When a character is created, its base-skills are now added from compendium and added to the actor as an embedded document.

pull/47/head
macniel 2025-10-01 22:27:21 +02:00
parent 5fb8559fbf
commit 32031eb548
10 changed files with 324 additions and 272 deletions

View File

@ -7,7 +7,6 @@ import { VornachteileDataModel } from "./module/data/vornachteile.mjs";
import { Character } from "./module/documents/character.mjs";
import { CharacterSheet } from "./module/sheets/characterSheet.mjs";
import { VornachteilSheet } from "./module/sheets/vornachteilSheet.mjs";
import {DragDropDSA41} from "./module/extensions/DragDropDSA41.mjs";
async function preloadHandlebarsTemplates() {
return loadTemplates([
@ -21,6 +20,10 @@ async function preloadHandlebarsTemplates() {
Hooks.once("init", () => {
game.DSA41 = {
rollItemMacro
}
// Configure custom Document implementations.
CONFIG.Actor.documentClass = Character;
@ -35,7 +38,10 @@ Hooks.once("init", () => {
Advantage: VornachteileDataModel
}
CONFIG.ux.DragDrop = DragDropDSA41;
CONFIG.Combat.initiative = {
formula: `1d6 + @attribute.ini`,
decimals: 0
}
console.log("DSA 4.1 is ready for development!")
@ -67,4 +73,43 @@ Hooks.once("init", () => {
Hooks.on('dropActorSheetData', (actor, sheet, data) => {
CharacterSheet.onDroppedData(actor, sheet, data);
} )
} )
Hooks.once("ready", async function() {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => createBoilerplateMacro(data, slot));
});
async function createBoilerplateMacro(data, slot) {
console.log(data, slot)
if (data.type !== "Item") return;
if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.data;
// Create the macro command
const command = `game.DSA41.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command));
if (!macro) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command,
flags: { "dsa41.itemMacro": true }
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
}
function rollItemMacro(itemName) {
const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
const item = actor ? actor.items.find(i => i.name === itemName) : null;
if (!item) return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
// Trigger the item roll
return item.roll();
}

View File

@ -1,9 +1,41 @@
import {Skill} from "../documents/skill.mjs";
const {
SchemaField, NumberField, StringField, ArrayField, ForeignDocumentField
SchemaField, NumberField, StringField, EmbeddedDocumentField, DocumentIdField, ArrayField, ForeignDocumentField
} = foundry.data.fields;
/**
* @extends {Map<string, Set<VornachteileDataModel>>}
*/
class SkillMap extends Map {
/** @inheritDoc */
get(key, { type }={}) {
const result = super.get(key);
if ( !result?.size || !type ) return result;
return result.filter(i => i.type === type);
}
/* -------------------------------------------- */
/** @inheritDoc */
set(key, value) {
if ( !this.has(key) ) super.set(key, new Set());
this.get(key).add(value);
return this;
}
}
export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
/**
* Mapping of item identifiers to the items.
* @type {SkillMap<string, Set<VornachteileDataModel>>}
*/
skills = this.skills
static defineSchema() {
return {
name: new StringField(),
@ -103,7 +135,7 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
gilde: new StringField(),
}),
vornachteile: new ArrayField(new SchemaField({
vornachteil: new ForeignDocumentField(Item),
vornachteil: new DocumentIdField(Item),
wert: new NumberField({ required: false, integer: true }),
})),
sonderfertigkeiten: new ArrayField(new SchemaField({
@ -112,12 +144,12 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
})),
talente: new ArrayField(new SchemaField({
talent: new ForeignDocumentField(Item),
talent: new DocumentIdField(Item),
taw: new NumberField({integer: true, required: true}),
})
),
zauber: new ArrayField(new SchemaField({
talent: new ForeignDocumentField(Item),
talent: new DocumentIdField(),
zfw: new NumberField({integer: true, required: true}),
})),
liturgien: new ArrayField(new SchemaField({
@ -139,8 +171,13 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
super._initialize(options);
}
async _onCreate(data, options, userId) {
// prepare base talents
/**
* Adds base skills according to the BRW to the given actor
* @param actor
* @returns {Promise<void>}
*/
async #createBaseSkills(actor) {
const compendiumOfSkills = await game.packs.get('DSA_4-1.talente-brw');
const talentsByName = [
"Athletik", "Klettern", "Körperbeherrschung", "Schleichen", "Schwimmen", "Selbstbeherrschung", "Sich Verstecken", "Singen", "Sinnenschärfe", "Tanzen", "Zechen",
"Menschenkenntnis", "Überreden",
@ -151,22 +188,36 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
const talente = []
talentsByName.forEach( talentName => {
const talent = game.items.getName(talentName);
console.log(talent);
if (talent) {
talente.push({
taw: 0,
talent
})
} else {
console.error(`${talentName} not found in items`)
}
const mappedCompendiumItems = talentsByName.map( talentName => {
const talent = compendiumOfSkills.index.find( skill => skill.name === talentName)
return talent._id
})
// push base talents
await game.actors.getName(data.name).update({system: {talente}})
for (const talentId of mappedCompendiumItems) {
const talent = await compendiumOfSkills.getDocument(talentId);
try {
const embeddedDocument = (await thisCharacter.createEmbeddedDocuments('Item', [talent]))[0]
if (embeddedDocument.type === "Skill") {
if (talent) {
talente.push({
taw: 0,
talent: embeddedDocument.id,
})
}
}
} catch (error) {
console.error(`${talentId} not found in items`)
}
}
await actor.update({system: { talente: talente}})
}
/**
* Sets the attributes of the given actor to their default values
* @param actor
* @returns {Promise<void>}
*/
async #setBaseAttributes(actor) {
const startEigenschaften = {
"mu": {
start: 10,
@ -210,10 +261,17 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
}
}
await game.actors.getName(data.name).update({system: {attribute: startEigenschaften}})
super._onCreate(data, options, userId);
await actor.update({system: {attribute: startEigenschaften}})
}
async _onCreate(data, options, userId) {
const thisCharacter = await game.actors.getName(data.name);
await this.#createBaseSkills(thisCharacter)
await this.#setBaseAttributes(thisCharacter)
super._onCreate(data, options, userId);
}
}
}

View File

@ -34,6 +34,57 @@ export class SkillDataModel extends BaseItem {
* @param {Event} event The originating click event
* @private
*/
async roll() { }
async roll() {
console.log(this.parent)
let roll1 = new Roll("3d20", this.actor.getRollData());
let evaluated1 = (await roll1.evaluate())
const dsaDieRollEvaluated = this._evaluateRoll(evaluated1.terms[0].results, {
taw: dataset.taw,
werte: [this.system.probe[0], this.system.probe[1], this.system.probe[2]],
})
if (dsaDieRollEvaluated.tap >= 0) { // erfolg
evaluated1.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: ` ${dsaDieRollEvaluated.meisterlich?'Meisterlich geschafft':'Geschafft'} mit ${dsaDieRollEvaluated.tap} Punkten übrig`,
rollMode: game.settings.get('core', 'rollMode'),
})
} else { // misserfolg
evaluated1.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: ` ${dsaDieRollEvaluated.meisterlich?'Gepatzt':''} mit ${Math.abs(dsaDieRollEvaluated.tap)} Punkten daneben`,
rollMode: game.settings.get('core', 'rollMode'),
})
}
}
_evaluateRoll(rolledDice, { taw, lowerThreshold = 1, upperThreshold = 20, countToMeisterlich = 3, countToPatzer = 3, werte = [] } ) {
let tap = taw;
let meisterlichCounter = 0;
let patzerCounter = 0;
let failCounter = 0;
rolledDice.forEach( (rolledDie, index) => {
if (tap < 0 && rolledDie.result > werte[index]) {
tap -= rolledDie.result - werte[index];
if (tap <0) { // konnte nicht vollständig ausgeglichen werden
failCounter++;
}
} else if (rolledDie.result > werte[index]) { // taw ist bereits aufgebraucht und wert kann nicht ausgeglichen werden
tap -= rolledDie.result - werte[index];
failCounter++;
}
if (rolledDie.result <= lowerThreshold) meisterlichCounter++;
if (rolledDie.result > upperThreshold) patzerCounter++;
})
return {
tap,
meisterlich: meisterlichCounter === countToMeisterlich,
patzer: patzerCounter === countToPatzer,
}
}
}

View File

@ -1,62 +0,0 @@
import {DragDropDSA41} from "./DragDropDSA41.mjs";
export default function DragDropApplicationMixin(Base) {
return class DragDropApplication extends Base {
/** @override */
_onDragOver(event) {
const data = DragDropDSA41.getPayload(event);
DragDropDSA41.dropEffect = event.dataTransfer.dropEffect = (foundry.utils.getType(data) === "Object")
? this._dropBehavior(event, data) : "copy";
}
/* -------------------------------------------- */
/**
* The behavior for the dropped data. When called during the drop event, ensure this is called before awaiting
* anything or the drop behavior will be lost.
* @param {DragEvent} event The drag event.
* @param {object} [data] The drag payload.
* @returns {DropEffectValue}
*/
_dropBehavior(event, data) {
data ??= DragDropDSA41.getPayload(event);
const allowed = this._allowedDropBehaviors(event, data);
let behavior = DragDropDSA41.dropEffect ?? event.dataTransfer?.dropEffect;
if ( event.type === "dragover" ) {
if ( areKeysPressed(event, "dragMove") ) behavior = "move";
else if ( areKeysPressed(event, "dragCopy") ) behavior = "copy";
else behavior = this._defaultDropBehavior(event, data);
}
if ( (behavior !== "none") && !allowed.has(behavior) ) return allowed.first() ?? "none";
return behavior || "copy";
}
/* -------------------------------------------- */
/**
* Types of allowed drop behaviors based on the origin & target of a drag event.
* @param {DragEvent} event The drag event.
* @param {object} [data] The drag payload.
* @returns {Set<DropEffectValue>}
* @protected
*/
_allowedDropBehaviors(event, data) {
return new Set();
}
/* -------------------------------------------- */
/**
* Determine the default drop behavior for the provided operation.
* @param {DragEvent} event The drag event.
* @param {object} [data] The drag payload.
* @returns {DropEffectValue}
* @protected
*/
_defaultDropBehavior(event, data) {
return "copy";
}
};
}

View File

@ -1,54 +0,0 @@
export class DragDropDSA41 extends foundry.applications.ux.DragDrop {
/**
* Drop effect used for current drag operation.
* @type {DropEffectValue|null}
*/
static dropEffect = null;
/* -------------------------------------------- */
/**
* Stored drag event payload.
* @type {{ data: any, event: DragEvent }|null}
*/
static #payload = null;
/* -------------------------------------------- */
/** @override */
async _handleDragStart(event) {
await this.callback(event, "dragstart");
if ( event.dataTransfer.items.length ) {
console.log(event)
event.stopPropagation();
let data = event.dataTransfer.getData("application/json") || event.dataTransfer.getData("text/plain");
try { data = JSON.parse(data); } catch(err) {}
DragDropDSA41.#payload = data ? { event, data } : null;
} else {
DragDropDSA41.#payload = null;
}
}
/* -------------------------------------------- */
/** @override */
async _handleDragEnd(event) {
await this.callback(event, "dragend");
DragDropDSA41.dropEffect = null;
DragDropDSA41.#payload = null;
}
/* -------------------------------------------- */
/**
* Get the data payload for the current drag event.
* @param {DragEvent} event
* @returns {any}
*/
static getPayload(event) {
if ( !DragDropDSA41.#payload?.data ) return null;
return DragDropDSA41.#payload.data;
}
}

View File

@ -1,5 +1,3 @@
import {DragDropDSA41} from "../extensions/DragDropDSA41.mjs";
export class CharacterSheet extends ActorSheet {
/**@override */
static get defaultOptions() {
@ -24,10 +22,6 @@ export class CharacterSheet extends ActorSheet {
/** @override */
getData() {
// Retrieve the data structure from the base sheet. You can inspect or log
// the context variable to see the structure, but some key properties for
// sheets are the actor object, the data object, whether or not it's
// editable, the items array, and the effects array.
const context = super.getData();
// Use a safe clone of the actor data for further operations.
@ -36,6 +30,89 @@ export class CharacterSheet extends ActorSheet {
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
this.#addSkillsToContext(context)
this.#addAdvantagesToContext(context)
this.#addAttributesToContext(context)
return context;
}
#addSkillsToContext(context) {
const actorSkills = {}
const actorData = context.data;
context.skills = {};
context.flatSkills = [];
Object.values(actorData.items).forEach( (item) => {
if (item.type === "Skill") {
actorSkills[item._id] = item;
}
}
);
if ( context.system.talente?.length >= 0) {
context.system.talente.forEach( ( { taw, talent }, index) => {
if (actorSkills[talent]) {
const talentObjekt = actorSkills[talent];
if (talentObjekt.type === 'Skill') {
const talentGruppe = talentObjekt.system.gruppe;
const eigenschaften = Object.values(talentObjekt.system.probe);
const werte = [
{name: eigenschaften[0], value: this.prepareEigenschaftRoll(actorData, eigenschaften[0])},
{name: eigenschaften[1], value: this.prepareEigenschaftRoll(actorData, eigenschaften[1])},
{name: eigenschaften[2], value: this.prepareEigenschaftRoll(actorData, eigenschaften[2])}
]
if (context.skills[talentGruppe] == null) {
context.skills[talentGruppe] = [];
}
const obj = {
type: "talent",
gruppe: talentGruppe,
name: talentObjekt.name,
taw: "" + taw,
tawPath: `system.talente.${index}.taw`,
werte,
rollEigenschaft1: werte[0].value,
rollEigenschaft2: werte[1].value,
rollEigenschaft3: werte[2].value,
eigenschaft1: werte[0].name,
eigenschaft2: werte[1].name,
eigenschaft3: werte[2].name,
probe: `(${eigenschaften.join("/")})`
};
context.skills[talentGruppe].push(obj);
context.flatSkills.push(obj);
}
}
})
}
}
#addAdvantagesToContext(context) {
const actorAdvantages = {}
const actorData = context.data;
Object.values(actorData.items).forEach( (item) => {
if (item.type === "Advantage") {
actorAdvantages[item._id] = item;
}
}
);
if ( context.system.vornachteile.length >= 0) {
context.system.vornachteile.forEach( ( { vornachteil }, index) => {
context.vornachteile.push(
{
name: vornachteil.name,
value: vornachteil.value,
auswahl: vornachteil.auswahl,
}
)
})
}
}
#addAttributesToContext(context) {
const actorData = context.data;
context.attributes = [
{
eigenschaft: "mu",
@ -87,46 +164,7 @@ export class CharacterSheet extends ActorSheet {
},
];
context.skills = {};
context.flatSkills = [];
if ( context.system.talente?.length >= 0) {
context.system.talente.forEach( (talent, index) => {
if (talent.talent) {
const taw = talent.taw;
const talentObjekt = game.items.get(talent.talent);
console.log(talent);
const talentGruppe = talentObjekt.system.gruppe;
const eigenschaften = Object.values(talentObjekt.system.probe);
const werte = [
{name: eigenschaften[0], value: this.prepareEigenschaftRoll(actorData, eigenschaften[0])},
{name: eigenschaften[1], value: this.prepareEigenschaftRoll(actorData, eigenschaften[1])},
{name: eigenschaften[2], value: this.prepareEigenschaftRoll(actorData, eigenschaften[2])}
]
if (context.skills[talentGruppe] == null) {
context.skills[talentGruppe] = [];
}
const obj = {
type: "talent",
gruppe: talentGruppe,
name: talentObjekt.name,
taw: "" + taw,
tawPath: `system.talente.${index}.taw`,
werte,
rollEigenschaft1: werte[0].value,
rollEigenschaft2: werte[1].value,
rollEigenschaft3: werte[2].value,
probe: `(${eigenschaften.join("/")})`
};
context.skills[talentGruppe].push(obj);
context.flatSkills.push(obj);
}
})
}
return context;
}
prepareEigenschaftRoll(actorData, name) {
@ -165,6 +203,18 @@ export class CharacterSheet extends ActorSheet {
}
}
_onDropDocument(event, item) {
console.log(item)
}
_onDragStart(event) {
super._onDragStart(event);
const src = event.target
console.log(event)
event.dataTransfer.setData("plain/text", src.dataset.name);
}
_evaluateRoll(rolledDice, { taw, lowerThreshold = 1, upperThreshold = 20, countToMeisterlich = 3, countToPatzer = 3, werte = [] } ) {
let tap = taw;
let meisterlichCounter = 0;
@ -237,29 +287,33 @@ export class CharacterSheet extends ActorSheet {
this._onRoll(evt);
});
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
let handler = ev => this._onDragStart(ev);
// Find all items on the character sheet.
html.find('.talent.rollable').each((i, li) => {
// Add draggable attribute and dragstart listener.
li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false);
});
}
static onDroppedData(actor, characterSheet, data) {
const item = game.items.get(foundry.utils.parseUuid(data.uuid).id)
console.log();
async #handleDroppedSkill(actor, data) {
let alreadyInSet = false;
let previousTaw = 0;
const id = foundry.utils.parseUuid(data.uuid).id;
const item = (await actor.createEmbeddedDocuments('Item', [await game.items.get(id)]))[0]
actor.system.talente.forEach(({taw, talent}) => {
if (talent._id === item._id) {
alreadyInSet = talent;
previousTaw = taw;
if (talent) {
if (talent._id === item._id) {
alreadyInSet = talent;
previousTaw = taw;
}
}
})
const myContent = `
TaW:
<input id="taw" type="number" value="${previousTaw}" />
`;
const myContent = `TaW: <input id="taw" type="number" value="${previousTaw}" />`;
new Dialog({
title: `Talent ${item.name} ${alreadyInSet?'ersetzen':'hinzufügen'}`,
content: myContent,
@ -275,17 +329,23 @@ export class CharacterSheet extends ActorSheet {
async function myCallback(html) {
const taw = html.find("input#taw").val();
let index = actor.system.talente.findIndex( predicate => predicate.talent._id === alreadyInSet._id )
let index = actor.system.talente.findIndex( predicate => predicate.talent && predicate.talent._id === alreadyInSet._id )
let sorted = [];
if (alreadyInSet) {
actor.system.talente[index].taw = taw;
sorted = actor.system.talente;
} else {
sorted = [{
const newItem = {
taw: taw,
talent: {_id: item._id, name: item.name}
}, ...actor.system.talente].sort((a, b) => a.talent.name.localeCompare(b.talent.name));
}
console.log(newItem, await game.items.get(item._id))
sorted = [newItem, ...actor.system.talente].sort((a, b) => {
return a.talent.name.localeCompare(b.talent.name)
}
);
}
const serialised = sorted.map(({taw, talent}) => {
@ -303,12 +363,23 @@ export class CharacterSheet extends ActorSheet {
]
}
});
await characterSheet.render(true);
ui.notifications.info(`Talent ${item.name} auf TaW ${taw} hinzugefügt`);
}
}
static onDroppedData(actor, characterSheet, data) {
const item = game.items.get(foundry.utils.parseUuid(data.uuid).id)
switch (item.type) {
case "Skill":
characterSheet.#handleDroppedSkill(actor, data);
default:
console.log(item, item.type);
}
// maybe dont
actor.items.clear()
}
}
}

View File

@ -1,7 +1,4 @@
import {DragDropDSA41} from "../extensions/DragDropDSA41.mjs";
import DragDropApplicationMixin from "../extensions/DragDropApplicationMixin.mjs";
export class SkillSheet extends DragDropApplicationMixin(foundry.appv1.sheets.ItemSheet) {
export class SkillSheet extends ItemSheet {
/**@override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
@ -58,59 +55,4 @@ export class SkillSheet extends DragDropApplicationMixin(foundry.appv1.sheets.It
if (!this.isEditable) return;
}
/* -------------------------------------------- */
/* Drag & Drop */
/* -------------------------------------------- */
/** @override */
_allowedDropBehaviors(event, data) {
console.log(data, event);
if ( !data?.uuid ) return new Set(["copy", "link"]);
const allowed = new Set(["copy", "move", "link"]);
const s = foundry.utils.parseUuid(data.uuid);
const t = foundry.utils.parseUuid(this.document.uuid);
const sCompendium = s.collection instanceof foundry.documents.collections.CompendiumCollection;
const tCompendium = t.collection instanceof foundry.documents.collections.CompendiumCollection;
// If either source or target are within a compendium, but not inside the same compendium, move not allowed
if ( (sCompendium || tCompendium) && (s.collection !== t.collection) ) allowed.delete("move");
return allowed;
}
/* -------------------------------------------- */
/** @override */
_defaultDropBehavior(event, data) {
if ( !data?.uuid ) return "copy";
const d = foundry.utils.parseUuid(data.uuid);
const t = foundry.utils.parseUuid(this.document.uuid);
const base = d.embedded?.length ? "document" : "primary";
console.log(d, t, base);
return (d.collection === t.collection) && (d[`${base}Id`] === t[`${base}Id`])
&& (d[`${base}Type`] === t[`${base}Type`]) ? "move" : "copy";
}
/* -------------------------------------------- */
/** @inheritDoc */
async _onDragStart(event) {
await super._onDragStart(event);
if ( !this.document.isOwner || this.document.collection?.locked ) {
event.dataTransfer.effectAllowed = "copyLink";
}
}
_onDragOver(event) {
super._onDragOver(event);
console.log(event);
}
_dropBehavior(event, data) {
console.log(event, data);
return super._dropBehavior(event, data);
}
}

View File

@ -1,7 +1,4 @@
import {DragDropDSA41} from "../extensions/DragDropDSA41.mjs";
import DragDropApplicationMixin from "../extensions/DragDropApplicationMixin.mjs";
export class VornachteilSheet extends DragDropApplicationMixin(foundry.appv1.sheets.ItemSheet) {
export class VornachteilSheet extends ItemSheet {
/**@override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {

View File

@ -60,7 +60,11 @@
</div>
</div>
<div class="tab attributes" data-group="primary" data-tab="attributes">
<ul>
{{#each items}}
<li>{{this.name}}</li>
{{/each}}
</ul>
</div>
<div class="tab attributes" data-group="primary" data-tab="attributes">

View File

@ -1,4 +1,4 @@
<div class="block rollable {{this.type}} {{this.gruppe}}" data-taw="{{this.taw}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}" data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
<div class="block rollable {{this.type}} {{this.gruppe}}" data-taw="{{this.taw}}'data-name="{{this.name}}" data-eigenschaft1="{{this.eigenschaft1}}" data-eigenschaft2="{{this.eigenschaft2}}" data-eigenschaft3="{{this.eigenschaft3}}" data-taw="{{this.taw}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}" data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
<div class="die">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}