments (#814) Fixes #774 Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> * Bug/671 reaction roll chat title (#809) * Update Reaction Roll Chat Message Title * Removed console log --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Improve Trait tooltip display (#817) Fixes #806 Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> * [BUG] - Combat Tracker d12 logo not found (#812) Fixes #764 Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> * Compendium Browser (#821) * Corrected timbending description localization (#816) * [Fix] Compendium Item (#810) * Corrected Emberwoven Armor * Fixed subclass regression * Fixed so character's with wildcard images don't break beastform (#815) * Fix roll result based duality damage (#822) --------- Co-authored-by: Chris Ryan <73275196+chrisryan10@users.noreply.github.com> Co-authored-by: Chris Ryan <chrisr@blackhole> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com> Co-authored-by: IrkTheImp <41175833+IrkTheImp@users.noreply.github.com> Co-authored-by: CPTN_Cosmo <cptncosmo@gmail.com> Co-authored-by: Josh Q. <jshqntnr13@gmail.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com>
414 lines
14 KiB
JavaScript
414 lines
14 KiB
JavaScript
import DhpActor from '../../documents/actor.mjs';
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import D20RollDialog from '../../applications/dialogs/d20RollDialog.mjs';
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import { ActionMixin } from '../fields/actionField.mjs';
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import { abilities } from '../../config/actorConfig.mjs';
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const fields = foundry.data.fields;
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/*
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!!! I'm currently refactoring the whole Action thing, it's a WIP !!!
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*/
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/*
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ToDo
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- Target Check / Target Picker
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- Range Check
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- Area of effect and measurement placement
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- Summon Action create method
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*/
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export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel) {
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static extraSchemas = ['cost', 'uses', 'range'];
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static defineSchema() {
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const schemaFields = {
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_id: new fields.DocumentIdField({ initial: () => foundry.utils.randomID() }),
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systemPath: new fields.StringField({ required: true, initial: 'actions' }),
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type: new fields.StringField({ initial: undefined, readonly: true, required: true }),
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name: new fields.StringField({ initial: undefined }),
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description: new fields.HTMLField(),
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img: new fields.FilePathField({ initial: undefined, categories: ['IMAGE'], base64: false }),
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chatDisplay: new fields.BooleanField({ initial: true, label: 'DAGGERHEART.ACTIONS.Config.displayInChat' }),
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actionType: new fields.StringField({
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choices: CONFIG.DH.ITEM.actionTypes,
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initial: 'action',
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nullable: true
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})
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};
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this.extraSchemas.forEach(s => {
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let clsField;
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if ((clsField = this.getActionField(s))) schemaFields[s] = new clsField();
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});
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return schemaFields;
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}
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static getActionField(name) {
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const field = game.system.api.fields.ActionFields[`${name.capitalize()}Field`];
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return fields.DataField.isPrototypeOf(field) && field;
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}
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prepareData() {
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this.name = this.name || game.i18n.localize(CONFIG.DH.ACTIONS.actionTypes[this.type].name);
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this.img = this.img ?? this.parent?.parent?.img;
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}
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get id() {
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return this._id;
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}
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get item() {
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return this.parent.parent;
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}
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get actor() {
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return this.item instanceof DhpActor
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? this.item
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: this.item?.parent instanceof DhpActor
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? this.item.parent
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: this.item?.actor;
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}
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static getRollType(parent) {
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return 'trait';
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}
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static getSourceConfig(parent) {
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const updateSource = {};
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if (parent?.parent?.type === 'weapon' && this === game.system.api.models.actions.actionsTypes.attack) {
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updateSource['damage'] = { includeBase: true };
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updateSource['range'] = parent?.attack?.range;
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updateSource['roll'] = {
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useDefault: true
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};
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} else {
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if (parent?.trait) {
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updateSource['roll'] = {
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type: this.getRollType(parent),
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trait: parent.trait
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};
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}
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if (parent?.range) {
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updateSource['range'] = parent?.range;
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}
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}
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return updateSource;
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}
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getRollData(data = {}) {
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if (!this.actor) return null;
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const actorData = this.actor.getRollData(false);
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// Add Roll results to RollDatas
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actorData.result = data.roll?.total ?? 1;
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actorData.scale = data.costs?.length // Right now only return the first scalable cost.
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? (data.costs.find(c => c.scalable)?.total ?? 1)
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: 1;
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actorData.roll = {};
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return actorData;
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}
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async use(event, options = {}) {
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if (!this.actor) throw new Error("An Action can't be used outside of an Actor context.");
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if (this.chatDisplay) await this.toChat();
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let { byPassRoll } = options,
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config = this.prepareConfig(event, byPassRoll);
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for (let i = 0; i < this.constructor.extraSchemas.length; i++) {
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let clsField = this.constructor.getActionField(this.constructor.extraSchemas[i]);
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if (clsField?.prepareConfig) {
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const keep = clsField.prepareConfig.call(this, config);
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if (config.isFastForward && !keep) return;
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}
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}
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if (Hooks.call(`${CONFIG.DH.id}.preUseAction`, this, config) === false) return;
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// Display configuration window if necessary
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if (this.requireConfigurationDialog(config)) {
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config = await D20RollDialog.configure(null, config);
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if (!config) return;
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}
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if (config.hasRoll) {
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const rollConfig = this.prepareRoll(config);
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config.roll = rollConfig;
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config = await this.actor.diceRoll(config);
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if (!config) return;
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}
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if (this.doFollowUp(config)) {
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if (this.rollDamage && this.damage.parts.length) await this.rollDamage(event, config);
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else if (this.trigger) await this.trigger(event, config);
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else if (this.hasSave || this.hasEffect) {
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const roll = new CONFIG.Dice.daggerheart.DHRoll('');
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roll._evaluated = true;
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await CONFIG.Dice.daggerheart.DHRoll.toMessage(roll, config);
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}
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}
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// Consume resources
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await this.consume(config);
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if (Hooks.call(`${CONFIG.DH.id}.postUseAction`, this, config) === false) return;
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return config;
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}
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/* */
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prepareConfig(event, byPass = false) {
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const hasRoll = this.getUseHasRoll(byPass);
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return {
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event,
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title: `${this.item.name}: ${this.name}`,
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source: {
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item: this.item._id,
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action: this._id,
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actor: this.actor.uuid
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},
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dialog: {
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configure: hasRoll
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},
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type: this.type,
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hasRoll: hasRoll,
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hasDamage: this.damage?.parts?.length && this.type !== 'healing',
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hasHealing: this.damage?.parts?.length && this.type === 'healing',
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hasEffect: !!this.effects?.length,
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hasSave: this.hasSave,
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selectedRollMode: game.settings.get('core', 'rollMode'),
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isFastForward: event.shiftKey,
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data: this.getRollData(),
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evaluate: hasRoll
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};
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}
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requireConfigurationDialog(config) {
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return !config.event.shiftKey && !config.hasRoll && (config.costs?.length || config.uses);
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}
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prepareRoll() {
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const roll = {
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baseModifiers: this.roll.getModifier(),
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label: 'Attack',
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type: this.actionType,
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difficulty: this.roll?.difficulty,
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formula: this.roll.getFormula(),
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advantage: CONFIG.DH.ACTIONS.advantageState[this.roll.advState].value
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};
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if (this.roll?.type === 'diceSet' || !this.hasRoll) roll.lite = true;
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return roll;
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}
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doFollowUp(config) {
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return !config.hasRoll;
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}
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async consume(config, successCost = false) {
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const usefulResources = {
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...foundry.utils.deepClone(this.actor.system.resources),
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fear: {
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value: game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear),
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max: game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxFear,
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reversed: false
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}
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};
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for (var cost of config.costs) {
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if (cost.keyIsID) {
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usefulResources[cost.key] = {
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value: cost.value,
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target: this.parent.parent,
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keyIsID: true
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};
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}
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}
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const resources = game.system.api.fields.ActionFields.CostField.getRealCosts(config.costs)
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.filter(
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c =>
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(!successCost && (!c.consumeOnSuccess || config.roll?.success)) ||
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(successCost && c.consumeOnSuccess)
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)
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.reduce((a, c) => {
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const resource = usefulResources[c.key];
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if (resource) {
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a.push({
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key: c.key,
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value: (c.total ?? c.value) * (resource.isReversed ? 1 : -1),
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target: resource.target,
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keyIsID: resource.keyIsID
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});
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return a;
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}
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}, []);
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await (this.actor.system.partner ?? this.actor).modifyResource(resources);
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if (
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config.uses?.enabled &&
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((!successCost && (!config.uses?.consumeOnSuccess || config.roll?.success)) ||
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(successCost && config.uses?.consumeOnSuccess))
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)
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this.update({ 'uses.value': this.uses.value + 1 });
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if (config.roll?.success || successCost) {
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setTimeout(() => {
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(config.message ?? config.parent).update({ 'system.successConsumed': true });
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}, 50);
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}
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}
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/* */
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/* ROLL */
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getUseHasRoll(byPass = false) {
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return this.hasRoll && !byPass;
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}
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get hasRoll() {
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return !!this.roll?.type;
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}
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get modifiers() {
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if (!this.actor) return [];
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const modifiers = [];
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/** Placeholder for specific bonuses **/
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return modifiers;
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}
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/* ROLL */
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/* SAVE */
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get hasSave() {
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return !!this.save?.trait;
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}
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/* SAVE */
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/* EFFECTS */
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get hasEffect() {
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return this.effects?.length > 0;
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}
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async applyEffects(event, data, targets) {
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targets ??= data.system.targets;
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const force = true; /* Where should this come from? */
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if (!this.effects?.length || !targets.length) return;
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let effects = this.effects;
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targets.forEach(async token => {
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if (!token.hit && !force) return;
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if (this.hasSave && token.saved.success === true) {
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effects = this.effects.filter(e => e.onSave === true);
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}
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if (!effects.length) return;
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effects.forEach(async e => {
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const actor = canvas.tokens.get(token.id)?.actor,
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effect = this.item.effects.get(e._id);
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if (!actor || !effect) return;
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await this.applyEffect(effect, actor);
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});
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});
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}
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async applyEffect(effect, actor) {
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const existingEffect = actor.effects.find(e => e.origin === effect.uuid);
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if (existingEffect) {
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return effect.update(
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foundry.utils.mergeObject({
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...effect.constructor.getInitialDuration(),
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disabled: false
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})
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);
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}
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// Otherwise, create a new effect on the target
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const effectData = foundry.utils.mergeObject({
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...effect.toObject(),
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disabled: false,
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transfer: false,
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origin: effect.uuid
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});
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await ActiveEffect.implementation.create(effectData, { parent: actor });
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}
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/* EFFECTS */
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/* SAVE */
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async rollSave(actor, event, message) {
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if (!actor) return;
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const title = actor.isNPC
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? game.i18n.localize('DAGGERHEART.GENERAL.reactionRoll')
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: game.i18n.format('DAGGERHEART.UI.Chat.dualityRoll.abilityCheckTitle', {
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ability: game.i18n.localize(abilities[this.save.trait]?.label)
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});
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return actor.diceRoll({
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event,
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title,
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roll: {
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trait: this.save.trait,
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difficulty: this.save.difficulty ?? this.actor?.baseSaveDifficulty,
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type: 'reaction'
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},
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type: 'trait',
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hasRoll: true,
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data: actor.getRollData()
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});
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}
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updateSaveMessage(result, message, targetId) {
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if (!result) return;
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const updateMsg = this.updateChatMessage.bind(this, message, targetId, {
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result: result.roll.total,
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success: result.roll.success
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});
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if (game.modules.get('dice-so-nice')?.active)
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game.dice3d.waitFor3DAnimationByMessageID(result.message.id ?? result.message._id).then(() => updateMsg());
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else updateMsg();
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}
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static rollSaveQuery({ actionId, actorId, event, message }) {
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return new Promise(async (resolve, reject) => {
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const actor = await fromUuid(actorId),
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action = await fromUuid(actionId);
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if (!actor || !actor?.isOwner) reject();
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action.rollSave(actor, event, message).then(result => resolve(result));
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});
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}
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/* SAVE */
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async updateChatMessage(message, targetId, changes, chain = true) {
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setTimeout(async () => {
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const chatMessage = ui.chat.collection.get(message._id);
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await chatMessage.update({
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flags: {
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[game.system.id]: {
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reactionRolls: {
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[targetId]: changes
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}
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}
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}
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});
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}, 100);
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if (chain) {
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if (message.system.source.message)
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this.updateChatMessage(ui.chat.collection.get(message.system.source.message), targetId, changes, false);
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const relatedChatMessages = ui.chat.collection.filter(c => c.system.source?.message === message._id);
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relatedChatMessages.forEach(c => {
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this.updateChatMessage(c, targetId, changes, false);
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});
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}
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}
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/**
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* Generates a list of localized tags for this action.
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* @returns {string[]} An array of localized tag strings.
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*/
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_getTags() {
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const tags = [
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game.i18n.localize(`DAGGERHEART.ACTIONS.TYPES.${this.type}.name`),
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game.i18n.localize(`DAGGERHEART.CONFIG.ActionType.${this.actionType}`)
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];
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return tags;
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}
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}
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