forked from public/foundryvtt-reve-de-dragon
Améliorations du combat
- nettoyage des infos et messages de combat améliorés - message de status envoyé uniquement par le GM (pour éviter les doublons) - stockage des infos de passes d'armes géré par RdDCombat Déplacement des Hooks/notifications de messages socket: - liés au combat dans la méthode RdDCombat.init Convention de nommage: les méthodes de gestion de notification par hook/socket sont préfixées 'on' ex: onSocketMessage, onUpdateCombat, onPreDeleteCombat
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@ -9,6 +9,67 @@ import { RdDRollTables } from "./rdd-rolltables.js";
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export class RdDCombat {
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static init() {
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this.initStorePasseArmes();
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Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
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Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
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}
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/* -------------------------------------------- */
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static initStorePasseArmes() {
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game.system.rdd.combatStore = {
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attaques: {},
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defenses: {}
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};
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}
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/* -------------------------------------------- */
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static onSocketMessage(sockmsg) {
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switch (sockmsg.msg) {
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case "msg_encaisser":
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return RdDCombat.terminerPasseArmes(data);
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case "msg_defense":
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return RdDCombat.handleMsgDefense(sockmsg.data);
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}
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}
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/* -------------------------------------------- */
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static onUpdateCombat(combat, data) {
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if (combat.data.round != 0 && combat.turns && combat.data.active) {
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RdDCombat.combatNouveauRound(combat);
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}
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}
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/* -------------------------------------------- */
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static onPreDeleteCombat(combat, options) {
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if (game.user.isGM) {
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ChatUtility.removeMyChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
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/*
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* TODO: support de plusieurs combats parallèles
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* il faudrait avoir un id de combat en plus de celui de passe d'armes
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*/
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for (const key in game.system.rdd.combatStore.attaques) {
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const attackerRoll = game.system.rdd.combatStore.attaques[key];
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ChatUtility.removeChatMessageActionsPasseArme(`<div data-passearme="${attackerRoll.passeArme}">`);
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}
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for (const key in game.system.rdd.combatStore.defenses) {
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const defenderRoll = game.system.rdd.combatStore.defenses[key];
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ChatUtility.removeMyChatMessageContaining(`<div data-passearme="${defenderRoll.passeArme}">`);
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}
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RdDCombat.initStorePasseArmes();
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}
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}
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/* -------------------------------------------- */
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static combatNouveauRound(combat) {
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let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
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if (game.user.isGM) {
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// seul le GM notifie le status
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this.displayActorCombatStatus(combat, turn.actor);
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// TODO Playaudio for player??
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}
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}
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/* -------------------------------------------- */
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static isActive() {
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return true;
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@ -58,6 +119,33 @@ export class RdDCombat {
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return RdDCombat.createUsingTarget(attacker)
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}
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/* -------------------------------------------- */
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static handleMsgDefense(data) {
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let defenderToken = canvas.tokens.get(data.defenderTokenId);
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if (defenderToken) {
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if (!game.user.isGM && game.user.character == undefined) { // vérification / sanity check
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ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer.");
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return;
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}
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if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character.id == defenderToken.actor.data._id))) {
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//console.log("User is pushing message...", game.user.name);
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game.system.rdd.combatStore.attaques[data.attackerId] = duplicate(data.rollData);
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data.whisper = [game.user];
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data.blind = true;
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data.rollMode = "blindroll";
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ChatMessage.create(data);
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}
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}
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}
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static terminerPasseArmes(data) {
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if (game.user.isGM) { // Seul le GM nettoie le stockage des données de combat
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let attackerRoll = game.system.rdd.combatStore.attaques[data.attackerId]; // Retrieve the rolldata from the store
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game.system.rdd.combatStore.attaques[data.attackerId] = undefined;
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game.system.rdd.combatStore.defenses[attackerRoll.passeArme] = undefined;
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}
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}
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/* -------------------------------------------- */
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static _sendRollMessage(sender, recipient, defenderTokenId, topic, message, rollData) {
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let chatMessage = {
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@ -129,7 +217,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async onEvent(button, event) {
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let attackerRoll = game.system.rdd.rollDataHandler.attaques[this.attackerId];
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let attackerRoll = game.system.rdd.combatStore.attaques[this.attackerId];
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if (!attackerRoll) {
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ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
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return;
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@ -163,18 +251,18 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_consumeDefense(passeArme) {
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let defenderRoll = this._getDefense(passeArme);
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game.system.rdd.rollDataHandler.defenses[passeArme] = undefined;
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game.system.rdd.combatStore.defenses[passeArme] = undefined;
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return defenderRoll;
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}
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/* -------------------------------------------- */
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_getDefense(passeArme) {
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return game.system.rdd.rollDataHandler.defenses[passeArme];
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return game.system.rdd.combatStore.defenses[passeArme];
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}
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/* -------------------------------------------- */
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_storeDefense(defenderRoll) {
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game.system.rdd.rollDataHandler.defenses[defenderRoll.passeArme] = defenderRoll;
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game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = defenderRoll;
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}
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/* -------------------------------------------- */
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@ -320,7 +408,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onAttaqueParticuliere(rollData) {
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
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game.system.rdd.combatStore.attaques[this.attackerId] = duplicate(rollData);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
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@ -342,7 +430,7 @@ export class RdDCombat {
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attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
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// Save rollData for defender
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
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game.system.rdd.combatStore.attaques[this.attackerId] = duplicate(attackerRoll);
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attackerRoll.show = {
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cible: this.target ? this.defender.data.name : 'la cible',
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@ -401,7 +489,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onAttaqueEchecTotal(attackerRoll) {
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
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game.system.rdd.combatStore.attaques[this.attackerId] = duplicate(attackerRoll);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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ChatMessage.create({
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@ -755,8 +843,9 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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static async displayActorCombatStatus(actor) {
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let rollData = {
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static async displayActorCombatStatus(combat, actor) {
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let data = {
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combatId: combat._id,
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alias: actor.name,
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etatGeneral: actor.getEtatGeneral(),
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isSonne: actor.getSonne(),
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@ -767,22 +856,14 @@ export class RdDCombat {
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isCritique: false
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}
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if (actor.countBlessuresByName("critiques") > 0) { // Pour éviter le cumul grave + critique
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rollData.isCritique = true;
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data.isCritique = true;
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} else if (actor.countBlessuresByName("graves") > 0) {
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rollData.isGrave = true;
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data.isGrave = true;
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}
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ChatUtility.createChatWithRollMode(actor.name, {
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, rollData)
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
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});
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}
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/* -------------------------------------------- */
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static updateCombatRound(combat, data) {
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if (combat.data.round != 0 && combat.turns && combat.data.active) {
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let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
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this.displayActorCombatStatus(turn.actor);
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// TODO Playaudio ??
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}
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}
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}
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