218 lines
7.8 KiB
JavaScript
218 lines
7.8 KiB
JavaScript
export class CharacterSheet extends ActorSheet {
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/**@override */
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ['dsa41', 'sheet', 'actor', 'character'],
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width: 520,
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height: 480,
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tabs: [
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{
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navSelector: '.sheet-tabs',
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contentSelector: '.sheet-body',
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initial: 'description',
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},
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],
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});
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}
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/** @override */
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get template() {
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return `systems/DSA_4-1/templates/actor/actor-character-sheet.hbs`;
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}
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/** @override */
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getData() {
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// Retrieve the data structure from the base sheet. You can inspect or log
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// the context variable to see the structure, but some key properties for
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// sheets are the actor object, the data object, whether or not it's
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// editable, the items array, and the effects array.
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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const actorData = context.data;
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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context.attributes = [
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{
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eigenschaft: "mu",
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name: "MU",
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tooltip: "Mut",
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wert: actorData.system.attribute.mu ?? 0,
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},
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{
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eigenschaft: "kl",
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name: "KL",
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tooltip: "Klugheit",
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wert: actorData.system.attribute.kl ?? 0,
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},
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{
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eigenschaft: "in",
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name: "IN",
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tooltip: "Intuition",
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wert: actorData.system.attribute.in ?? 0,
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},
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{
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eigenschaft: "ch",
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name: "CH", tooltip: "Charisma",
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wert: actorData.system.attribute.ch ?? 0,
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},
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{
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eigenschaft: "ff",
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name: "FF",
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tooltip: "Fingerfertigkeit",
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wert: actorData.system.attribute.ff ?? 0,
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},
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{
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eigenschaft: "ge",
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name: "GE",
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tooltip: "Geschicklichkeit",
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wert: actorData.system.attribute.ge ?? 0,
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},
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{
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eigenschaft: "ko",
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name: "KO",
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tooltip: "Konstitution",
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wert: actorData.system.attribute.ko ?? 0,
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},
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{
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eigenschaft: "kk",
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name: "KK",
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tooltip: "Körperkraft",
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wert: actorData.system.attribute.kk ?? 0,
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},
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];
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context.skills = {};
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if ( context.system.talente?.length >= 0) {
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context.system.talente.forEach(talent => {
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const taw = talent.taw;
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console.log(taw);
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const talentObjekt = game.items.get(talent.talent);
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const talentGruppe = talentObjekt.system.gruppe;
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const eigenschaften = Object.values(talentObjekt.system.probe);
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const werte = [
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{name: eigenschaften[0], value: this.prepareEigenschaftRoll(actorData, eigenschaften[0])},
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{name: eigenschaften[1], value: this.prepareEigenschaftRoll(actorData, eigenschaften[1])},
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{name: eigenschaften[2], value: this.prepareEigenschaftRoll(actorData, eigenschaften[2])}
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]
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if(context.skills[talentGruppe] == null) {
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context.skills[talentGruppe] = [];
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}
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context.skills[talentGruppe].push({
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type: "talent",
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gruppe: talentGruppe,
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name: talentObjekt.name,
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taw: ""+taw,
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werte,
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rollEigenschaft1: werte[0].value,
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rollEigenschaft2: werte[1].value,
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rollEigenschaft3: werte[2].value,
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probe: `(${eigenschaften.join("/")})`
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});
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})
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}
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return context;
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}
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prepareEigenschaftRoll(actorData, name) {
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return actorData.system.attribute[name.toLowerCase()]
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}
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async _onTalentRoll(event) {
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event.preventDefault();
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const dataset = event.currentTarget.dataset;
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console.log(dataset)
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if (dataset.rolleigenschaft1) {
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let roll1 = new Roll("3d20", this.actor.getRollData());
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let evaluated1 = (await roll1.evaluate())
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const dsaDieRollEvaluated = this._evaluateRoll(evaluated1.terms[0].results, {
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taw: dataset.taw,
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werte: [dataset.rolleigenschaft1, dataset.rolleigenschaft2, dataset.rolleigenschaft3],
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})
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if (dsaDieRollEvaluated.tap >= 0) { // erfolg
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evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: ` ${dsaDieRollEvaluated.meisterlich?'Meisterlich geschafft':'Geschafft'} mit ${dsaDieRollEvaluated.tap} Punkten übrig`,
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rollMode: game.settings.get('core', 'rollMode'),
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})
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} else { // misserfolg
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evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: ` ${dsaDieRollEvaluated.meisterlich?'Gepatzt':''} mit ${Math.abs(dsaDieRollEvaluated.tap)} Punkten daneben`,
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rollMode: game.settings.get('core', 'rollMode'),
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})
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}
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}
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}
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_evaluateRoll(rolledDice, { taw, lowerThreshold = 1, upperThreshold = 20, countToMeisterlich = 3, countToPatzer = 3, werte = [] } ) {
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let tap = taw;
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let meisterlichCounter = 0;
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let patzerCounter = 0;
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let failCounter = 0;
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rolledDice.forEach( (rolledDie, index) => {
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if (tap < 0 && rolledDie.result > werte[index]) {
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tap -= rolledDie.result - werte[index];
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if (tap <0) { // konnte nicht vollständig ausgeglichen werden
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failCounter++;
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}
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} else if (rolledDie.result > werte[index]) { // taw ist bereits aufgebraucht und wert kann nicht ausgeglichen werden
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tap -= rolledDie.result - werte[index];
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failCounter++;
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}
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if (rolledDie.result <= lowerThreshold) meisterlichCounter++;
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if (rolledDie.result > upperThreshold) patzerCounter++;
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})
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return {
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tap,
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meisterlich: meisterlichCounter === countToMeisterlich,
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patzer: patzerCounter === countToPatzer,
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}
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}
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_onAttributeRoll(event) {
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event.preventDefault();
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const dataset = event.currentTarget.dataset;
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if (dataset.roll) {
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let label = dataset.label ? `[Attribut] ${dataset.label}` : '';
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let roll = new Roll(dataset.roll, this.actor.getRollData());
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll;
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}
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}
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activateListeners(html) {
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super.activateListeners(html);
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html.on('click', '.attribut.rollable', (evt) => {
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console.log(evt);
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this._onAttributeRoll(evt);
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});
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html.on('click', '.talent.rollable', (evt) => {
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console.log(evt);
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this._onTalentRoll(evt);
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});
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// Everything below here is only needed if the sheet is editable
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if (!this.isEditable) return;
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}
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} |