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-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ==========

DefineClass.BanterHasPlayed = {
	__parents = { "Condition", "BanterFunctionObjectBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Banters", name = "Banters", help = "List of banters to play.", 
			editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
		{ id = "WaitOver", name = "And Over", help = "If any of the specified banters are still playing, they will be considered unplayed.", 
			editor = "bool", default = false, },
		{ id = "Negate", 
			editor = "bool", default = false, },
	},
	Documentation = "Check if a banter has played, ever",
	EditorNestedObjCategory = "Banter",
}

function BanterHasPlayed:GetEditorView()
	if not self.Negate then
		return Untranslated("If any of banter(s) played: ").. Untranslated(table.concat(self.Banters, ", "))
	else
		return Untranslated("None of banter(s) have played: ").. Untranslated(table.concat(self.Banters, ", "))
	end
end

function BanterHasPlayed:__eval(obj, context)
	if not g_ActiveBanters then return false end
	
	local hasPlayed = false
	for i, banter in ipairs(self.Banters) do
		if g_BanterCooldowns[banter] then
			hasPlayed = banter
			break
		end
	end
	
	if self.WaitOver and g_ActiveBanters[hasPlayed] then
		hasPlayed = false
	end
	return hasPlayed
end

DefineClass.BanterIsPlaying = {
	__parents = { "Condition", "BanterFunctionObjectBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Banters", name = "Banters", help = "List of banters to check.", 
			editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
		{ id = "Negate", 
			editor = "bool", default = false, },
	},
	Documentation = "Check if a banter is currently playing. Useful for repeatable effects. For one time effects use BanterHasPlayed.",
	EditorNestedObjCategory = "Banter",
}

function BanterIsPlaying:GetEditorView()
	if not self.Negate then
		return Untranslated("If any of banter(s) are currently playing: ").. Untranslated(table.concat(self.Banters, ", "))
	else
		return Untranslated("None of banter(s) are currently playing: ").. Untranslated(table.concat(self.Banters, ", "))
	end
end

function BanterIsPlaying:__eval(obj, context)
	local isPlaying = false
	
	for _, bantPlaying in ipairs(g_ActiveBanters) do
		local idx = table.find(self.Banters, bantPlaying.preset.id)
		if idx then
			isPlaying = true
			break
		end
	end
	
	return isPlaying
end

DefineClass.CheckIsPersistentUnitDead = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "per_ses_id", name = "per_ses_id", 
			editor = "combo", default = false, items = function (self) return GetPersistentSessionIds() end, },
		{ id = "Negate", name = "Negate", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Is unit with persistent id <u(per_ses_id)> dead"),
	Documentation = "Checks if a unit with a given persistent id is dead",
	EditorViewNeg = Untranslated("Unit with persistent id <u(per_ses_id)> is NOT dead"),
	EditorNestedObjCategory = "Units",
}

function CheckIsPersistentUnitDead:__eval(obj, context)
	local unitList = g_PersistentUnitData and g_PersistentUnitData[self.per_ses_id]
	if not unitList then return false end
	for i, u in ipairs(unitList) do
		if u:IsDead() then
			return true
		end
	end
	return false
end

DefineClass.CheckSatelliteTimeRange = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "StartPoint", 
			editor = "combo", default = "FromCampaignStart", items = function (self) return {"FromCampaignStart", "WithinDay"} end, },
		{ id = "TimeMinH", name = "Min Time", help = "in hours", 
			editor = "number", default = 0, },
		{ id = "TimeMaxH", name = "Max Time", help = "in hours", 
			editor = "number", default = 1, min = 1, },
	},
	EditorView = Untranslated("Checks if current satellite time is between two values [<u(TimeMinH)> , <u(TimeMaxH)>) expressed in hours <u(StartPoint)>."),
	Documentation = "Checks if the game time matches an interval.",
}

function CheckSatelliteTimeRange:__eval(obj, context)
	if not Game.CampaignTimeStart then return false end
	local min, max = self.TimeMinH, self.TimeMaxH
	local onStartPassedHours = GetTimeAsTable(Game.CampaignTimeStart).hour
	local passedHoursFromStart = (Game.CampaignTime - Game.CampaignTimeStart) / const.Scale.h 
	local passedHours = onStartPassedHours + passedHoursFromStart
	if self.StartPoint == "FromCampaignStart" then
		return passedHours >= min and passedHours < max
	elseif self.StartPoint == "WithinDay" then
		local passedHoursPerDay = passedHours % 24
		return passedHoursPerDay >= min and passedHoursPerDay < max
	end
end

function CheckSatelliteTimeRange:GetError()
	if not self.TimeMinH and not self.TimeMaxH then
		return "No time restriction specified"
	end
	if not self.StartPoint then
		return "No Start Point specified"
	end
end

DefineClass.CityHasLoyalty = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "City", help = "Check loyalty of the specified city.", 
			editor = "choice", default = false, items = function (self) return table.map(GetCurrentCampaignPreset().Cities, "Id") end, },
		{ id = "Condition", help = "The comparison to perform.", 
			editor = "choice", default = false, items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ id = "Amount", help = "Compare loyalty to this value.", 
			editor = "number", default = false, },
	},
	EditorView = Untranslated("if city <u(City)> loyalty is <u(Condition)><Amount>"),
	Documentation = "Checks the loyalty of a specific city",
	EditorNestedObjCategory = "Sectors",
}

function CityHasLoyalty:__eval(obj, context)
	local loyalty = GetCityLoyalty(self.City)
	return self:CompareOp(loyalty, context)
end

function CityHasLoyalty:GetError()
	if not self.Condition then
		return "Missing Condition"
	elseif not self.Amount then
		return "Missing Amount"
	elseif not self.City then
		return "Missing City"
	end
end

function CityHasLoyalty:GetUIText(context, template, game)
	local cityname = ""
	cityname = gv_Cities and self.City and gv_Cities[self.City] and gv_Cities[self.City].DisplayName or not game and Untranslated("[CityName]") or ""
	if self.Condition=="<" or self.Condition=="<=" then
		return T{834231644194, "Low Loyalty with <em><city_name></em>", city_name = cityname or ""}
	elseif self.Condition==">" or self.Condition==">=" or self.Condition=="=="  then
		return T{595954628454, "High Loyalty with <em><city_name></em>", city_name = cityname or ""}
	end
end

DefineClass.CiviliansKilled = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Condition", name = "condition", help = "Select the relation to the specified value.", 
			editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ id = "Amount", name = "Amount", help = "Set the value to check against.", 
			editor = "number", default = 0, min = 0, },
	},
	EditorView = Untranslated("If the player has killed <u(Condition)> <u(Amount)> civilians."),
	EditorViewNeg = Untranslated("If the player has NOT killed <u(Condition)> <u(Amount)> civilians."),
	Documentation = "Checks the amount of civilians the player has killed.",
	EditorNestedObjCategory = "Player",
}

function CiviliansKilled:__eval(obj, context)
	return self:CompareOp(gv_CiviliansKilled, context)
end

function CiviliansKilled:GetError()
	if not self.Amount then
		return "Specify the param amount"
	end
end

DefineClass.CombatIsActive = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if combat in progress"),
	EditorViewNeg = Untranslated("if no combat in progress"),
	Documentation = "Checks for an active combat (turn-based mode).",
	EditorNestedObjCategory = "Combat",
}

function CombatIsActive:__eval(obj, context)
	return g_Combat
end

DefineClass.CombatTaskIsActive = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", 
			editor = "bool", default = false, },
		{ id = "task", 
			editor = "preset_id", default = false, preset_class = "CombatTask", },
	},
	EditorView = Untranslated("Combat Task <task> is active"),
	EditorViewNeg = Untranslated("Combat Task <task> is not active"),
	Documentation = "Check if specified CombatTask is currently active for any unit",
	EditorNestedObjCategory = "Combat",
}

function CombatTaskIsActive:__eval(obj, context)
	return self.task and FindActiveCombatTask(self.task)
end

DefineClass.CombatTurn = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Condition", name = "Condition", 
			editor = "choice", default = "==", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ id = "Amount", 
			editor = "number", default = 0, },
	},
	EditorView = Untranslated("Combat Turn <Condition> <Amount>"),
	Documentation = "Checks the current turn in combat",
	EditorNestedObjCategory = "Combat",
}

function CombatTurn:__eval(obj, context)
	if not g_Combat then return false end
	return self:CompareOp(g_Combat.current_turn, context)
end

DefineClass.EmailIsRead = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", 
			editor = "bool", default = false, },
		{ id = "emailId", name = "Email Id", 
			editor = "preset_id", default = false, preset_class = "Email", preset_filter = function (preset, obj, prop_meta)
	return not preset.repeatable
end, 
},
	},
	EditorView = Untranslated("If <u(emailId)> email is read."),
	EditorViewNeg = Untranslated("If <u(emailId)> email is NOT read."),
	Documentation = "Check if an Email is read.",
	EditorNestedObjCategory = "Player",
}

function EmailIsRead:__eval(obj, context)
	local emailReceived = gv_ReceivedEmails[self.emailId]
	return emailReceived and GetReceivedEmail(self.emailId).read
end

function EmailIsRead:GetError()
	if not self.emailId then
		return "Specify an Email"
	end
end

DefineClass.EnemySquadInSector = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	EditorView = Untranslated("An enemy squad is in <u(sector_id)> sector"),
	EditorViewNeg = Untranslated("No enemy squad is in <u(sector_id)> sector"),
	Documentation = "Checks if any type of enemy squad is in control of a given sector (meaning enemy control - no conflict and there's an enemy squad in that sector)",
	EditorNestedObjCategory = "Sectors",
}

function EnemySquadInSector:__eval(obj, context)
	local sector_id = self.sector_id
	return gv_Sectors[sector_id] and not gv_Sectors[sector_id].conflict and #GetSectorSquadsFromSide(sector_id,"enemy1","enemy2") > 0
end

DefineClass.EvalForEachUnitInSector = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Sector", help = "Game sector to test.", 
			editor = "combo", default = "A1", items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "Negate", 
			editor = "bool", default = false, },
		{ id = "CheckFor", name = "Valid for units", help = "Conditions are true for 'all' or 'any' of mercs in that sector.", 
			editor = "combo", default = "any", items = function (self) return {"all", "any"} end, },
		{ id = "Conditions", name = "Conditions", help = "Conditions to evaluate.", 
			editor = "nested_list", default = false, base_class = "Condition", },
	},
	Documentation = 'For each unit in each squad in the given sector, evaluates the nested conditions in order, evaluating to true if all of them evaluate to true. Target unit conditions must be with TargetUnit = "current unit"',
	EditorView = Untranslated("if for <u(CheckFor)> units from sector '<u(Sector)>' all conditions are true."),
	EditorViewNeg = Untranslated("if for <u(CheckFor)> units from sector '<u(Sector)>' at least one condition is false."),
	EditorNestedObjCategory = "Units",
}

function EvalForEachUnitInSector:__eval(obj, context)
	local conditions =  self.Conditions
	if not conditions or #conditions == 0 then
		return true
	end
	if not context then context = {} end
	context.is_sector_unit = true
	context.target_units = {}
	local check_for = self.CheckFor
	
	local squads = GetSquadsInSector(self.Sector)
	for i, squad in ipairs(squads) do
		for j, unit_id in ipairs(squad.units) do
			local unit = gv_UnitData[unit_id]
			context.target_units[1] = unit
			if _EvalConditionList(conditions, unit, context) then
				if check_for == "any" then
					context.is_sector_unit = false
					return true
				end
			else
				if check_for == "all" then
					context.is_sector_unit = false
					return false
				end
			end
		end
	end
	context.is_sector_unit = false
	return check_for == "all"
end

DefineClass.GroupIsDead = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Group", name = "Group", 
			editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
		{ id = "Mode", 
			editor = "choice", default = "all", items = function (self) return { "all", "any" } end, },
	},
	EditorView = Untranslated("If <u(Mode)> from <u(Group)> are dead."),
	EditorViewNeg = Untranslated("if not <u(Mode)> from <u(Group)> are dead"),
	Documentation = "Checks if there are dead units from the group on the map",
	EditorNestedObjCategory = "Units",
}

function GroupIsDead:__eval(obj, context)
	-- Check in GameVar DeadGroupsInSectors
	local deadGroups = DeadGroupsInSectors[gv_CurrentSectorId]
	local gameVarResult = deadGroups and deadGroups[self.Group]
	
	if gameVarResult then
		if self.Mode == "any" then
			return gameVarResult == "any" or gameVarResult == "all"
		elseif self.Mode == "all" then
			return gameVarResult == "all"
		end
	end
	
	-- Nothing in GameVar(all allive or no info collected)
	-- Check in MapVar Groups
	local mapVarResult
	local dead, alive = 0, 0
	for _, obj in ipairs(Groups[self.Group]) do
		if IsKindOf(obj, "Unit") then
			if obj:IsDead() then
				dead = dead + 1
			else
				alive = alive + 1
			end
		end
	end
	
	if dead > 0 then
		if alive > 0 then
			mapVarResult = "any"
		else
			mapVarResult = "all"
		end
	end
	
	if mapVarResult then
		if self.Mode == "any" then
			return mapVarResult == "any" or mapVarResult == "all"
		elseif self.Mode == "all" then
			return mapVarResult == "all"
		end
	end
	
	return false
end

DefineClass.GuardpostObjectiveDone = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "GuardpostObjective", name = "GuardpostObjective", 
			editor = "preset_id", default = false, preset_class = "GuardpostObjective", },
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("If guardpost objective <u(GuardpostObjective)> is completed"),
	EditorViewNeg = Untranslated("If guardpost objective <u(GuardpostObjective)> is NOT completed"),
	Documentation = "Checks if a guardpost objective has been completed.",
	EditorNestedObjCategory = "Sectors",
}

function GuardpostObjectiveDone:__eval(obj, context)
	return IsGuardpostObjectiveDone(self.GuardpostObjective)
end

DefineClass.InteractableHasVisualObjects = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "InteractableGroup", help = "The group of the interactable", 
			editor = "combo", default = "false", items = function (self) return table.keys(Groups) end, },
	},
	StoreAsTable = false,
	Documentation = "Can be used to detect if visuals of an interactable were destroyed etc.",
	EditorView = Untranslated("if '<u(InteractableGroup)>' has visual objects"),
	EditorViewNeg = Untranslated("if '<u(InteractableGroup)>' doesn't have visual objects"),
	EditorNestedObjCategory = "Interactions",
}

function InteractableHasVisualObjects:__eval(obj, context)
	local group = Groups[self.InteractableGroup]
	for i, int in ipairs(group) do
		if IsKindOf(int, "Interactable") then
			local visual = ResolveInteractableVisualObjects(int, nil, nil, "findFirst")
			if visual then
				return true
			end
			return false
		end
	end
	return false
end

DefineClass.InteractingMercHasItem = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "ItemId", 
			editor = "combo", default = false, items = function (self) return ClassDescendantsCombo("InventoryItem") end, },
		{ id = "Equipped", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("If the merc interacting with this has an item of class <u(ItemId)>"),
	EditorViewNeg = Untranslated("If the merc interacting with this doesn't have an item of class <u(ItemId)>"),
	Documentation = "If the merc interacting with an interactable has an item of a specific class",
	EditorNestedObjCategory = "Mercs",
}

function InteractingMercHasItem:__eval(obj, context)
	local unit = context and context.target_units
	unit = unit and unit[1]
	if not unit then return false end
	
	local has = false
	if self.Equipped then
		has = unit:GetItemInSlot("Handheld A", self.ItemId) or
					unit:GetItemInSlot("Handheld B", self.ItemId)
	else
		has = unit:GetItemInSlot("Inventory", self.ItemId)
	end
	
	return has
end

function InteractingMercHasItem:GetError()
	if not self.ItemId then
		return "Set Item!"
	end
end

DefineClass.IsCurrentMap = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "MapFile", 
			editor = "combo", default = "", items = function (self) return ListMaps() end, },
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	Documentation = "Check if currently in tactical view on the specified map",
	EditorNestedObjCategory = "Sectors",
	EditorView = Untranslated("Currently in tactical view in <u(MapFile)>"),
	EditorViewNeg = Untranslated("Currently not in tactical view in <u(MapFile)>"),
}

function IsCurrentMap:__eval(obj, context)
	if gv_SatelliteView or not gv_Sectors then return false end
	
	local sectorPreset = gv_Sectors[gv_CurrentSectorId]
	if sectorPreset then
		return sectorPreset.Map == self.MapFile
	end
end

function IsCurrentMap:GetError()
	if not self.MapFile then
		return "specify map!"
	end
end

DefineClass.IsDayOfTheWeek = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "WDay", name = "Day of the Week", 
			editor = "number", default = 1, min = 1, max = 7, },
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Current day is <day_name_number(WDay)>"),
	EditorViewNeg = Untranslated("Current day is not <day_name_number(WDay)>"),
	Documentation = "Used to check which day of the week the current day is (1 - Monday etc)",
	EditorNestedObjCategory = "Sectors",
}

function IsDayOfTheWeek:__eval(obj, context)
	--%w - Weekday as decimal number (1 - 7; Sunday is 1)
	local actualDay
	if self.WDay and self.WDay == 7 then
		 actualDay = 1
	elseif self.WDay then
		actualDay = self.WDay  + 1
	end
	return GetTimeAsTable(Game.CampaignTime).wday == actualDay
end

DefineClass.IsSectorOperationStarted = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
		{ id = "operation", name = "Operation", help = "Operation to check", 
			editor = "combo", default = false, items = function (self) return table.keys(SectorOperations) end, },
	},
	EditorView = Untranslated("if <u(sector_id)> sector has Operation <u(operation)> in progress"),
	EditorViewNeg = Untranslated("if <u(sector_id)> sector does not have Operation <u(operation)> in progress"),
	Documentation = "Checks if the specified operation is being perfomed by a merc in the sector",
	EditorNestedObjCategory = "Sectors",
}

function IsSectorOperationStarted:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	local mercs = GetPlayerSectorUnits(sector_id)
	for _, merc in ipairs(mercs) do
		if merc.Operation == self.operation then
			return true
		end
	end
	return false
end

function IsSectorOperationStarted:GetError()
	if not self.operation then
		return "Specify operation!"
	end
end

DefineClass.IsTimeOfDay = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "TimeOfDay", 
			editor = "combo", default = "Day", items = function (self) return { "Day", "Night", "Sunrise", "Sunset" } end, },
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Time of day is <u(TimeOfDay)>"),
	EditorViewNeg = Untranslated("Time of day is not <u(TimeOfDay)>"),
	Documentation = "Used to check the time of day.",
	EditorNestedObjCategory = "Sectors",
}

function IsTimeOfDay:__eval(obj, context)
	local timeOfDay = CalculateTimeOfDay(Game.CampaignTime)
	return timeOfDay == self.TimeOfDay
end

DefineClass.ItemIsFound = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Sector", name = "Sector Id", help = "Sector id", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"},{text = "all sectors", value = "all_sectors"}}, GetCampaignSectorsCombo()) end, },
		{ id = "ItemId", name = "Item", help = "Item id that is looked for.", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
		{ id = "Amount", name = "Amount", help = "Amount of that item.", 
			editor = "number", default = 1, min = 1, },
		{ id = "eval_count", name = "eval_count", help = "Amount of that item.", 
			editor = "number", default = 0, dont_save = true, no_edit = true, min = 0, },
	},
	EditorView = Untranslated("if any merc or opened container in <u(Sector)> sector  has <u(ItemId)>(<Amount>) "),
	EditorViewNeg = Untranslated("if any merc or opened container in <u(Sector)> sector haven't <u(ItemId)>(<Amount>) "),
	Documentation = "if the item is in any merc or opened container in that sector",
	EditorNestedObjCategory = "Player",
}

function ItemIsFound:__eval(obj, context)
	-- sector
	local sector_id =  self.Sector
	if self.Sector == "current" then
		sector_id = gv_CurrentSectorId
	end
	-- units has item
	self.eval_count = nil
	local squads = GetSquadsInSector(sector_id)
	for i, squad in ipairs(squads) do
		for j, unit_id in ipairs(squad.units) do
			local unit = gv_UnitData[unit_id]
			unit:ForEachItemDef(self.ItemId, function(item, slot, self)
				self.eval_count = self.eval_count + (IsKindOf(item, "InventoryStack") and item.Amount or 1)
				if self.eval_count >= self.Amount then
					return "break"
				end
			end, self)
			if self.eval_count >= self.Amount then
				return true
			end
		end
	end
	local amount = self.eval_count
	self.eval_count = nil
	-- sector opened containers has item
	return SectorContainersHasItem(sector_id, self.ItemId, amount)
end

function ItemIsFound:GetError()
	if not self.ItemId then
		return "Set Item!"
	end
end

DefineClass.ItemIsInMerc = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Sector", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"},{text = "all sectors", value = "all_sectors"}}, GetCampaignSectorsCombo()) end, },
		{ id = "ItemId", name = "Item", help = "Item id that is looked for.", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
		{ id = "Amount", name = "Amount", help = "Amount of that item.", 
			editor = "number", default = 1, min = 1, },
		{ id = "eval_count", name = "eval_count", help = "Amount of that item.", 
			editor = "number", default = 0, dont_save = true, no_edit = true, min = 0, },
	},
	EditorView = Untranslated("if any merc in <u(Sector)> sector  has <u(ItemId)>(<Amount>) "),
	EditorViewNeg = Untranslated("if any merc  in <u(Sector)> sector haven't <u(ItemId)>(<Amount>) "),
	Documentation = "if the item is in any merc in that sector",
	EditorNestedObjCategory = "Mercs",
}

function ItemIsInMerc:__eval(obj, context)
	-- sector
	local sector_id =  self.Sector
	if self.Sector == "current" then
		sector_id = gv_CurrentSectorId
	end
	-- units has item
	self.eval_count = nil
	local squads = self.Sector == "all_sectors" and GetPlayerMercSquads() or GetSquadsInSector(sector_id)
	for i, squad in ipairs(squads) do
		for j, unit_id in ipairs(squad.units) do
			local unit = gv_UnitData[unit_id]
			unit:ForEachItemDef(self.ItemId, function(item, slot, self)
				self.eval_count = self.eval_count + (IsKindOf(item, "InventoryStack") and item.Amount or 1)
				if self.eval_count >= self.Amount then
					return "break"
				end
			end, self)
			if self.eval_count >= self.Amount then
				self.eval_count = nil
				return true
			end
		end
	end
	self.eval_count = nil
end

function ItemIsInMerc:GetError()
	if not self.ItemId then
		return "Set Item!"
	end
end

DefineClass.MercChatConditionCombatParticipate = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Days", name = "Days", 
			editor = "number", default = 14, no_edit = true, },
		{ id = "PresetValue", name = "PresetValue", 
			editor = "choice", default = "<=3", items = function (self) return { { name = "low (<=3)", value = "<=3" }, { name = "high (>=10)", value = ">=10" }, } end, },
	},
	RequiredObjClasses = {
	"MercChatBranch",
	"UnitData",
},
	EditorView = Untranslated("If merc fought in <u(PresetValue)> conflicts in the past <Days> days."),
	Documentation = "Checks if the merc participated in a conflict in the last X days.",
	EditorNestedObjCategory = "Merc Chat",
}

function MercChatConditionCombatParticipate:__eval(obj, context)
	local mercId = obj.session_id
	local conflicts = GetMercConflictsParticipatedWithinLastDays(mercId, self.Days, "unique")
	-- todo: check substr and convert to number?
	if self.PresetValue == "<=3" then
		return conflicts <= 3
	elseif self.PresetValue == "=>10" then
		return conflicts >= 10
	end
end

DefineClass.MercChatConditionDeathToll = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Days", name = "Days", 
			editor = "number", default = 14, no_edit = true, },
		{ id = "PresetValue", name = "PresetValue", 
			editor = "choice", default = "0", items = function (self) return { { name = "good (0)", value = "0" }, { name = "moderate (1)", value = "1" }, { name = "high (2+)", value = "2+" } } end, },
	},
	RequiredObjClasses = {
	"MercChatBranch",
},
	EditorView = Untranslated("If <u(PresetValue)> dead mercs in last <Days> days."),
	Documentation = "",
	EditorNestedObjCategory = "Merc Chat",
}

function MercChatConditionDeathToll:__eval(obj, context)
	local timeNow = Game and Game.CampaignTime or 0
	local deadMercs = 0
	local lastDaysInMs = self.Days * const.Scale.day
	
	ForEachMerc(function(mId)
		local ud = gv_UnitData and gv_UnitData[mId]
		if ud and ud.HireStatus == "Dead" then
			local deathTime = ud.HiredUntil
			if timeNow - deathTime < lastDaysInMs then
				deadMercs = deadMercs + 1
			end
		end
	end)
	
	local deadMercsCond = self.PresetValue
	if deadMercsCond == "2+" then
		return deadMercs >= 2
	else
		deadMercsCond = tonumber(deadMercsCond) or 0
		return deadMercs == deadMercsCond
	end
end

DefineClass.MercChatConditionLateRenew = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	RequiredObjClasses = {
	"MercChatBranch",
	"UnitData",
},
	EditorView = Untranslated("If player is trying to renew contract when less than a day is left."),
	Documentation = "",
	EditorNestedObjCategory = "Merc Chat",
}

function MercChatConditionLateRenew:__eval(obj, context)
	if obj.HireStatus ~= "Hired" then return false end
	local contractLeft = obj.HiredUntil - Game.CampaignTime
	return contractLeft <  const.Scale.day
end

DefineClass.MercChatConditionMoney = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "PresetValue", name = "PresetValue", 
			editor = "choice", default = "<=10", items = function (self) return { { name = "low (<=10k)", value = "<=10" }, { name = "high (>=50k)", value = ">=50" }, } end, },
	},
	RequiredObjClasses = {
	"MercChatBranch",
	"UnitData",
},
	EditorView = Untranslated("If player has <u(PresetValue)> money."),
	Documentation = "",
	EditorNestedObjCategory = "Merc Chat",
}

function MercChatConditionMoney:__eval(obj, context)
	local money = Game.Money
	
	-- todo: check substr and convert to number?
	if self.PresetValue == "<=10" then
		return money <= 10000
	elseif self.PresetValue == ">=50" then
		return money >= 50000
	end
end

DefineClass.MercChatConditionRehire = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "PresetValue", name = "PresetValue", 
			editor = "choice", default = "0", items = function (self) return { { name = "none", value = "0" }, { name = "low (1-2)", value = "1-2" }, { name = "high (5+)", value = "5+" } } end, },
	},
	RequiredObjClasses = {
	"MercChatBranch",
	"UnitData",
},
	EditorView = Untranslated("If player has <u(PresetValue)> contracts/extensions with the merc."),
	Documentation = "",
	EditorNestedObjCategory = "Merc Chat",
}

function MercChatConditionRehire:__eval(obj, context)
	local mercId = obj.session_id
	local contracts = GetMercStateFlag(mercId, "HireCount") or 0
	if self.PresetValue == "0" and contracts == 0 then return true end
	if self.PresetValue == "1-2" and contracts >= 1 and contracts <= 2 then return true end
	if self.PresetValue == "5+" and contracts >= 5 then return true end
	return false
end

DefineClass.MercChatConditionWhim = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Days", name = "Days", 
			editor = "number", default = 1, no_edit = true, },
		{ id = "PresetValue", name = "PresetValue", 
			editor = "choice", default = 20, items = function (self) return { { name = "normal (20%)", value = 20 }, { name = "low (10%)", value = 10 }, { name = "high (50%)", value = 50 } } end, },
	},
	RequiredObjClasses = {
	"MercChatBranch",
	"UnitData",
},
	EditorView = Untranslated("If <u(PresetValue)>% chance. Rerolled once every <Days> days per merc."),
	Documentation = "",
	EditorNestedObjCategory = "Merc Chat",
}

function MercChatConditionWhim:__eval(obj, context)
	local mercId = obj.session_id
	local dayHash = xxhash(mercId, (Game.CampaignTime / const.Scale.day) / self.Days, Game.id)
	local roll = 1 + BraidRandom(dayHash, 100)
	CombatLog("debug", "MercChatWhim rolled " .. roll)
	return roll < self.PresetValue
end

DefineClass.MercIsLikedDisliked = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Relation", name = "Relation", help = "Choose to search in Likes or Dislikes", 
			editor = "combo", default = "Likes", items = function (self) return {"Likes", "Dislikes"} end, },
		{ id = "Object", name = "Object", 
			editor = "combo", default = false, items = function (self) return MercPresetCombo() end, },
	},
	Documentation = "Checks if a specific merc has another one in his Likes/Dislikes tables.",
	EditorNestedObjCategory = "Mercs",
}

function MercIsLikedDisliked:__eval(obj, context)
	local subject = self.TargetUnit
	local relation = self.Relation
	local object = self.Object
	
	if relation == "Likes" then
		if table.find(gv_UnitData[subject].Likes, object) then return true end
	elseif relation == "Dislikes" then
		if table.find(gv_UnitData[subject].Dislikes, object) then return true end
	end
	
	return false
end

function MercIsLikedDisliked:GetEditorView()
	if self.Negate then
		return T{Untranslated("if '<u(TargetUnit)>' NOT '<u(relation)>' '<u(Object)>'."), Object =  self.Object, relation = self.Relation }
	else
		return T{Untranslated("if '<u(TargetUnit)>'  '<u(relation)>' '<u(Object)>'."), Object =  self.Object, relation = self.Relation}
	end
end

function MercIsLikedDisliked:GetError()
	if not self.TargetUnit then
		return "Specify the object"
	end
	if not self.Object then
		return "Specify the subject"
	end
	if not self.Relation then
		return "Specify the relation"
	end
end

DefineClass.PlayerControlCities = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Condition", name = "condition", help = "Select the relation to player cities count.", 
			editor = "combo", default = ">", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.", 
			editor = "number", default = 0, min = 0, },
		{ category = "General", id = "CitySectors", help = "Count number of sectors that belong to any city rather than unique cities.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Player cities <u(Condition)> <Amount>"),
	Documentation = "Checks player cities count",
	EditorNestedObjCategory = "Sectors",
}

function PlayerControlCities:__eval(obj, context)
	local cityCount = GetPlayerCityCount(self.CitySectors)
	return self:CompareOp(cityCount)
end

DefineClass.PlayerControlSectors = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "POIs", name = "Required POIs", help = "Only sectors which contain the POIs specified will be counted; choose 'all' to count all sectors.", 
			editor = "choice", default = "all", items = function (self) return GetSectorPOITypes() end, },
		{ category = "General", id = "Condition", name = "condition", help = "Select the relation to matching sectors count.", 
			editor = "combo", default = ">", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.", 
			editor = "number", default = 0, min = 0, },
	},
	Documentation = "Checks player sectors matching the specified POIs count",
	EditorNestedObjCategory = "Sectors",
}

function PlayerControlSectors:GetEditorView()
	if self.POIs == "all" then
		return Untranslated("Player sectors <u(Condition)> <Amount>")
	else
		return Untranslated(string.format("Player sectors with %s =<u(Condition)> <Amount>", self.POIs))
	end
end

function PlayerControlSectors:__eval(obj, context)
	return self:CompareOp(gv_PlayerSectorCounts[self.POIs] or 0)
end

DefineClass.PlayerHasALowHealthMerc = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Player has a merc that is not in full health"),
	EditorViewNeg = Untranslated("All player mercs are at full health"),
	Documentation = "Checks if the player has at least one merc that is not on full health",
	EditorNestedObjCategory = "Mercs",
}

function PlayerHasALowHealthMerc:__eval(obj, context)
	if gv_SatelliteView then
		for _, squad in ipairs(g_SquadsArray) do
			if squad.Side == "player1" then
				for i, u in ipairs(squad.units or empty_table) do
					if gv_UnitData[u] and gv_UnitData[u].HitPoints < gv_UnitData[u].MaxHitPoints then
						return true
					end
				end
			end
		end
	else
		for _, team in ipairs(g_Teams) do 
			if team.side == "player1" then 
				for _, u in ipairs(team.units) do
					if u.HitPoints < u.MaxHitPoints then
						return true
					end
				end
			end
		end
	end
	return false
end

DefineClass.PlayerHasAWoundedMerc = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated('Player has a merc with at least 1 stack of "Wounded" character effect'),
	EditorViewNeg = Untranslated("All player mercs are not wounded"),
	Documentation = "Checks if the player has at least one wounded merc",
	EditorNestedObjCategory = "Mercs",
}

function PlayerHasAWoundedMerc:__eval(obj, context)
	if gv_SatelliteView then
		for _, squad in ipairs(g_SquadsArray) do
			if squad.Side == "player1" then
				for i, u in ipairs(squad.units or empty_table) do
					local unit = gv_UnitData[u]
					local idx = unit:HasStatusEffect("Wounded")
					if idx and unit.StatusEffects[idx].stacks>0 then
						return true
					end
				end
			end
		end
	else
		for _, team in ipairs(g_Teams) do 
			if team.side == "player1" then 
				for _, unit in ipairs(team.units) do
					local idx = unit:HasStatusEffect("Wounded")
					if idx and unit.StatusEffects[idx].stacks>0 then
						return true
					end
				end
			end
		end
	end
	return false
end

DefineClass.PlayerHasMoney = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ category = "General", id = "Condition", name = "condition", help = "Select the relation to the specified value.", 
			editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.", 
			editor = "number", default = 0, min = 0, },
	},
	EditorView = Untranslated("if player's money <u(Condition)> <money(Amount)>"),
	EditorViewNeg = Untranslated("if player's money are not <u(Condition)> <money(Amount)>"),
	Documentation = "Checks the amount of money that the player has.",
	EditorNestedObjCategory = "Player",
}

function PlayerHasMoney:__eval(obj, context)
	return self:CompareOp(Game.Money, context)
end

function PlayerHasMoney:GetUIText(context)
	--[[if self.Negate then
		return  T{222544399443, "<money(Amount)> required", Amount = self.Amount}
	else
		return  T{982094780061, "Give <money(Amount)>", Amount = self.Amount}
	end
	--]]
end

function PlayerHasMoney:GetError()
	if not self.Amount then
		return "Specify the param amount"
	end
end

DefineClass.PlayerIsInSectors = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition", 
			editor = "bool", default = false, },
		{ id = "Sectors", name = "Sectors", help = "Check if the game play is in that sector.", 
			editor = "string_list", default = {"A1"}, item_default = "A1", items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Checks if the game play is in any of sectors.",
	EditorNestedObjCategory = "Sectors",
}

function PlayerIsInSectors:__eval(obj, context)
	return not gv_SatelliteView and gv_CurrentSectorId and table.find(self.Sectors, gv_CurrentSectorId)
end

function PlayerIsInSectors:GetEditorView()
	if self.Negate then 
		return T{672591083408, "if NOT in any of sectors {<u(text)>}", text = table.concat(self.Sectors, ", ")}
	else
		return T{484570727486, "if in any of sectors {<u(text)>}", text = table.concat(self.Sectors, ", ")}
	end
end

DefineClass.PlayerIsInSectorsOfTier = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "UpTo", 
			editor = "bool", default = true, },
		{ id = "MapTier", name = "MapTier", 
			editor = "number", default = 0, scale = 10, step = 5, min = 0, max = 50, },
	},
	Documentation = "Checks if in tactical view on a sector of a specific tier.",
	EditorNestedObjCategory = "Sectors",
}

function PlayerIsInSectorsOfTier:__eval(obj, context)
	if gv_SatelliteView then return false end
	
	local sector = gv_Sectors[gv_CurrentSectorId]
	if not sector then return false end
	
	local sectorTier = sector.MapTier
	if self.UpTo then
		return sectorTier <= self.MapTier
	end
	
	return sectorTier == self.MapTier
end

function PlayerIsInSectorsOfTier:GetEditorView()
	if self.UpTo then 
		return T{Untranslated("if in sector of tier <FormatScale(MapTier, 10)> or lower"), self}
	else
		return T{Untranslated("If in sector of tier <FormatScale(MapTier, 10)>"), self}
	end
end

DefineClass.PlayerIsPlayerTurn = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if player's turn in combat"),
	EditorViewNeg = Untranslated("if not player's turn in combat"),
	Documentation = "Checks  it is the player's turn in combat",
	EditorNestedObjCategory = "Combat",
}

function PlayerIsPlayerTurn:__eval(obj, context)
	return g_Combat and g_Combat.start_reposition_ended and IsNetPlayerTurn()
end

DefineClass.PlayerSquadPresentInSectors = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition", 
			editor = "bool", default = false, },
		{ id = "Sector", name = "Sector", 
			editor = "combo", default = "I1", items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Checks if the player has a squad in the specified sector",
	EditorNestedObjCategory = "Sectors",
}

function PlayerSquadPresentInSectors:__eval(obj, context)
	local playerSquadsHere = GetSquadsInSector(self.Sector, false, false, true)
	return #playerSquadsHere > 0
end

function PlayerSquadPresentInSectors:GetEditorView()
	if self.Negate then 
		return T{736317896521, "if player has NO squad in sector {<u(text)>}", text = self.Sector}
	else
		return T{572189738813, "if player has a squad in sector {<u(text)>}", text = self.Sector}
	end
end

DefineClass.QuestConditionBase = {
	__parents = { "Condition", "QuestFunctionObjectBase", },
	__generated_by_class = "ClassDef",

	EditorNestedObjCategory = "Quests",
}

function QuestConditionBase:OnAfterEditorNew(obj, socket, paste)
	if not paste then
		local quest_def = GetParentTableOfKindNoCheck(self, "QuestsDef")
		if quest_def then
			self.QuestId = quest_def.id
		end
	end
end

DefineClass.QuestHasTimerPassed = {
	__parents = { "QuestConditionBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
	return QuestHasVariable(preset, "QuestVarNum")
end, 
},
		{ category = "General", id = "TimerVariable", help = "Quest variable to check.", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Num") end, },
	},
	EditorViewNeg = Untranslated("if <u(TimerVariable)>:<u(QuestId)> has not passed."),
	EditorView = Untranslated("if <u(TimerVariable)>:<u(QuestId)> has passed."),
	Documentation = "Tests whether a timer set by QuestSetVariableTimer has passed.",
}

function QuestHasTimerPassed:__eval(obj, context)
	if #(self.QuestId or "") == 0  or not self.TimerVariable then return false end
	local quest = QuestGetState(self.QuestId or "")
	local timerVal = rawget(quest, self.TimerVariable)
	
	-- Special check for when the timer is unset
	if not timerVal or timerVal == 0 then return false end
	return timerVal < Game.CampaignTime
end

function QuestHasTimerPassed:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
	if not self.TimerVariable then
		return "Specify the variable which holds the timer! Can be set via QuestSetVariableTimer"
	end
end

DefineClass.QuestIsTCEState = {
	__parents = { "QuestConditionBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", },
		{ category = "General", id = "Prop", name = "Quest Variable", help = "Quest TCE to check", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "TCEState") end, },
		{ category = "General", id = "Value", name = "Value", help = "Possible TCEState values to check for.", 
			editor = "choice", default = false, items = function (self) return {true, false, "done"} end, },
	},
	Documentation = "Test value of TCEState quest variable",
}

function QuestIsTCEState:__eval(obj, context)
	if not self.QuestId or self.QuestId==""  or not self.Prop then return false end
	local quest = QuestGetState(self.QuestId or "")
	local val = rawget(quest,self.Prop)
	return  val == self.Value
end

function QuestIsTCEState:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
	if not self.Prop then
		return "Specify the TCE state variable to check!"
	end
end

function QuestIsTCEState:GetEditorView()
	local value = self.Value
	if value == true and not self.Negate or value == false and self.Negate then
		return Untranslated("if <u(Prop)> (<u(QuestId)>)")
	elseif value == false and not self.Negate or value == true and self.Negate then
		return Untranslated("if not <u(Prop)> (<u(QuestId)>)")
	end
	assert( value == "done" )
	if self.Negate then
		return Untranslated("if <u(Prop)> ~= done (<u(QuestId)>)")
	else
		return Untranslated("if <u(Prop)> == done (<u(QuestId)>)")	
	end
end

DefineClass.QuestIsVariableBool = {
	__parents = { "QuestConditionBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
	return QuestHasVariable(preset, "QuestVarBool")
end, 
},
		{ category = "General", id = "Condition", help = 'The "and" value checks whether all variables have the specified value; "or" checks whether any of them has it.', 
			editor = "choice", default = "and", items = function (self) return { "and", "or" } end, },
		{ category = "General", id = "Vars", name = "Vars to check", help = "Click on a variable to turn it green, click again to turn it red. The condition will check if all of the green are true AND all of the red are false.", 
			editor = "set", default = false, three_state = true, items = function (self) return table.keys2(QuestGetVariables(self.QuestId), "sorted") end, },
		{ id = "__eval", 
			editor = "func", default = function (self)
if not self.QuestId or self.QuestId=="" or not self.Vars or not next(self.Vars) then return false end
local quest = QuestGetState(self.QuestId or "")
local first_var = next(self.Vars)
if next(self.Vars, first_var) == nil then -- only check one var, reduce to simple lookup
	local value = rawget(quest, first_var)
	if self.Vars[first_var] then
		return not not value
	else  -- set self.Vars holds false for vars that should be negated
		return not value
	end
end
if self.Condition == "and" then
	for var, condition in pairs(self.Vars) do
		local val = rawget(quest, var)
		if condition == true then -- check for var
			if not val then return false end
		else -- check for NOT var
			if val then return false end
		end
	end
	return true
else
	for var, condition in pairs(self.Vars) do
		local val = rawget(quest, var)
		if condition == true then -- check for var
			if val then return true end
		else -- check for NOT var
			if not val then return true end
		end
	end
	return false
end
end, read_only = true, },
	},
	Documentation = "Test value of bool quest variable",
}

function QuestIsVariableBool:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
	if not self.Vars or not next(self.Vars) then
		return "Specify the vars to check!"
	end
	if self.Negate then
		return "Use per-var negation via the Vars property instead of Negate!"
	end
end

function QuestIsVariableBool:GetEditorView()
	if not self.Vars or not next(self.Vars) then
		return Untranslated("(no vars selected to check)")
	end
	
	local vars = {}
	for var, condition in sorted_pairs(self.Vars) do
		vars[#vars+1] = condition and var or ("not " .. var)
	end
	vars = table.concat(vars, " " .. self.Condition .. " ")
	
	if self.Negate then
		return Untranslated("if not (" .. vars .. ") (<u(QuestId)>)")
	else
		return Untranslated("if " .. vars .. " (<u(QuestId)>)")	
	end
end

function QuestIsVariableBool:OnEditorSetProperty(prop_id, old_value, ged)
	if prop_id=="QuestId" then
		self.Vars = nil
	end
end

function QuestIsVariableBool:OnPreSave()
	if not next(self.Vars) then
		self.__eval = empty_func
		return
	end
	
	local checks = {}
	for var, condition in sorted_pairs(self.Vars) do
		local format = var:match("^[%a_][%w_]*$") and "%squest.%s" or "%squest['%s']"
		table.insert(checks, string.format(format, condition and "" or "not ", var))
	end
	
	local quest = self.QuestId or ""
	local code = string.format("local quest = gv_Quests['%s'] or QuestGetState('%s')\n", quest, quest)
	local cond = string.format(" %s ", self.Condition)
	code = code .. string.format("return %s", table.concat(checks, cond))
	self.__eval = CompileFunc("__eval", "", code)
end

DefineClass.QuestIsVariableNum = {
	__parents = { "QuestConditionBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
	return QuestHasVariable(preset, "QuestVarNum")
end, 
},
		{ category = "General", id = "Prop", name = "Quest Variable", help = "Quest variable to check.", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Num") end, },
		{ category = "General", id = "Condition", name = "condition", help = "Select the relation to the specified value.", 
			editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ category = "General", id = "AgainstVar", name = "Against variable", help = "Check to compare with another quest variable.", 
			editor = "bool", default = false, },
		{ category = "General", id = "QuestId2", name = "Quest id", help = "Quest with variable to compare against.", 
			editor = "preset_id", default = false, 
			no_edit = function(self) return not self.AgainstVar end, preset_class = "QuestsDef", },
		{ category = "General", id = "Prop2", name = "Quest Variable", help = "Quest variable to compare against.", 
			editor = "choice", default = false, 
			no_edit = function(self) return not self.AgainstVar end, items = function (self) return GetQuestsVarsCombo(self.QuestId2, "Num") end, },
		{ category = "General", id = "Amount", name = "Amount", help = "Value to check against.", 
			editor = "number", default = 0, 
			no_edit = function(self) return self.AgainstVar end, },
	},
	Documentation = "Tests the value of a numeric quest variable",
}

function QuestIsVariableNum:__eval(obj, context)
	if not self.QuestId or self.QuestId==""  or not self.Prop then return false end
	local quest = QuestGetState(self.QuestId or "")
	local val = rawget(quest, self.Prop)
	local amount = self.Amount
	
	if self.AgainstVar then
		local quest2 = QuestGetState(self.QuestId2 or "")
		amount = rawget(quest, self.Prop2)
	end
	
	return val and self:CompareOp(val, context, amount)
end

function QuestIsVariableNum:GetEditorView()
	if not self.AgainstVar then
		return Untranslated("if <u(Prop)> <u(Condition)> <Amount>  (<u(QuestId)>)")
	end
	return Untranslated("if <u(Prop)>(<u(QuestId)>) <u(Condition)> <u(Prop2)>(<u(QuestId2)>) ")
end

function QuestIsVariableNum:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
	if not self.Prop then
		return "Specify the param to check!"
	end
	if not self.Amount then
		return "Specify the param amount"
	end
end

DefineClass.QuestIsVariableText = {
	__parents = { "QuestConditionBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
	return QuestHasVariable(preset, "QuestVarText")
end, 
},
		{ category = "General", id = "Prop", name = "Quest Variable", help = "Quest variable to check.", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Text") end, },
		{ category = "General", id = "Text", name = "Text", help = "Value to check for.", 
			editor = "text", default = "", },
	},
	EditorView = Untranslated("if <u(Prop)> == '<u(Text)>' (<u(QuestId)>)"),
	EditorViewNeg = Untranslated("if <u(Prop)> ~= '<u(Text)>' (<u(QuestId)>)"),
	Documentation = "Test value of text quest variable",
}

function QuestIsVariableText:__eval(obj, context)
	if not self.QuestId or self.QuestId=="" or not self.Prop then return false end
	local quest = QuestGetState(self.QuestId or "")
	local val = rawget(quest,self.Prop)
	return val and val==self.Text
end

function QuestIsVariableText:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
	if not self.Prop then
		return "Specify the param to check!"
	end
end

DefineClass.QuestKillTCEsOnCompleted = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	Documentation = "Kill TCEs check is on quest completed.",
	EditorNestedObjCategory = "Quests",
}

function QuestKillTCEsOnCompleted:__eval(obj, context)
	local quest_def = GetParentTableOfKind(self, "QuestsDef")
	if not quest_def then return false end
	local quest = QuestGetState(quest_def.id or "")
	return QuestIsBoolVar(quest,"Completed",true)
end

function QuestKillTCEsOnCompleted:GetEditorView()
	return Untranslated("if the quest is  \"completed\"")
end

DefineClass.SatelliteGameplayRunning = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Is satellite gameplay running"),
	EditorViewNeg = Untranslated("Is satellite gameplay not running"),
	Documentation = "Checks if the player is in satellite view and there is no conflict",
	EditorNestedObjCategory = "Player",
}

function SatelliteGameplayRunning:__eval(obj, context)
	return gv_SatelliteView and not IsConflictMode()
end

DefineClass.SectorCheckCity = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
		{ id = "city", name = "City", help = "Specify city.", 
			editor = "combo", default = "ErnieVillage", items = function (self) return table.map(GetCurrentCampaignPreset().Cities, "Id") end, },
	},
	EditorView = Untranslated("if <u(sector_id)> sector is a part of city <u(city)>"),
	EditorViewNeg = Untranslated("if <u(sector_id)> sector is not a part of city <u(city)>"),
	Documentation = "Checks if the current sector is a part of the specified city",
	EditorNestedObjCategory = "Sectors",
}

function SectorCheckCity:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	return gv_Sectors[sector_id] and gv_Sectors[sector_id].City == self.city
end

DefineClass.SectorCheckOwner = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
		{ id = "owner", name = "Owner", help = "Specify owner.", 
			editor = "combo", default = "any player", items = function (self) return table.iappend( {"any player", "any enemy", }, Sides) end, },
	},
	EditorView = Untranslated("if <u(sector_id)> sector is controlled by <u(owner)>"),
	EditorViewNeg = Untranslated("if <u(sector_id)> sector is not controlled by <u(owner)>"),
	Documentation = "Checks if the current sector is controlled by defined owner",
	EditorNestedObjCategory = "Sectors",
}

function SectorCheckOwner:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	if not gv_Sectors[sector_id] or not GetCurrentCampaignPreset() then return end
	local sector_side = gv_Sectors[sector_id].Side
	if self.owner == "any player" then
		for _, side in ipairs(SideDefs) do
			if side.Player and side.Id == sector_side then
				return true
			end
		end
	elseif self.owner == "any enemy" then
		for _, side in ipairs(SideDefs) do
			if side.Enemy and side.Id == sector_side then
				return true
			end
		end
	end
	return sector_side == self.owner
end

DefineClass.SectorHasDepletedMine = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
	},
	EditorView = Untranslated("if <u(sector_id)> sector has a depleted mine"),
	EditorViewNeg = Untranslated("if <u(sector_id)> sector does not have a depleted mine"),
	Documentation = "Checks if the specified sector has a depleted mine",
	EditorNestedObjCategory = "Sectors",
}

function SectorHasDepletedMine:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	local sector = gv_Sectors[sector_id]
	return sector and sector.Mine and sector.mine_depleted
end

DefineClass.SectorHasHospital = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
	},
	EditorView = Untranslated("if <u(sector_id)> sector has a hospital"),
	EditorViewNeg = Untranslated("if <u(sector_id)> sector does not have a hospital"),
	Documentation = "Checks if the specified sector has a hospital",
	EditorNestedObjCategory = "Sectors",
}

function SectorHasHospital:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	return gv_Sectors[sector_id] and gv_Sectors[sector_id].Hospital
end

DefineClass.SectorHasIntel = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
	},
	EditorView = Untranslated("if <u(sector_id)> sector's intel is discovered"),
	EditorViewNeg = Untranslated("if <u(sector_id)> sector's intel isn't discovered"),
	Documentation = "Checks if the current or specified sector has its intel discovered.",
	EditorNestedObjCategory = "Sectors",
}

function SectorHasIntel:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	return gv_Sectors[sector_id] and gv_Sectors[sector_id].intel_discovered
end

DefineClass.SectorInWarningState = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
	},
	EditorView = Untranslated("If <u(sector_id)> sector is currently in a warning state."),
	EditorViewNeg = Untranslated("If <u(sector_id)> sector is NOT currently in a warning state."),
	Documentation = "Checks if the current or specified sector is currently in a warning state.",
	EditorNestedObjCategory = "Sectors",
}

function SectorInWarningState:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	return gv_Sectors[sector_id] and gv_Sectors[sector_id].inWarningState
end

DefineClass.SectorIsInConflict = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
	},
	EditorView = Untranslated("if conflict in <u(sector_id)> sector"),
	EditorViewNeg = Untranslated("if no conflict in <u(sector_id)> sector"),
	Documentation = "Checks if the current sector is currently in conflict",
	EditorNestedObjCategory = "Sectors",
}

function SectorIsInConflict:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	return gv_Sectors[sector_id] and gv_Sectors[sector_id].conflict
end

DefineClass.SectorMilitiaMax = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
		{ id = "Negate", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("are militia units in <u(sector_id)> of max count and upgrade"),
	EditorViewNeg = Untranslated("are militia units in <u(sector_id)> not of max count and upgrade"),
	Documentation = "Checks if militia units in <u(sector_id)> are of max count and upgrade",
	EditorNestedObjCategory = "Sectors",
}

function SectorMilitiaMax:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	local sector = gv_Sectors[sector_id]
	local militia_squad_id = sector.militia_squad_id 
	if not militia_squad_id then return false end
	
	local militia_squad = gv_Squads[militia_squad_id]
	if #(militia_squad.units or "") < sector.MaxMilitia then return false end	
	
	local ud = GetLeastExpMilitia(militia_squad.units)
	local least_exp_templ = ud and ud.class
	return ud and ud.class == MilitiaUpgradePath[#MilitiaUpgradePath]
end

DefineClass.SectorMilitiaNumber = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
		{ category = "General", id = "Condition", name = "condition", help = "Select the relation to the specified militia number.", 
			editor = "combo", default = ">", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.", 
			editor = "number", default = 0, min = 0, },
	},
	EditorView = Untranslated("are militia units in <u(sector_id)> sector <u(Condition)> <Amount>"),
	Documentation = "Checks militia units count in sector",
	EditorNestedObjCategory = "Sectors",
}

function SectorMilitiaNumber:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	return self:CompareOp(GetSectorMilitiaCount(sector_id))
end

DefineClass.SectorWarningReceived = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
	},
	EditorView = Untranslated("If <u(sector_id)> sector's warning state has been triggered."),
	EditorViewNeg = Untranslated("If <u(sector_id)> sector's warning state has NOT been triggered."),
	Documentation = "Checks if the current or specified sector has had its warning state triggered.",
	EditorNestedObjCategory = "Sectors",
}

function SectorWarningReceived:__eval(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	return gv_Sectors[sector_id] and gv_Sectors[sector_id].warningReceived
end

DefineClass.SetpieceIsTestMode = {
	__parents = { "Condition", "BanterFunctionObjectBase", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	Documentation = "Check if a set-piece is currently playing in test mode.",
	EditorView = Untranslated("If a set-piece playing in test mode"),
	EditorViewNeg = Untranslated("If a set-piece NOT playing in test mode"),
	EditorNestedObjCategory = "Interactions",
}

function SetpieceIsTestMode:__eval(obj, context)
	return IsSetpieceTestMode()
end

DefineClass.SquadDefeated = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "custom_squad_id", name = "Custom Squad Id", help = "Custom squad ID.", 
			editor = "text", default = false, },
	},
	EditorView = Untranslated("Check if <u(custom_squad_id)> squad is defeated"),
	Documentation = "Checks if specified squad is defeated",
	EditorNestedObjCategory = "Player",
}

function SquadDefeated:__eval(obj, context)
	local squad_id = gv_CustomQuestIdToSquadId[self.custom_squad_id]
	return squad_id and not gv_Squads[squad_id]
end

function SquadDefeated:GetError()
	if not self.custom_squad_id then
		return "Specify Custom Squad Id"
	end
end

DefineClass.UnitApproachedBy = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Unit", name = "Unit", help = "The approaching unit to check for.", 
			editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
	},
	EditorView = Untranslated("if approached by '<u(Unit)>'"),
	Documentation = 'Checks if the unit which approached a unit which plays "approaching banters" is of a specified type.',
	EditorNestedObjCategory = "Units",
}

function UnitApproachedBy:__eval(obj, context)
	if not context or not context.approachingUnits then return false end
	for i, u in ipairs(context.approachingUnits) do
		if UnitTarget.Match(nil, self.Unit, u)  then
			return true
		end
	end
end

function UnitApproachedBy:GetError()
	if not self.Unit then
		return "No unit selected"
	end
end

DefineClass.UnitCanGoToPos = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "PositionMarker", name = "Position Marker", 
			editor = "combo", default = false, items = function (self) return GridMarkerGroupsCombo() end, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' can go to <u(PositionMarker)>"),
	EditorViewNeg = Untranslated("if '<u(TargetUnit)>' CANNOT go to <u(PositionMarker)>"),
	Documentation = "Checks if a unit can go to a marker postion.",
	EditorNestedObjCategory = "Units",
}

function UnitCanGoToPos:__eval(marker, context)
	if gv_SatelliteView then return end
	return self:MatchMapUnits(marker, context)
end

function UnitCanGoToPos:UnitCheck(unit, marker,context)
	local markers = MapGetMarkers(false, self.PositionMarker)
	if not markers or #markers == 0 then
		return false
	end
	local pfclass = CalcPFClass(unit.CurrentSide, unit.stance, unit.body_type)
	local has_path, closest_pos = pf.HasPosPath(unit:GetPos(), markers, pfclass)
	-- markers sometimes are not placed accuratly on the passable grid
	if closest_pos then
		for i, marker in ipairs(markers) do
			local x, y, z = marker:GetPosXYZ()
			if closest_pos:Equal(x, y, z) then
				return true
			elseif closest_pos:Equal2D(x, y) then
				local z1 = z or terrain.GetHeight(x, y)
				local z2 = closest_pos:z() or terrain.GetHeight(closest_pos)
				if abs(z1 - z2) < const.SlabSizeZ then
					return true
				end
			end
		end
	end
	return false
end

DefineClass.UnitHasInteraction = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "CombatAction", name = "Interaction", help = "The specific interaction that has to occur.", 
			editor = "preset_id", default = "any", preset_class = "CombatAction", preset_group = "Interactions", extra_item = "any", },
		{ id = "Event", help = "Which part of the interaction to check for. If set to false, any will be matched", 
			editor = "combo", default = false, items = function (self) return InteractionLogEvents end, },
		{ id = "Result", help = "The kind of interaction result you want to check for. If set to false, any will be matched", 
			editor = "combo", default = false, items = function (self) return InteractionLogResults[self.CombatAction] end, },
		{ id = "Interactable", name = "Interactable", help = "The interactable which is interacted with.", 
			editor = "object", default = false, base_class = "Interactable", format_func = function (gameobj)
	   if gameobj and IsValid(gameobj) then
			local x, y = gameobj:GetPos():xy()
			local label = gameobj:HasMember("group") and gameobj.group or gameobj.class
			return string.format("%s xx:%d yy:%d", label, x, y)
		else
			return ""
		end
end, 
},
		{ id = "Group", name = "Group", help = "Find all from group and check for interaction with any of them.", 
			editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
	},
	StoreAsTable = false,
	Documentation = "Test if an interaction has happened",
	EditorView = Untranslated("if '<u(TargetUnit)>' interacted with '<Interactable.class>'"),
	EditorViewNeg = Untranslated("if <u(TargetUnit)> hasn't interacted with <Interactable.class>"),
	EditorNestedObjCategory = "Units",
}

function UnitHasInteraction:__eval(obj, context)
	local interactables = self:ResolveInteractable()
	for _, interactable in ipairs(interactables) do
		local obj
		if IsKindOf(interactable, "Interactable") then
			obj = interactable
		else
			obj = ResolveInteractableObject(interactable)
		end
		if IsValid(obj) then
			for i, log in ipairs(obj.interaction_log) do
				local log_unit = g_Units[log.unit_template_id]
				local unit_matches = self:MatchMapUnits(log_unit, context)
				if not unit_matches then goto continue end
				
				if self.CombatAction ~= "any" then
					if self.CombatAction ~= log.action then goto continue end
				end
				
				if self.Event then
					if self.Event ~= log.event then goto continue end
				end
				
				if self.Result then
					if self.Result ~= log.result then goto continue end
				end
				
				if true then
					if context then context.target_units = { log_unit } end
					return true
				end
				
				::continue::
			end
		end
	end
	return false
end

function UnitHasInteraction:ResolveInteractable()
	-- find all from group and check for interaction with any of them
	local group = self.Group
	return group and Groups and Groups[group] or self.Interactable and { self.Interactable }
end

DefineClass.UnitHasPerk = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "HasPerk", name = "Has perk", help = "if the unit has the specified perk.", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.object_class == "Perk"
end, 
},
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' has perk <u(HasPerk)>"),
	EditorViewNeg = Untranslated("if  '<u(TargetUnit)>' has not perk <u(HasPerk)>"),
	Documentation = "Checks a given perk for a unit",
	EditorNestedObjCategory = "Units",
}

function UnitHasPerk:__eval(obj, context)
	if not self.HasPerk then return false end
	return self:MatchMapUnits(obj, context)
end

function UnitHasPerk:UnitCheck(unit, obj, context)
	return HasPerk(unit, self.HasPerk)
end

function UnitHasPerk:GetError()
	if not self.HasPerk then
		return "Please specify the perk"
	end
end

DefineClass.UnitHasStat = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition", 
			editor = "bool", default = false, },
		{ id = "Stat", name = "Unit Stat", help = "Unit Properties stat.", 
			editor = "choice", default = false, items = function (self) return GetUnitStatsCombo() end, },
		{ id = "Condition", name = "condition", help = "Select the relation to the specified value.", 
			editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
		{ id = "Amount", name = "Amount", help = "Set the value to check against.", 
			editor = "number", default = 0, },
		{ id = "SuccessText", name = "SuccessText", help = "Text to display in the log if the check succeeds.", 
			editor = "text", default = false, translate = true, },
		{ id = "FailText", name = "FailText", help = "Text to display in the log if the check fails.", 
			editor = "text", default = false, translate = true, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>': <u(Stat)><u(Condition)><Amount>"),
	EditorViewNeg = Untranslated("if not (<u(TargetUnit)>: <u(Stat)><u(Condition)><Amount>)"),
	Documentation = "Checks a given stat for a merc",
	EditorNestedObjCategory = "Units",
}

function UnitHasStat:__eval(obj, context)
	if not self.Stat then return false end
	return self:MatchMapUnits(obj, context)
end

function UnitHasStat:UnitCheck(unit, obj,context)
	if not self.Stat then return false end
	if unit:IsDead() then return false end
	
	local stat = unit[self.Stat]
	local result = self:CompareOp(stat, context)
	local textContext = SubContext(unit, { stat = stat, threshold = self.Amount })
	
	context = context or empty_table
	if result and self.SuccessText and not context.no_log then
		CombatLog("important", T{self.SuccessText, textContext})
	end
	if not result and self.FailText and not context.no_log then
		CombatLog("important", T{self.FailText, textContext})
	end
	if not context.no_log then
		CombatLog("debug", "Skill check of " .. self.Amount .. " " .. self.Stat .. " by " .. (unit.unitdatadef_id or unit.class) .. " " .. tostring(result) .. " (" .. stat .. ")" )
	end
	
	return result
end

function UnitHasStat:GetError()
	if not self.Stat then
		return "Choose unit Stat to check!"
	end
end

DefineClass.UnitHasStatusEffect = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Effect", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.object_class ~= "Perk"
end, 
},
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' has effect <u(Effect)>"),
	EditorViewNeg = Untranslated("if  '<u(TargetUnit)>' does not have effect <u(Effect)>"),
	Documentation = "Checks a given perk for a unit",
	EditorNestedObjCategory = "Units",
}

function UnitHasStatusEffect:__eval(obj, context)
	if not self.Effect then return false end
	return self:MatchMapUnits(obj, context)
end

function UnitHasStatusEffect:UnitCheck(unit, obj, context)
	return unit:HasStatusEffect(self.Effect)
end

function UnitHasStatusEffect:GetError()
	if not self.Effect then
		return "Please specify the effect"
	end
end

DefineClass.UnitHasWeaponKind = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "weaponKind", name = "Weapon Kind", 
			editor = "choice", default = false, items = function (self) return {"Unarmed", "ThrowableKnife", "MeleeWeapon", "AssaultRifle", "SubmachineGun", "Pistol", "Revolver", "Shotgun", "SniperRifle", "MachineGun", "HeavyWeapon", "Grenade"} end, },
	},
	EditorView = Untranslated("If '<u(TargetUnit)>' has a <u(weaponKind)> equiped."),
	EditorViewNeg = Untranslated("If '<u(TargetUnit)>' doesn't have a <u(weaponKind)>  equipped."),
	Documentation = "Checks if a unit has a specific Weapon Kind equipped.",
	EditorNestedObjCategory = "Units",
}

function UnitHasWeaponKind:__eval(obj, context)
	if not self.weaponKind then return false end
	return self:MatchMapUnits(obj, context)
end

function UnitHasWeaponKind:UnitCheck(unit, obj, context)
	local weapons, slots = unit:GetHandheldItems()
	if self.weaponKind == "Unarmed" then
		local emptyHandsA = true
		local emptyHandsB = true
		for _, slot in ipairs(slots) do
			if slot == "Handheld A" then
				emptyHandsA = false
			elseif slot == "Handheld B" then
				emptyHandsB = false
			end
		end
		return emptyHandsA or emptyHandsB
	end
	
	if self.weaponKind == "ThrowableKnife" then
		for _, weapon in ipairs(weapons) do
			if IsKindOf(weapon, "MeleeWeapon") and weapon.CanThrow then
				return true
			end
		end
		return false
	end
	
	for _, weapon in ipairs(weapons) do
		if IsKindOf(weapon, self.weaponKind) then
			return true
		end
	end
	return false
end

function UnitHasWeaponKind:GetError()
	if not self.weaponKind then
		return "Please specify Weapon Kind"
	end
end

DefineClass.UnitHealth = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "UnitHealth", name = "Unit Health", 
			editor = "number", default = false, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' has HitPoints <= <UnitHealth>"),
	EditorViewNeg = Untranslated("if '<u(TargetUnit)>' has HitPoints > <UnitHealth>"),
	Documentation = "Checks if the there's a unit within a given group whose current health is below, equal to or above a given value.",
	EditorNestedObjCategory = "Units",
}

function UnitHealth:__eval(obj, context)
	return self:MatchMapUnits(obj, context)
end

function UnitHealth:UnitCheck(unit, obj, context)
	return unit.HitPoints <= self.UnitHealth
end

function UnitHealth:GetError()
	if not self.UnitHealth then
		return "Please specify unit health"
	end
end

DefineClass.UnitHireStatus = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition", 
			editor = "bool", default = false, },
		{ id = "Status", name = "Hire Status", help = "The hiring status of the merc.", 
			editor = "choice", default = "Available", items = function (self) return PresetGroupCombo("MercHireStatus", "Default") end, },
		{ id = "TargetUnit", name = "Target Unit", help = "Target unit for match.", 
			editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is of the <u(Status)> status."),
	EditorViewNeg = Untranslated("if '<u(TargetUnit)>' isn't of the <u(Status)> status."),
	Documentation = "If the unit matches the set hiring status. If the merc is offline, this returns false",
	EditorNestedObjCategory = "Units",
}

function UnitHireStatus:__eval(obj, context)
	if not self.Status then return false end
	if not self.TargetUnit then return false end
		
	local unit = UnitDataDefs[self.TargetUnit]
	local unitData = gv_UnitData[unit.id]
	local stat = unitData and unitData.HireStatus or "Available"
	if self.Status ~= "Hired" and not unitData.MessengerOnline then return false end
	return stat == self.Status
end

function UnitHireStatus:GetError()
	if not self.Status then
		return "Choose unit hiring status to check!"
	end
end

DefineClass.UnitIsAroundMarkerOfGroup = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "MarkerGroup", name = "MarkerGroup", help = "Marker group to match", 
			editor = "combo", default = false, items = function (self) return GridMarkerGroupsCombo() end, },
		{ id = "Negate", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is inside a '<u(MarkerGroup)>' marker"),
	EditorViewNeg = Untranslated("if '<u(TargetUnit)>' is not inside a '<u(MarkerGroup)>' marker"),
	Documentation = "Check is a unit is inside the area of a marker from a specified group",
	EditorNestedObjCategory = "Units",
}

function UnitIsAroundMarkerOfGroup:__eval(obj, context)
	if gv_SatelliteView then
		return false
	end
	local group = self.MarkerGroup
	if (group or "") ~= "" and not Groups[group] then
		return false
	end
	local units1 = self:GetMatchedMapUnits(self.TargetUnit, context)
	if not units1 or #units1 == 0 then
		return false
	end
	local markers = MapGetMarkers(false, group)
	for i, m in ipairs(markers) do
		for i, u in ipairs(units1) do
			local vx, vy, vz = WorldToVoxel(u)
			if m:IsVoxelInsideArea(vx, vy, vz) then
				if type(context) == "table" then
					context.target_units = { u }
				end
				return true
			end
		end
	end
	return false
end

function UnitIsAroundMarkerOfGroup:GetError()
	if not self.TargetUnit or not self.MarkerGroup then
		return "Specify the target unit and marker"
	end
end

DefineClass.UnitIsAroundOtherUnit = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "SecondTargetUnit", name = "SecondTargetUnit", help = "Second unit or group for match.", 
			editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
		{ id = "Distance", name = "Distance", help = "The distance between the two units in meters.", 
			editor = "number", default = 20, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is around '<u(SecondTargetUnit)>'"),
	Documentation = "Checks if a unit is around another unit.\nThe second unit can be someone particular or a group.",
	EditorNestedObjCategory = "Units",
}

function UnitIsAroundOtherUnit:__eval(obj, context)
	if gv_SatelliteView then
		return false
	end
	local units1 = self:GetMatchedMapUnits(self.TargetUnit, context)
	if not units1 then
		return false
	end
	local units2 = self:GetMatchedMapUnits(self.SecondTargetUnit, context)
	if not units2 then
		return false
	end
	local units2_around_units1
	local dist = self.Distance * guim
	for _, u2 in ipairs(units2) do
		for _, u1 in ipairs(units1) do
			if IsCloser2D(u1, u2, dist) then
				if not units2_around_units1 then units2_around_units1 = {} end
				units2_around_units1[u2] = true
				break
			end
		end
	end
	if not units2_around_units1 then
		return false
	end
	if type(context) == "table" then
		units2_around_units1 = table.keys2(units2_around_units1)
		table.sortby_field(units2_around_units1, "handle")
		context.target_units = units2_around_units1
	end
	return true
end

function UnitIsAroundOtherUnit:GetError()
	if not self.TargetUnit or not self.SecondTargetUnit then
		return "Specify the target units"
	end
end

DefineClass.UnitIsAware = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Pending", help = "Also pass the check if the unit is currently waiting to become aware", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is aware"),
	EditorViewNeg = Untranslated("if  '<u(TargetUnit)>' is not aware"),
	Documentation = "Checks unit for the Unaware status effect.",
	EditorNestedObjCategory = "Units",
}

function UnitIsAware:__eval(obj, context)
	if gv_SatelliteView then return end
	return self:MatchMapUnits(obj or {}, context)
end

function UnitIsAware:UnitCheck(unit, obj, context)
	return unit:IsAware(self.Pending)
end

DefineClass.UnitIsCombatTurn = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is part of the currently active team in combat"),
	EditorViewNeg = Untranslated("if  '<u(TargetUnit)>' is not part of the currently active team in combat"),
	Documentation = "Checks if it's unit's turn in combat",
	EditorNestedObjCategory = "Units",
}

function UnitIsCombatTurn:__eval(obj, context)
	return self:MatchMapUnits(obj or {}, context)
end

function UnitIsCombatTurn:UnitCheck(unit, obj, context)
	return IsInCombat() and g_Teams[g_CurrentTeam]  == obj.team
end

DefineClass.UnitIsInSector = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Sector", name = "Sector", help = "The sector to check in.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo("current") end, },
	},
	Documentation = "Checks if a specific merc is  in a specific sector. Does not work for NPC or units that are not in a squad.",
	EditorNestedObjCategory = "Units",
}

function UnitIsInSector:__eval(obj, context)
	local sector = self.Sector
	if sector == "current" then
		sector = gv_CurrentSectorId
	end
	local unit = self.TargetUnit
	local squads = GetUngroupedSquadsInSector(sector)
	for i, s in ipairs(squads) do
		for i, u in ipairs(s.units) do
			if self:Match(unit, gv_UnitData[u]) then return true end
		end
	end
	
	return false
end

function UnitIsInSector:GetEditorView()
	local sectors = GetCampaignSectorsCombo("current")
	local data = table.find_value(sectors, "value", self.Sector)
	local name =  data.text
	if self.Negate then
		return T{451396610003, "if '<u(TargetUnit)>' is NOT on the map <u(name)>.", name =  name }
	else
		return T{625324726787, "if '<u(TargetUnit)>' is on the map <u(name)>.", name =  name}
	end
end

function UnitIsInSector:GetError()
	if not self.TargetUnit then
		return "Specify the target unit"
	end
	if not self.Sector then
		return "Specify a sector"
	end
end

DefineClass.UnitIsMerc = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is a merc"),
	EditorViewNeg = Untranslated("if  '<u(TargetUnit)>' is not a merc"),
	Documentation = "Checks if unit is a merc",
	EditorNestedObjCategory = "Units",
}

function UnitIsMerc:__eval(obj, context)
	return self:MatchMapUnits(obj or {}, context)
end

function UnitIsMerc:UnitCheck(unit, obj, context)
	return unit:IsMerc()
end

DefineClass.UnitIsNearbyArea = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is inside marker area"),
	EditorViewNeg = Untranslated("if <u(TargetUnit)> merc is outside marker area"),
	Documentation = "Checks if a merc is inside a marker area.\nThe merc can be someone particular or just any merc.",
	EditorNestedObjCategory = "Units",
}

function UnitIsNearbyArea:__eval(marker, context)
	if gv_SatelliteView then return end
	return self:MatchMapUnits(marker, context)
end

function UnitIsNearbyArea:UnitCheck(unit, marker,context)
	local obj = context and context.interactable or marker
	return obj and obj:IsInsideArea(unit) or false
end

function UnitIsNearbyArea:TestInGed(subject, ged, context)
	-- Find marker in selected collection and pass it down when testing from GED
	local selObj = selo()
	if selObj then
		local root_collection = selObj:GetRootCollection()
		local collection_idx = root_collection and root_collection.Index or 0
		local marker = MapGetFirst("map", "collection", collection_idx, true, "GridMarker")
		if marker then context = { interactable = marker } end
	end
	
	return FunctionObject.TestInGed(self, subject, ged, context)
end

DefineClass.UnitIsOnMap = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' is on the map and alive."),
	EditorViewNeg = Untranslated("if '<u(TargetUnit)>' is not on the map."),
	Documentation = "Checks if a specific unit is on the map.",
	EditorNestedObjCategory = "Units",
}

function UnitIsOnMap:__eval(obj, context)
	if gv_SatelliteView then return end
	return self:MatchMapUnits(obj, context)
end

function UnitIsOnMap:UnitCheck(unit, obj,context)
	return unit and not unit:IsDead()
end

function UnitIsOnMap:GetError()
	if not self.TargetUnit then
		return "Specify the target unit"
	end
end

DefineClass.UnitSquadHasItem = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "ItemId", name = "Item", help = "Item id that is looked for.", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
		{ id = "Amount", name = "Amount", help = "Amount of that item.", 
			editor = "number", default = 1, min = 1, },
	},
	EditorView = Untranslated("if merc(s) have <u(ItemId)>(<Amount>) "),
	EditorViewNeg = Untranslated("if merc(s) haven't <u(ItemId)>(<Amount>) "),
	Documentation = "if the item is in the inventory of any merc on the map",
	EditorNestedObjCategory = "Units",
}

function UnitSquadHasItem:__eval(obj, context)
	return  HasItemInSquad("all_squads", self.ItemId, self.Amount)
end

function UnitSquadHasItem:GetError()
	if not self.ItemId then
		return "Set Item!"
	end
end

DefineClass.UnitSquadHasMerc = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Name", help = "Look for a merc with the specified name.", 
			editor = "choice", default = false, items = function (self) return MercPresetCombo() end, },
		{ id = "HasPerk", name = "Has perk", help = "Look for a merc that has the specified perk.", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.object_class == "Perk"
end, 
},
		{ id = "HasStat", name = "Has stat", help = "Look for a merc with a value of this stat above a threshold.", 
			editor = "choice", default = false, items = function (self) return GetUnitStatsCombo end, },
		{ id = "StatValue", name = "Stat value", help = "Look for a merc with at least this value of the stat in 'Has stat'.", 
			editor = "number", default = false, 
			no_edit = function(obj) return not obj.HasStat end, slider = true, min = 1, max = 100, },
		{ id = "BestUnitFound", name = "BestUnitFound", help = "Best unit found in eval to display in UI auto generated texts.", 
			editor = "text", default = false, dont_save = true, read_only = true, no_edit = true, },
		{ id = "MaxStatUnitFound", name = "MaxStatUnitFound", help = "The unit with the max stat found in eval to display in UI auto generated texts.", 
			editor = "text", default = false, dont_save = true, read_only = true, no_edit = true, },
	},
	EditorView = Untranslated("Find merc <opt(u(Name),u('named '),' ')><opt(u(HasPerk),u('with perk '),' ')><opt(StatValue, u('with min '), ' ')><opt(u(HasStat), '', ' ')> on the map."),
	EditorViewNeg = Untranslated("Find NO merc <opt(u(Name),u('named '),' ')><opt(u(HasPerk),u('with perk '),' ')><opt(StatValue, u('with min '), ' ')><opt(u(HasStat), '', ' ')> on the map."),
	Documentation = "Looks for a merc on the map according to name, perks, or a stat value. Succeeds if such a merc is found, storing it in the 'found_merc' field of the context table.",
	EditorNestedObjCategory = "Mercs",
}

function UnitSquadHasMerc:__eval(obj, context)
	local stat, max_idx, max_stat, found_idx, found_stat, found_equal, found_neg
	local name = self.Name
	local has_stat = self.HasStat
	local has_perk = self.HasPerk
	local stat_value = self.StatValue
	local negative = rawget(self, "Negate") --rawget gets around the Ged warning for accessing Negate in __eval
	local units = GetAllPlayerUnitsOnMap()
	for idx, unit in ipairs(units) do
		if not unit:IsDead() then
			if has_stat then
				stat = unit[has_stat]
				if not max_stat or stat >= max_stat then
					max_idx = idx
					max_stat = stat
				end
			end
			if (not name or name == unit.session_id) and (not has_stat or stat >= stat_value) and (not has_perk or HasPerk(unit, has_perk)) then
				if negative then
					found_neg = true
				else
					if not has_stat or not found_stat or stat > found_stat then
						found_idx = idx
						found_stat = stat
						found_equal = 1
					elseif stat == found_stat then
						found_equal = found_equal + 1
						if BraidRandom(xxhash(unit.session_id, stat), 1000) * found_equal < 1000 then
							found_idx = idx
							found_stat = stat
						end
					end
				end
			else
				if negative then
					if not has_stat or not found_stat or stat < found_stat then
						found_idx = idx
						found_stat = stat
						found_equal = 1
					elseif stat == found_stat then
						found_equal = found_equal + 1
						if BraidRandom(xxhash(unit.session_id, stat), 1000) * found_equal < 1000 then
							found_idx = idx
							found_stat = stat
						end
					end	
				end
			end
		end
	end
	if found_idx and type(context) == "table" and not context.found_merc then
		context.found_merc = units[found_idx].session_id
	end
	self.BestUnitFound = found_idx and units[found_idx].session_id or "not found"
	self.MaxStatUnitFound = max_idx and units[max_idx].session_id or "not found"
	if negative then
		return found_neg or false
	elseif found_idx then
		return true
	end
	return false
end

function UnitSquadHasMerc:GetError()
	if not self.Name and not self.HasPerk and not self.HasStat then
		return "Please specify at least one of 'Name', 'Has perk' or 'Has stat'."
	end
	if self.HasStat and not self.StatValue then
		return "Please specify 'Stat value'."
	end
end

function UnitSquadHasMerc:GetUIText(context, template, game)
	local merc, merc_name
	if self.BestUnitFound then
		if self.BestUnitFound =="not found" then
		else
			merc = gv_UnitData and gv_UnitData[self.BestUnitFound]
			merc_name = merc and merc.Nick
		end	
	end
	if not game then 
		merc_name = Untranslated("[MercName]")
	end
	
	if self.Name and merc_name then
		if template then
			return T{template, MercName = merc_name}
		elseif not rawget(self, "Negate") then
			return T{250357174120, "<MercName> has something to say", MercName = merc_name}
		end	
	end
	
	if gv_UnitData and self.HasStat and merc_name then
		merc = not gv_SatelliteView and g_Units[self.MaxStatUnitFound] or gv_UnitData[self.MaxStatUnitFound]
		merc_name = merc and merc.Nick 
		if not game then 
			merc_name = Untranslated("[MercName]")
		end
		local prop_meta = table.find_value(UnitPropertiesStats:GetProperties(), "id", self.HasStat)
		local stat = const.TagLookupTable[string.lower(prop_meta.id)] or  T{638710586683, "<em><name></em>", name = prop_meta.name}
		local stat_val = merc and merc[self.HasStat] or Untranslated("[MaxStatValue]")
		if template then
			return T{template, MercName = merc_name, Stat = stat, StatVal = stat_val}
		else
			return T{410073687100, "<Stat> check: <em><MercName></em> has the highest stat (<StatVal>)", MercName = merc_name, Stat = stat, StatVal = stat_val}
		end
	end
end

function UnitSquadHasMerc:GetPhraseTopRolloverText(negative, template, game)
	local merc_name, merc	
	if self.BestUnitFound then
		if self.BestUnitFound =="not found" then
		else
			merc = gv_UnitData[self.BestUnitFound]
			merc_name = merc and merc.Nick
		end	
	end
	if not game then 
		merc_name = Untranslated("[MercName]")
	end
	if  self.HasStat  then
		local prop_meta = table.find_value(UnitPropertiesStats:GetProperties(), "id", self.HasStat)
		local stat = const.TagLookupTable[string.lower(prop_meta.id)] or T{638710586683, "<em><name></em>", name = prop_meta.name}
		if (merc or editor) and not self.Negate then
			if template then
				return T{template, MercName = merc_name, Stat = stat}
			else
				return T{351828405210, "<Stat> check successful", MercName = merc_name, Stat = stat}
			end
		elseif (not merc or editor)and self.Negate then
				return T{786464738039, "<Stat> check failed", MercName = merc_name, Stat = stat}
		end
	end
	if  self.HasPerk and merc_name and not self.Negate then			
		local preset =  CharacterEffectDefs[self.HasPerk]
		local perk = const.TagLookupTable[string.lower(self.HasPerk)] or T{638710586683, "<em><name></em>", name = preset.DisplayName}
		if template then
			return T{template, MercName = merc_name, Perk = perk}
		elseif self.HasPerk then
			return T{346878086135, "<Perk> perk activated (<em><MercName></em>)", MercName = merc_name, Perk = perk}
		end	
	end
end

function UnitSquadHasMerc:GetPhraseFX()
	if self.HasStat then
		return "ConversationStatCheck"
	end
end

function UnitSquadHasMerc:OnEditorSetProperty(prop_id, old_value, ged)
	if prop_id == "HasStat" and not self.HasStat then
		self.StatValue = false
	end
end

DefineClass.UnitStatusEffect = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "HasStatusEffect", name = "HasStatusEffect", help = "if the unit has the specified status effect.", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.object_class ~= "Perk"
end, 
},
		{ id = "Stacks", 
			editor = "number", default = 1, min = 1, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' has status effect <u(HasStatusEffect)> (<Stacks>)"),
	EditorViewNeg = Untranslated("if '<u(TargetUnit)>' does NOT have status effect <u(HasStatusEffect)> (<Stacks>)"),
	Documentation = "Checks a given status effect for a unit",
	EditorNestedObjCategory = "Units",
}

function UnitStatusEffect:__eval(obj, context)
	if not self.HasStatusEffect then return false end
	return self:MatchMapUnits(obj, context)
end

function UnitStatusEffect:UnitCheck(unit, obj, context)
	local eff = unit:GetStatusEffect(self.HasStatusEffect)
	return eff and eff.stacks >= self.Stacks
end

function UnitStatusEffect:GetError()
	if not self.HasStatusEffect then
		return "Please specify the status effect"
	end
end

DefineClass.UnitTiredness = {
	__parents = { "Condition", "UnitTarget", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "TirednessLevel", 
			editor = "choice", default = 0, items = function (self) return UnitTirednessComboItems end, },
	},
	EditorView = Untranslated("if '<u(TargetUnit)>' tiredness level is higher than <tiredness(TirednessLevel)>"),
	EditorViewNeg = Untranslated("if '<u(TargetUnit)>' tiredness level is lower than <tiredness(TirednessLevel)>"),
	Documentation = "Checks if tiredness level for a unit is above/below the specified value. Units with Tiredness matching the condition value will fail the test.",
	EditorNestedObjCategory = "Units",
}

function UnitTiredness:__eval(obj, context)
	return self:MatchMapUnits(obj, context)
end

function UnitTiredness:UnitCheck(unit, obj, context)
	return unit.Tiredness > self.TirednessLevel
end

DefineClass.VillainIsDefeated = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ id = "Group", name = "Group", 
			editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
	},
	EditorView = Untranslated("if '<u(Group)>' is defeated"),
	EditorViewNeg = Untranslated("if '<u(Group)>' is not defeated"),
	Documentation = "Check if selected villain is defeated",
	EditorNestedObjCategory = "Player",
	Documentation = "Check if selected villain is defeated",
}

function VillainIsDefeated:__eval(obj, context)
	if not Groups or not Groups[self.Group] then
		-- nothing spawned in this group yet
		return false
	end
	for _, obj in ipairs(Groups[self.Group]) do
		if IsKindOf(obj, "Unit") then
			if obj:IsDefeatedVillain() then
				return true
			end
		end
	end
	return false
end

DefineClass.WoundedMercs = {
	__parents = { "Condition", },
	__generated_by_class = "ConditionDef",

	properties = {
		{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", 
			editor = "bool", default = false, },
		{ category = "General", id = "woundedMercs", name = "Wounded Mercs", help = "How many mercs should be wounded.", 
			editor = "number", default = 1, },
		{ category = "General", id = "minWounds", name = "Minimum Wounds", help = "Minimum amount of wounds a merc should have in order to count.", 
			editor = "number", default = 1, },
	},
	EditorView = Untranslated("If there are at least <woundedMercs> wounded Mercs with <minWounds> or more wounds."),
	EditorViewNeg = Untranslated("If there are LESS than <woundedMercs> wounded Mercs with <minWounds> or more wounds."),
	Documentation = "Check if a set amount of mercs are wounded. And have a set amount of wounds.",
	EditorNestedObjCategory = "Mercs",
}

function WoundedMercs:__eval(obj, context)
	local woundedMercs = 0
	
	if gv_SatelliteView then
		for _, squad in ipairs(g_SquadsArray) do
			if squad.Side == "player1" then
				for i, u in ipairs(squad.units or empty_table) do
					local unit = gv_UnitData[u]
					local effect = unit:GetStatusEffect("Wounded")
					if effect and effect.stacks >= self.minWounds then
						woundedMercs = woundedMercs + 1
					end
				end
			end
		end
	else
		for _, unit in ipairs(g_Units) do
			local squad = unit:GetSatelliteSquad()
			if squad and squad.Side == "player1" then
				local effect = unit:GetStatusEffect("Wounded")
				if effect and effect.stacks >= self.minWounds then
					woundedMercs = woundedMercs + 1
				end
			end
		end
	end
	
	return woundedMercs >= self.woundedMercs
end