Get most of the custom Initiative sorting stuff through the door
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ed93e9f927
commit
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10 changed files with 142 additions and 14 deletions
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@ -16,6 +16,7 @@ export default [
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languageOptions: {
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globals: {
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CONFIG: `writable`,
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CONST: `readonly`,
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game: `readonly`,
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Handlebars: `readonly`,
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Hooks: `readonly`,
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@ -32,6 +33,7 @@ export default [
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TextEditor: `readonly`,
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fromUuid: `readonly`,
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Combat: `readonly`,
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Combatant: `readonly`,
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},
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},
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},
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@ -116,7 +116,7 @@ export class HeroSummaryCardV1 extends GenericAppMixin(HandlebarsApplicationMixi
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ctx.fate.selected = ctx.actor.system.fate;
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ctx.fate.options = [
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{ label: `RipCrypt.common.empty`, v: `` },
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...gameTerms.FatePath
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...Object.values(gameTerms.FatePath)
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.map(v => ({ label: `RipCrypt.common.path.${v}`, value: v })),
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];
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return ctx;
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@ -0,0 +1,27 @@
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import { Logger } from "../../utils/Logger.mjs";
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const { CombatTracker } = foundry.applications.sidebar.tabs;
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export class RipCryptCombatTracker extends CombatTracker {
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/**
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* @override
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*/
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async _prepareTurnContext(combat, combatant, index) {
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Logger.debug(`_prepareTurnContext`);
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const turn = await super._prepareTurnContext(combat, combatant, index);
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// if ( !this.viewed ) return;
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// ! TODO: This is causing an error while the combat is not active, but is fine when it's active, this needs to be fixed
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Logger.debug(turn, combatant);
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const groupKey = combatant.groupKey;
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if (groupKey) {
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turn.active ||= combat.combatant.groupKey === groupKey;
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if (turn.active && !turn.css.includes(`active`)) {
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turn.css += `active`;
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};
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};
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return turn;
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}
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};
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@ -90,7 +90,7 @@ export class HeroData extends foundry.abstract.TypeDataModel {
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trim: true,
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nullable: false,
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choices: () => {
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return gameTerms.FatePath.concat(``);
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return Object.values(gameTerms.FatePath).concat(``);
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},
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}),
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level: new fields.SchemaField({
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@ -6,6 +6,24 @@ Resources:
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*/
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export class RipCryptCombat extends Combat {
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get groups() {
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let groups = new Map();
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for (const combatant of this.combatants) {
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const groupKey = combatant.groupKey;
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if (!groupKey) { continue };
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if (groups.has(groupKey)) {
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groups.get(groupKey).push(combatant);
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} else {
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groups.set(groupKey, [combatant]);
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};
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};
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return groups;
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};
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/**
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* @override
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* Sorts combatants for the combat tracker in the following way:
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@ -14,13 +32,14 @@ export class RipCryptCombat extends Combat {
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*/
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_sortCombatants(a, b) {
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// The distance from fate
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return super._sortCombatants(a, b) * -1;
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};
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nextTurn() {
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// Make it skip all combatants with the same initiative value
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};
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// nextTurn() {
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// // Make it skip all combatants with the same initiative value
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// };
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previousTurn() {
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// Go back a step
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};
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// previousTurn() {
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// // Go back a step
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// };
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};
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37
module/documents/combatant.mjs
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37
module/documents/combatant.mjs
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@ -0,0 +1,37 @@
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import { distanceBetweenFates } from "../utils/distanceBetweenFates.mjs";
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export class RipCryptCombatant extends Combatant {
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async _preCreate(data, options, user) {
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const allowed = await super._preCreate(data, options, user);
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if (allowed === false) { return false };
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const start = game.settings.get(`ripcrypt`, `currentFate`);
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const end = this.actor?.system?.fate || this.baseActor?.system?.fate;
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const fateDistance = distanceBetweenFates(start, end);
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this.updateSource({
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initiative: fateDistance,
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});
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};
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get groupKey() {
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const path = this.token?.actor?.system?.fate;
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// Disallow grouping things that don't have a fate path
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if (!path) { return null };
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// Token Disposition (group into: friendlies, unknown, hostiles)
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let disposition = `unknown`;
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switch (this.token.disposition) {
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case CONST.TOKEN_DISPOSITIONS.HOSTILE:
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disposition = `hostile`;
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break;
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case CONST.TOKEN_DISPOSITIONS.FRIENDLY:
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disposition = `friendly`;
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break;
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};
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return `${path}:${disposition}`;
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};
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};
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@ -11,12 +11,12 @@ export const gameTerms = Object.preventExtensions({
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FLECT: `flect`,
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FRACT: `fract`,
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}),
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FatePath: [
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`North`,
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`East`,
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`South`,
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`West`,
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],
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FatePath: Object.freeze({
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NORTH: `North`,
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EAST: `East`,
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SOUTH: `South`,
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WEST: `West`,
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}),
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Access: [
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`Common`,
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`Uncommon`,
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@ -28,6 +28,9 @@ import { registerDevSettings } from "../settings/devSettings.mjs";
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import { registerMetaSettings } from "../settings/metaSettings.mjs";
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import { registerUserSettings } from "../settings/userSettings.mjs";
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import { registerWorldSettings } from "../settings/worldSettings.mjs";
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import { RipCryptCombat } from "../documents/combat.mjs";
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import { RipCryptCombatant } from "../documents/combatant.mjs";
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import { RipCryptCombatTracker } from "../Apps/sidebar/CombatTracker.mjs";
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Hooks.once(`init`, () => {
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Logger.log(`Initializing`);
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@ -53,6 +56,9 @@ Hooks.once(`init`, () => {
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// #endregion
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// #region Class Changes
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CONFIG.ui.combat = RipCryptCombatTracker;
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CONFIG.Combat.documentClass = RipCryptCombat;
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CONFIG.Combatant.documentClass = RipCryptCombatant;
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CONFIG.Item.documentClass = RipCryptItem;
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CONFIG.Dice.terms.d = CryptDie;
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// #endregion
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@ -8,4 +8,14 @@ export function registerMetaSettings() {
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ui.crypt.render({ parts: [ `delveConditions` ]});
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},
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});
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game.settings.register(`ripcrypt`, `currentFate`, {
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scope: `world`,
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type: String,
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config: false,
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requiresReload: false,
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onChange: () => {
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ui.crypt.render({ parts: [ `fate` ] });
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},
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});
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};
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27
module/utils/distanceBetweenFates.mjs
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27
module/utils/distanceBetweenFates.mjs
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@ -0,0 +1,27 @@
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import { gameTerms } from "../gameTerms.mjs";
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import { Logger } from "./Logger.mjs";
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const { FatePath } = gameTerms;
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export function isOppositeFates(a, b) {
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return a === FatePath.NORTH && b === FatePath.SOUTH
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|| a === FatePath.EAST && FatePath.WEST;
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};
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export function distanceBetweenFates(start, end) {
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if (!start || !end) {
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Logger.error(`Start and End must both have a defined value, given`, {start, end});
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return undefined;
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};
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if (isOppositeFates(start, end)) {
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return 2;
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};
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let isForward = start === FatePath.SOUTH && end === FatePath.WEST;
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isForward ||= start === FatePath.NORTH && end === FatePath.EAST;
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if (isForward) {
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return 1;
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};
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return 3;
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};
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