update
This commit is contained in:
@@ -3,15 +3,21 @@ import 'dart:math';
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import 'package:flutter/foundation.dart';
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import '../game/model/entity.dart';
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import '../game/model/item.dart';
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import '../game/data/item_table.dart'; // Import ItemTable
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import '../utils/game_math.dart'; // Import GameMath
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import '../game/model/status_effect.dart';
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import '../game/model/stage.dart'; // Import StageModel
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import '../game/data/item_table.dart';
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import '../utils/game_math.dart';
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enum ActionType { attack, defend }
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enum RiskLevel { safe, normal, risky }
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class BattleProvider with ChangeNotifier {
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late Character player;
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late Character enemy;
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late Character enemy; // Kept for compatibility, active during Battle/Elite
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late StageModel currentStage; // The current stage object
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List<String> battleLogs = [];
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bool isPlayerTurn = true;
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@@ -20,51 +26,169 @@ class BattleProvider with ChangeNotifier {
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bool showRewardPopup = false;
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BattleProvider() {
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initializeBattle();
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// initializeBattle(); // Do not auto-start logic
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}
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void initializeBattle() {
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stage = 1;
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player = Character(name: "Player", maxHp: 100, armor: 0, atk: 10, baseDefense: 5); // Added baseDefense 5
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player = Character(
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name: "Player",
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maxHp: 100,
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armor: 0,
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atk: 10,
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baseDefense: 5,
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);
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// Provide starter equipment
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final starterSword = Item(name: "Wooden Sword", description: "A basic sword", atkBonus: 5, hpBonus: 0, slot: EquipmentSlot.weapon);
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final starterArmor = Item(name: "Leather Armor", description: "Basic protection", atkBonus: 0, hpBonus: 20, slot: EquipmentSlot.armor);
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final starterShield = Item(name: "Wooden Shield", description: "A small shield", atkBonus: 0, hpBonus: 0, armorBonus: 3, slot: EquipmentSlot.shield);
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final starterRing = Item(name: "Copper Ring", description: "A simple ring", atkBonus: 1, hpBonus: 5, slot: EquipmentSlot.accessory);
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final starterSword = Item(
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name: "Wooden Sword",
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description: "A basic sword",
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atkBonus: 5,
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hpBonus: 0,
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slot: EquipmentSlot.weapon,
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);
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final starterArmor = Item(
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name: "Leather Armor",
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description: "Basic protection",
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atkBonus: 0,
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hpBonus: 20,
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slot: EquipmentSlot.armor,
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);
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final starterShield = Item(
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name: "Wooden Shield",
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description: "A small shield",
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atkBonus: 0,
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hpBonus: 0,
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armorBonus: 3,
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slot: EquipmentSlot.shield,
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);
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final starterRing = Item(
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name: "Copper Ring",
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description: "A simple ring",
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atkBonus: 1,
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hpBonus: 5,
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slot: EquipmentSlot.accessory,
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);
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player.addToInventory(starterSword);
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player.equip(starterSword);
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player.addToInventory(starterArmor);
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player.equip(starterArmor);
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player.addToInventory(starterShield);
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player.equip(starterShield);
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player.addToInventory(starterRing);
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player.equip(starterRing);
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_spawnEnemy();
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// Add new status effect items for testing
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player.addToInventory(ItemTable.weapons[3].createItem()); // Stunning Hammer
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player.addToInventory(ItemTable.weapons[4].createItem()); // Jagged Dagger
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player.addToInventory(ItemTable.weapons[5].createItem()); // Sunderer Axe
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player.addToInventory(ItemTable.shields[3].createItem()); // Cursed Shield
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_prepareNextStage();
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battleLogs.clear();
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_addLog("Battle started! Stage $stage");
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isPlayerTurn = true;
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showRewardPopup = false;
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_addLog("Game Started! Stage 1");
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notifyListeners();
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}
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void _spawnEnemy() {
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int enemyHp = 5 + (stage - 1) * 20;
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int enemyAtk = 8 + (stage - 1) * 2;
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enemy = Character(name: "Enemy", maxHp: enemyHp, armor: 0, atk: enemyAtk);
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void _prepareNextStage() {
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StageType type;
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// Stage Type Logic
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if (stage % 10 == 0) {
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type = StageType.elite; // Every 10th stage is a Boss/Elite
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} else if (stage % 5 == 0) {
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type = StageType.shop; // Every 5th stage is a Shop (except 10, 20...)
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} else if (stage % 8 == 0) {
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type = StageType.rest; // Every 8th stage is a Rest
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} else {
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type = StageType.battle;
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}
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// Prepare Data based on Type
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Character? newEnemy;
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List<Item> shopItems = [];
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if (type == StageType.battle || type == StageType.elite) {
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bool isElite = type == StageType.elite;
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int hpMultiplier = isElite ? 1 : 1;
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int atkMultiplier = isElite ? 4 : 2;
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int enemyHp = 1 + (stage - 1) * hpMultiplier;
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int enemyAtk = 8 + (stage - 1) * atkMultiplier;
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String name = isElite ? "Elite Guardian" : "Enemy";
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newEnemy = Character(name: name, maxHp: enemyHp, armor: 0, atk: enemyAtk);
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// Assign to the main 'enemy' field for UI compatibility
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enemy = newEnemy;
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isPlayerTurn = true;
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showRewardPopup = false;
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_addLog("Stage $stage ($type) started! A wild ${enemy.name} appeared.");
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} else if (type == StageType.shop) {
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// Generate random items for shop
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final random = Random();
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List<ItemTemplate> allTemplates = List.from(ItemTable.allItems);
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allTemplates.shuffle(random);
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int count = min(4, allTemplates.length);
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shopItems = allTemplates
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.sublist(0, count)
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.map((t) => t.createItem(stage: stage))
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.toList();
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// Dummy enemy to prevent null errors in existing UI (until UI is fully updated)
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enemy = Character(name: "Merchant", maxHp: 9999, armor: 0, atk: 0);
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_addLog("Stage $stage: Entered a Shop.");
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} else if (type == StageType.rest) {
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// Dummy enemy
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enemy = Character(name: "Campfire", maxHp: 9999, armor: 0, atk: 0);
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_addLog("Stage $stage: Found a safe resting spot.");
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}
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currentStage = StageModel(
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type: type,
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enemy: newEnemy,
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shopItems: shopItems,
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);
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notifyListeners();
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}
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// Replaces _spawnEnemy
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// void _spawnEnemy() { ... } - Removed
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/// Handle player's action choice
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void playerAction(ActionType type, RiskLevel risk) {
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if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup) return;
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if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup)
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return;
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// Update Enemy Status Effects at the start of Player's turn (user request)
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enemy.updateStatusEffects();
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// 1. Check for Defense Forbidden status
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if (type == ActionType.defend &&
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player.hasStatus(StatusEffectType.defenseForbidden)) {
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_addLog("Cannot defend! You are under Defense Forbidden status.");
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return;
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}
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isPlayerTurn = false;
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notifyListeners();
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// 2. Process Start-of-Turn Effects (Stun, Bleed)
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bool canAct = _processStartTurnEffects(player);
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if (!canAct) {
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_endPlayerTurn(); // Skip turn if stunned
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return;
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}
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_addLog("Player chose to ${type.name} with ${risk.name} risk.");
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final random = Random();
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@@ -91,8 +215,11 @@ class BattleProvider with ChangeNotifier {
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int damage = (player.totalAtk * efficiency).toInt();
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_applyDamage(enemy, damage);
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_addLog("Player dealt $damage damage to Enemy.");
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// Try applying status effects from items
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_tryApplyStatusEffects(player, enemy);
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} else {
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int armorGained = (player.totalDefense * efficiency).toInt(); // Changed to totalDefense
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int armorGained = (player.totalDefense * efficiency).toInt();
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player.armor += armorGained;
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_addLog("Player gained $armorGained armor.");
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}
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@@ -105,40 +232,70 @@ class BattleProvider with ChangeNotifier {
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return;
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}
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_endPlayerTurn();
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}
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void _endPlayerTurn() {
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// Update durations at end of turn
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player.updateStatusEffects();
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// Check if enemy is dead from bleed
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if (enemy.isDead) {
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_onVictory();
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return;
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}
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Future.delayed(const Duration(seconds: 1), () => _enemyTurn());
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}
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Future<void> _enemyTurn() async {
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if (!isPlayerTurn && (player.isDead || enemy.isDead)) return; // Check if it's the enemy's turn and battle is over
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if (!isPlayerTurn && (player.isDead || enemy.isDead)) return;
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_addLog("Enemy's turn...");
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await Future.delayed(const Duration(seconds: 1));
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// Enemy attacks player
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await Future.delayed(const Duration(seconds: 1)); // Simulating thinking time
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// 1. Process Start-of-Turn Effects for Enemy
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bool canAct = _processStartTurnEffects(enemy);
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int incomingDamage = enemy.totalAtk;
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int damageToHp = 0;
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// Check death from bleed before acting
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if (enemy.isDead) {
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_onVictory();
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return;
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}
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if (player.armor > 0) {
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if (player.armor >= incomingDamage) {
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player.armor -= incomingDamage;
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damageToHp = 0;
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_addLog("Armor absorbed all $incomingDamage damage.");
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if (canAct) {
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int incomingDamage = enemy.totalAtk;
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int damageToHp = 0;
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// Enemy attack logic
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// (Simple logic: Enemy always attacks for now)
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// Note: Enemy doesn't have equipment yet, so no effects applied by enemy.
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// Handle Player Armor
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if (player.armor > 0) {
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if (player.armor >= incomingDamage) {
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player.armor -= incomingDamage;
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damageToHp = 0;
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_addLog("Armor absorbed all $incomingDamage damage.");
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} else {
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damageToHp = incomingDamage - player.armor;
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_addLog("Armor absorbed ${player.armor} damage.");
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player.armor = 0;
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}
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} else {
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damageToHp = incomingDamage - player.armor;
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_addLog("Armor absorbed ${player.armor} damage.");
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player.armor = 0;
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damageToHp = incomingDamage;
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}
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if (damageToHp > 0) {
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_applyDamage(player, damageToHp);
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_addLog("Enemy dealt $damageToHp damage to Player HP.");
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}
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} else {
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damageToHp = incomingDamage;
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_addLog("Enemy is stunned and cannot act!");
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}
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if (damageToHp > 0) {
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_applyDamage(player, damageToHp);
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_addLog("Enemy dealt $damageToHp damage to Player HP.");
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}
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// Player's turn starts, armor decays
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// Player Turn Start Logic
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// Armor decay
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if (player.armor > 0) {
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player.armor = (player.armor * 0.5).toInt();
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_addLog("Player's armor decayed to ${player.armor}.");
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@@ -152,7 +309,59 @@ class BattleProvider with ChangeNotifier {
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notifyListeners();
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}
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/// Process effects that happen at the start of the turn (Bleed, Stun).
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/// Returns true if the character can act, false if stunned.
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bool _processStartTurnEffects(Character character) {
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bool canAct = true;
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// 1. Bleed Damage
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var bleedEffects = character.statusEffects
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.where((e) => e.type == StatusEffectType.bleed)
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.toList();
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if (bleedEffects.isNotEmpty) {
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int totalBleed = bleedEffects.fold(0, (sum, e) => sum + e.value);
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character.hp -= totalBleed;
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if (character.hp < 0) character.hp = 0;
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_addLog("${character.name} takes $totalBleed bleed damage!");
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}
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// 2. Stun Check
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if (character.hasStatus(StatusEffectType.stun)) {
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canAct = false;
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_addLog("${character.name} is stunned!");
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}
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return canAct;
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}
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/// Tries to apply status effects from attacker's equipment to the target.
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void _tryApplyStatusEffects(Character attacker, Character target) {
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final random = Random();
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for (var item in attacker.equipment.values) {
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for (var effect in item.effects) {
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// Roll for probability (0-100)
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if (random.nextInt(100) < effect.probability) {
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// Apply effect
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final newStatus = StatusEffect(
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type: effect.type,
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duration: effect.duration,
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value: effect.value,
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);
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target.addStatusEffect(newStatus);
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_addLog("Applied ${effect.type.name} to ${target.name}!");
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}
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}
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}
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}
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void _applyDamage(Character target, int damage) {
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// Check Vulnerable
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if (target.hasStatus(StatusEffectType.vulnerable)) {
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damage = (damage * 1.5).toInt();
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_addLog("Vulnerable! Damage increased to $damage.");
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}
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target.hp -= damage;
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if (target.hp < 0) target.hp = 0;
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}
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@@ -164,7 +373,7 @@ class BattleProvider with ChangeNotifier {
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void _onVictory() {
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_addLog("Enemy defeated! Choose a reward.");
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final random = Random();
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List<ItemTemplate> allTemplates = List.from(ItemTable.allItems);
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allTemplates.shuffle(random); // Shuffle to randomize selection
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@@ -186,7 +395,7 @@ class BattleProvider with ChangeNotifier {
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} else {
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_addLog("Inventory is full! ${item.name} discarded.");
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}
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// Heal player after selecting reward
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int healAmount = GameMath.floor(player.totalMaxHp * 0.5);
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player.heal(healAmount);
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@@ -194,11 +403,12 @@ class BattleProvider with ChangeNotifier {
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stage++;
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showRewardPopup = false;
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_spawnEnemy();
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_addLog("Stage $stage started! A wild ${enemy.name} appeared.");
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isPlayerTurn = true;
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_prepareNextStage();
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// Log moved to _prepareNextStage
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// isPlayerTurn = true; // Handled in _prepareNextStage for battles
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notifyListeners();
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}
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@@ -206,7 +416,9 @@ class BattleProvider with ChangeNotifier {
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if (player.equip(item)) {
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_addLog("Equipped ${item.name}.");
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} else {
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_addLog("Failed to equip ${item.name}."); // Should not happen if logic is correct
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_addLog(
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"Failed to equip ${item.name}.",
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); // Should not happen if logic is correct
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}
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notifyListeners();
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}
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@@ -219,4 +431,25 @@ class BattleProvider with ChangeNotifier {
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}
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notifyListeners();
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}
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void discardItem(Item item) {
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if (player.inventory.remove(item)) {
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_addLog("Discarded ${item.name}.");
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notifyListeners();
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}
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}
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void sellItem(Item item) {
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if (player.inventory.remove(item)) {
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player.gold += item.price;
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_addLog("Sold ${item.name} for ${item.price} G.");
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notifyListeners();
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}
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}
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/// Proceed to next stage from non-battle stages (Shop, Rest)
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void proceedToNextStage() {
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stage++;
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_prepareNextStage();
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}
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}
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