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225 lines
7.5 KiB
225 lines
7.5 KiB
2 years ago
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/**
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* Announcer for `ACommandGod`.
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* Copyright 2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class ACommandGod_Announcer extends CommandAnnouncer
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dependson(ACommandGod);
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var private AnnouncementVariations godStatus, newGod, removeGod, sameGod;
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var private AnnouncementVariations changedGod, wasNotGod;
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protected function Finalizer()
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{
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FreeVariations(godStatus);
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FreeVariations(newGod);
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FreeVariations(removeGod);
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FreeVariations(sameGod);
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FreeVariations(changedGod);
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FreeVariations(wasNotGod);
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super.Finalizer();
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}
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public final function AnnounceGodStatus(ACommandGod.GodStatus status)
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{
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local int i;
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local MutableText statusAsText;
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local array<TextTemplate> templates;
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if (!godStatus.initialized)
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{
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godStatus.initialized = true;
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godStatus.toSelfReport = _.text.MakeTemplate_S(
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"You're %1");
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godStatus.toOtherReport = _.text.MakeTemplate_S(
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"%%target%% is %1");
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}
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statusAsText = DisplayStatus(status);
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templates = MakeArray(godStatus);
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for (i = 0; i < templates.length; i += 1) {
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templates[i].Reset().Arg(statusAsText);
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}
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_.memory.Free(statusAsText);
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MakeAnnouncement(godStatus);
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}
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public final function AnnounceNewGod(ACommandGod.GodStatus status)
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{
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local int i;
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local MutableText statusAsText;
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local array<TextTemplate> templates;
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if (!newGod.initialized)
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{
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newGod.initialized = true;
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newGod.toSelfReport = _.text.MakeTemplate_S(
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"You {$TextPositive made} yourself %1");
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newGod.toSelfPublic = _.text.MakeTemplate_S(
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"%%instigator%% {$TextPositive made} themselves %1");
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newGod.toOtherReport = _.text.MakeTemplate_S(
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"You {$TextPositive made} %%target%% %1");
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newGod.toOtherPrivate = _.text.MakeTemplate_S(
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"%%instigator%% {$TextPositive made} you %1");
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newGod.toOtherPublic = _.text.MakeTemplate_S(
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"%%instigator%% {$TextPositive made} %%target%% %1");
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}
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statusAsText = DisplayStatus(status);
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templates = MakeArray(newGod);
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for (i = 0; i < templates.length; i += 1) {
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templates[i].Reset().Arg(statusAsText);
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}
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_.memory.Free(statusAsText);
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MakeAnnouncement(newGod);
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}
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public final function AnnounceRemoveGod(ACommandGod.GodStatus status)
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{
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local int i;
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local MutableText statusAsText;
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local array<TextTemplate> templates;
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if (!removeGod.initialized)
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{
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removeGod.initialized = true;
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removeGod.toSelfReport = _.text.MakeTemplate_S(
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"You, %1, {$TextNegative became} a mere {$TextNegative mortal}");
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removeGod.toSelfPublic = _.text.MakeTemplate_S(
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"%1 %%instigator%% {$TextNegative made} themselves a mere"
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@ "{$TextNegative mortal}");
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removeGod.toOtherReport = _.text.MakeTemplate_S(
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"%1 %%target%% was {$TextNegative made} a mere"
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@ "{$TextNegative mortal} by you");
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removeGod.toOtherPrivate = _.text.MakeTemplate_S(
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"You, %1, was {$TextNegative made} a mere {$TextNegative mortal}"
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@ "by %%instigator%%");
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removeGod.toOtherPublic = _.text.MakeTemplate_S(
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"%1 %%target%% was {$TextNegative made} a mere"
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@ "{$TextNegative mortal} by %%instigator%%");
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}
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statusAsText = DisplayStatus(status);
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templates = MakeArray(removeGod);
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for (i = 0; i < templates.length; i += 1) {
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templates[i].Reset().Arg(statusAsText);
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}
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_.memory.Free(statusAsText);
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MakeAnnouncement(removeGod);
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}
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public final function AnnounceSameGod(ACommandGod.GodStatus status)
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{
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local int i;
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local MutableText statusAsText;
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local array<TextTemplate> templates;
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if (!sameGod.initialized)
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{
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sameGod.initialized = true;
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sameGod.toSelfReport = _.text.MakeTemplate_S(
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"You are already %1");
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sameGod.toOtherReport = _.text.MakeTemplate_S(
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"%%target%% is already %1");
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}
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statusAsText = DisplayStatus(status);
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templates = MakeArray(sameGod);
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for (i = 0; i < templates.length; i += 1) {
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templates[i].Reset().Arg(statusAsText);
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}
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_.memory.Free(statusAsText);
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MakeAnnouncement(sameGod);
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}
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public final function AnnounceChangedGod(
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ACommandGod.GodStatus oldStatus,
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ACommandGod.GodStatus newStatus)
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{
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local int i;
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local MutableText oldStatusAsText, newStatusAsText;
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local array<TextTemplate> templates;
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if (!changedGod.initialized)
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{
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changedGod.initialized = true;
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changedGod.toSelfReport = _.text.MakeTemplate_S(
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"You, %1, {$TextPositive made} yourself %2");
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changedGod.toSelfPublic = _.text.MakeTemplate_S(
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"%1 %%instigator%% {$TextPositive made} themselves %2");
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changedGod.toOtherReport = _.text.MakeTemplate_S(
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"You {$TextPositive made} %1 %%target%% into %1");
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changedGod.toOtherPrivate = _.text.MakeTemplate_S(
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"%%instigator%% {$TextPositive made} you, %1, into %2");
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changedGod.toOtherPublic = _.text.MakeTemplate_S(
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"%%instigator%% {$TextPositive made} %1 %%target%% into %2");
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}
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oldStatusAsText = DisplayStatus(oldStatus);
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newStatusAsText = DisplayStatus(newStatus);
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templates = MakeArray(changedGod);
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for (i = 0; i < templates.length; i += 1) {
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templates[i].Reset().Arg(oldStatusAsText).Arg(newStatusAsText);
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}
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_.memory.Free(oldStatusAsText);
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_.memory.Free(newStatusAsText);
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MakeAnnouncement(changedGod);
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}
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public final function AnnounceWasNotGod()
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{
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local int i;
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local array<TextTemplate> templates;
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if (!sameGod.initialized)
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{
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sameGod.initialized = true;
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sameGod.toSelfReport = _.text.MakeTemplate_S(
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"You are already a mere {$TextNegative mortal}");
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sameGod.toOtherReport = _.text.MakeTemplate_S(
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"%%target%% is already a mere {$TextNegative mortal}");
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}
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templates = MakeArray(sameGod);
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for (i = 0; i < templates.length; i += 1) {
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templates[i].Reset();
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}
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MakeAnnouncement(sameGod);
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}
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private final function MutableText DisplayStatus(ACommandGod.GodStatus status)
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{
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local MutableText builder;
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builder = _.text.Empty();
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if (status.target == none)
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{
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builder.Append(F("a mere {$TextNegative mortal}"));
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return builder;
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}
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if (status.unmovable) {
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builder.Append(F("an {$TextPositive unmovable}, "));
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}
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else {
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builder.Append(F("a {$TextNeutral simple}, "));
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}
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if (status.demigod) {
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builder.Append(F("immortal {$TextNeutral demigod}"));
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}
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else {
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builder.Append(F("invincible {$TextPositive god}"));
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}
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return builder;
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}
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defaultproperties
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{
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}
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