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

DefineClass.ApplyGuiltyOrRighteous = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "effectType", name = "effectType", help = "Whether the effect is possive or negative (proud or guilty)", 
			editor = "combo", default = "positive", items = function (self) return { "positive", "negative" } end, },
	},
	EditorView = Untranslated("Apply guilty or righteous effect on unit"),
	Documentation = "Apply guilty or righteous effect on unit",
}

function ApplyGuiltyOrRighteous:__exec(obj, context)
	ApplyGuiltyOrRighteousEffect(self.effectType)
end

function ApplyGuiltyOrRighteous:GetUIText(effect)
	if  self.effectType == "positive" then
		return T(235589045798, "Some mercs may <em>approve</em> of this.")
	else
		return T(596690068964, "Some mercs may <em>regret</em> this.")
	end
end

function ApplyGuiltyOrRighteous:GetEditorView()
	local helperText =  self.effectType == "positive" and "positive(righteous)" or "negative(guilty)"
	return Untranslated("Apply " .. helperText  .. " effect on unit" )
end

DefineClass.BanterSetUnitInteraction = {
	__parents = { "Effect", "UnitTarget", "BanterFunctionObjectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Banters", name = "Banters", help = "List of banters to play.", 
			editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
		{ id = "Enabled", name = "Enabled", help = "Whether the banter is enabled.", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("Set banters to play when interacting with unit."),
	Documentation = "Set banters to play when interacting with unit.",
	EditorNestedObjCategory = "Interactions",
}

function BanterSetUnitInteraction:GetError()
	if not self.Banters then
		return "No banters"
	end
	
	for i,banter_id in ipairs(self.Banters) do
		if not Banters[banter_id] then
			return "Invalid banter ID " .. banter_id
		end
	end
end

function BanterSetUnitInteraction:__exec(obj, context)
	context = type(context) == "table" and context or {}
	local triggered = self:MatchMapUnits(obj, context)
	if not triggered or not context.target_units then return end
	for i,unit in ipairs(context.target_units) do
		unit.banters = self.Enabled and table.copy(self.Banters)
	end
end

DefineClass.BobbyRayConsumeStock = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ItemConsumeProbability", help = "Probability of each item to get picked for consumption", 
			editor = "number", default = 13, 
			default = const.BobbyRay.FakePurchase_PickProbability, scale = "%", slider = true, min = 0, max = 100, modifiable = true, },
		{ id = "MinimumStockConsumption", help = "Minimum percentage of available stock consumed", 
			editor = "number", default = 25, 
			default = const.BobbyRay.FakePurchase_StockConsumedMin, scale = "%", slider = true, min = 0, max = 100, modifiable = true, },
		{ id = "MaximumStockConsumption", help = "Maximum percentage of available stock consumed (if only one unit is available, it is always consumed)", 
			editor = "number", default = 50, 
			default = const.BobbyRay.FakePurchase_StockConsumedMax, scale = "%", slider = true, min = 0, max = 100, modifiable = true, },
	},
	EditorNestedObjCategory = "Bobby Ray",
	EditorView = Untranslated("Consumes some of Bobby Ray's stock"),
	Documentation = "Consumes some of Bobby Ray's stock to simulate other buyers.\n\nEach item is evaluated independently.\nA roll with ItemConsumeProbability change determines whether an item will be purchased or not.\nIf chosen, a percentage of its stock is consumed (at least one unit is always consumed), between Min and Max StockConsumption values.",
}

function BobbyRayConsumeStock:__exec(obj, context)
	BobbyRayStoreConsumeRandomStock(self.ItemConsumeProbability, self.MinimumStockConsumption, self.MaximumStockConsumption)
end

DefineClass.BobbyRayRestockShop = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "RestockModifier_Standard", help = "Modifier to the number of standard items chosen for restock per event (applied to the Restock_StandardPercentage variables defined in the const editor).\n\n100 causes no change.", 
			editor = "number", default = 100, scale = "%", slider = true, min = 10, max = 500, modifiable = true, },
		{ id = "RestockModifier_Used", help = "Modifier to the number of used items chosen for restock per event (applied to the Restock_UsedPercentage variables defined in the const editor).\n\n100 causes no change.", 
			editor = "number", default = 100, scale = "%", slider = true, min = 10, max = 500, modifiable = true, },
	},
	EditorNestedObjCategory = "Bobby Ray",
	EditorView = Untranslated("Restocks Bobby Ray's Shop"),
	Documentation = "Restocks Bobby Ray's Shop\n\nFrom the whole pool of items that can appear in the shop (with respect to tier), a percentage between Restock_PercentageMin and Restock_PercentageMax (see the const editor, with separate variables controlling standard and used items) is restocked.\n\nThe above values are further multiplied by this effect's RestockModifier. Values below 100 decrease the number of items picked for restocking, values above 100 increase it.\n\nItems already present in the shop get their stock recalculated (never decreased, but restocking may have no effect), otherwise a new entry is created.",
}

function BobbyRayRestockShop:__exec(obj, context)
	BobbyRayStoreRestock(self.RestockModifier_Standard, self.RestockModifier_Used)
end

DefineClass.BobbyRaySetState = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "State", 
			editor = "combo", default = "Closed", items = function (self) return {"Closed", 1, 2, 3, 4, 5, 6, 7, 8} end, },
	},
	EditorNestedObjCategory = "Bobby Ray",
	EditorView = Untranslated("Sets shop tier availability"),
	Documentation = "Possible values are:\nClosed (default, 0)\nTier-i unlocked (i>=1)",
}

function BobbyRaySetState:__exec(obj, context)
	SetQuestVar(QuestGetState("BobbyRayQuest"), "UnlockedTier", self.State == "Closed" and 0 or self.State)
end

DefineClass.ChangeTiredness = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "delta", name = "Delta", 
			editor = "number", default = 0, },
	},
	RequiredObjClasses = {
	"Unit",
	"UnitData",
},
	EditorView = Untranslated("Changes a unit's Energy"),
	Documentation = "Changes a unit's Energy",
	EditorNestedObjCategory = "Units",
}

function ChangeTiredness:__exec(obj, context)
	if IsKindOfClasses(obj, "Unit", "UnitData") and not obj:IsDead() then
		obj:ChangeTired(self.delta)
	end
end

DefineClass.CityGrantLoyalty = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "City", help = "Change loyalty of the specified city", 
			editor = "choice", default = false, items = function (self) return table.map(GetCurrentCampaignPreset().Cities, "Id") end, },
		{ id = "Amount", help = "Amount of loyalty to change with.", 
			editor = "number", default = 0, },
		{ id = "SpecialConversationMessage", name = "Special Conversation Message", help = "The message to display in the log when the effect is executed from a conversation phrase.", 
			editor = "text", default = false, translate = true, },
	},
	EditorView = Untranslated("Add <Amount> to city <u(City)> loyalty."),
	Documentation = "Grants a given value of loyalty to a given city. The loyalty can be negative.",
}

function CityGrantLoyalty:GetError()
	if not self.City then
		return "Missing City"
	end
end

function CityGrantLoyalty:__exec(obj, context)
	local msgPrefix = false
	if IsKindOf(obj, "QuestsDef") and QuestIsBoolVar(obj,"Completed",true) then
		msgPrefix = T{858740141061, "Mission <DisplayName> completed", DisplayName = obj.DisplayName}
	else 
		msgPrefix = self.SpecialConversationMessage or ""
	end
	
	CityModifyLoyalty(self.City, self.Amount, msgPrefix)
end

function CityGrantLoyalty:GetPhraseTopRolloverText(negative, template, game)
	local city = gv_Cities and gv_Cities[self.City]
	local city_name =city and city.DisplayName or Untranslated(self.City)
	
	if self.Amount>0 then
		return T{571842717111, "Gained <em><Amount> Loyalty</em> with <em><City></em>",Amount = self.Amount, City = city_name}
	elseif self.Amount<0 then
		return T{749649970601, "Lost <em><Amount> Loyalty</em> with <em><City></em>",Amount = -self.Amount, City = city_name}
	end
end

DefineClass.CompleteGuardpostObjective = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "GuardpostObjective", name = "GuardpostObjective", 
			editor = "preset_id", default = false, preset_class = "GuardpostObjective", },
	},
	EditorView = Untranslated("Complete guardpost objective <u(GuardpostObjective)>"),
	Documentation = "Complete a guardpost objective, weakening the guardpost.",
	EditorNestedObjCategory = "Sectors",
}

function CompleteGuardpostObjective:__exec(obj, context)
	SetGuardpostObjectiveCompleted(self.GuardpostObjective)
end

DefineClass.ConversateWithUnit = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Group", name = "Group", help = "The group to affect. If left as default (empty) the interactable the effect is attached to will be affected.", 
			editor = "combo", default = "", items = function (self) return GridMarkerGroupsCombo() end, },
	},
	EditorView = Untranslated("Start a conversation with the unit of group"),
	Documentation = "Start a conversation with the unit of group",
	EditorNestedObjCategory = "Interactions",
}

function ConversateWithUnit:GetError()
	if not self.Group then
		return "No group"
	end
end

function ConversateWithUnit:__exec(obj, context)
	local interactable = false
	local allInGroup = Groups[self.Group]
	
	for i, obj in ipairs(allInGroup) do
		if IsKindOf(obj, "Interactable") then
			interactable = obj
			break
		end
	end
	
	if not interactable then return end
	
	local unitsOnMap = GetAllPlayerUnitsOnMap()
	local closestUnit = false
	local closestDistance = false
	for i, u in ipairs(unitsOnMap) do
		if not CanInteractWith_SyncHelper(u, interactable) then goto continue end
		local dist = IsValid(u) and u:GetDist(interactable)
		if not closestDistance or dist < closestDistance then
			closestDistance = dist
			closestUnit = u
		end
		
		::continue::
	end
	
	if closestUnit then
		local conversation = FindEnabledConversation(interactable)
		if conversation then
			OpenConversationDialog(closestUnit, conversation, false, "interaction", interactable)
		end
	end
end

DefineClass.CustomCodeEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "custom_code", name = "Custom Code", help = "Runs this code.", 
			editor = "text", default = false, },
	},
	EditorView = Untranslated("Execute custom code"),
	Documentation = "Executes custom code",
}

function CustomCodeEffect:__exec(obj, context)
	if not self.custom_code then return end
	local custom_code_func, err = load(self.custom_code)
	if custom_code_func then
		-- Procall to ensure there isnt a yield (it cant be saved)
		procall(custom_code_func)
	else
		assert(custom_code_func)
		print(err)
	end
end

function CustomCodeEffect:GetError()
	if self.custom_code then
		local func, err = load(self.custom_code)
		if not func then
			return err
		end
	end
end

DefineClass.DisableInteractionMarkerEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Group", name = "Group", help = "The group to affect. If left as default (empty) the interactable the effect is attached to will be affected.", 
			editor = "combo", default = "", items = function (self) return GridMarkerGroupsCombo() end, },
		{ id = "Negate", name = "Negate", help = "Enable interaction markers instead.", 
			editor = "bool", default = false, },
	},
	Documentation = "Disable interaction markers of a specific group.",
	EditorNestedObjCategory = "Interactable",
}

function DisableInteractionMarkerEffect:__exec(obj, context)
	local groupName = self.Group
	if groupName == "" then
		if context and context.interactable and IsKindOf(context.interactable, "Interactable") then
			context.interactable.enabled = self.Negate
		elseif IsKindOf(obj, "Interactable") then
			obj.enabled = self.Negate
		else
			assert(not "Non interactable object with DisableInteractionMarker effect and no group.")
		end
		return
	end
	
	MapForEach("map", "Interactable", function(m)
		if table.find(m.Groups, groupName) then
			m.enabled = self.Negate
		end
	end)
end

function DisableInteractionMarkerEffect:GetEditorView()
	if self.Group == "" then
		if self.Negate then
			return T(299761711576, "Enable attached interaction marker.")
		else
			return T(311484226676, "Disable attached interaction marker.")
		end
	end
	
	if self.Negate then
		return T{697268621451, "Enable interaction markers of group <u(Group)>", self}
	else
		return T{571476004863, "Disable interaction markers of group <u(Group)>", self}
	end
end

DefineClass.EndSectorWarningState = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated("End the current sector's Warning State"),
	Documentation = "End the Warning State for the current sector.",
	EditorNestedObjCategory = "Sector effects",
}

function EndSectorWarningState:__exec(obj, context)
	if gv_SatelliteView then return end
	
	EndWarningState()
end

DefineClass.ExecForEachUnitInSector = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Sector", help = "Sector id", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "Effects", name = "Effects", help = "Effects to execute.", 
			editor = "nested_list", default = false, base_class = "Effect", },
	},
	Documentation = 'Executes effects for all units in all squads in the given sector. Target unit effects must be with TargetUnit = "current unit"',
	EditorView = Untranslated("For each unit from sector '<u(Sector)>' execute all nested effects."),
	EditorNestedObjCategory = "Units",
}

function ExecForEachUnitInSector:__exec(obj, context)
	local effects =  self.Effects
	if not effects or #effects == 0 then return true end
	if not context then context = {} end
	context.is_sector_unit = true
	context.target_units = {}
	
	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
			for _, effect in ipairs(effects) do
				effect:__exec(unit, context)
			end
		end
	end
	context.is_sector_unit = false
end

DefineClass.Explosion = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "LocationGroup", name = "Location Group", help = "Object group defining the location of the effect.", 
			editor = "combo", default = false, items = function (self) return table.keys2(Groups) end, },
		{ id = "ExplosionType", help = "What kind of grenade/mine is the explosion caused by.", 
			editor = "combo", default = "Landmine", items = function (self) return GrenadesComboItems({"Landmine"}) end, },
		{ id = "Damage", help = "Damage to be done.", 
			editor = "number", default = 30, min = 0, max = 200, },
		{ id = "AreaOfEffect", name = "Area of Effect", help = "the blast range (radius) in number of tiles.", 
			editor = "number", default = 3, min = 0, max = 20, },
		{ id = "Noise", name = "Noise", help = "Range (in tiles) in which the explosion alerts unaware enemies.", 
			editor = "number", default = 20, template = true, min = 0, max = 100, modifiable = true, },
		{ id = "AppliedEffect", name = "Applied Effect", help = "What effect to be applied on the victim when the damage is dealt.", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_group = "Default", },
		{ id = "aoeType", name = "AOE Type", help = "additional effect that happens after the explosion (optional)", 
			editor = "choice", default = "none", template = true, items = function (self) return {"none", "fire", "smoke", "teargas", "toxicgas"} end, },
	},
	EditorView = T(892386429862, --[[EffectDef Effects Explosion value]] "Create an explosion"),
	Documentation = "Create an explosion",
}

function Explosion:GetError()
	if not self.LocationGroup then
		return  "Set the Location Group"
	end
end

function Explosion:__exec(obj, context)
	local objs = Groups and self.LocationGroup and Groups[self.LocationGroup] or empty_table
	if #objs <= 0 then
		return
	end
	
	local pos = AveragePoint(objs)
	local weapon = PlaceObject((self.ExplosionType == "Landmine") and "Landmine" or "Grenade")
	weapon.AreaOfEffect = self.AreaOfEffect
	weapon.BaseDamage = self.Damage
	weapon.Noise = self.Noise
	weapon.AppliedEffect = self.AppliedEffect
	weapon.aoeType = self.aoeType
	local proj = PlaceObject("FXGrenade")
	proj:SetPos(pos)
	proj.fx_actor_class = self.ExplosionType
	CreateGameTimeThread(function()
		ExplosionDamage(nil, weapon, pos, proj)
		DoneObject(proj)
		DoneObject(weapon)
	end)
end

DefineClass.FailGuardpostObjective = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "GuardpostObjective", name = "GuardpostObjective", 
			editor = "preset_id", default = false, preset_class = "GuardpostObjective", },
	},
	EditorView = Untranslated("Fail guardpost objective <u(GuardpostObjective)>"),
	Documentation = "Fail a guardpost objective",
	EditorNestedObjCategory = "Sectors",
}

function FailGuardpostObjective:__exec(obj, context)
	SetGuardpostObjectiveFailed(self.GuardpostObjective)
end

DefineClass.ForceResetAmbientLife = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated("Forces Reset of Ambient Life Behavior(Alt-Shift-A cheat)"),
	Documentation = "Does the same thing as the Alt + Shift + A which resets the Ambient life",
}

function ForceResetAmbientLife:__exec(obj, context)
	Msg("AmbientLifeDespawn")
	Msg("WallVisibilityChanged")
	g_AmbientLifeSpawn = true
	Msg("AmbientLifeSpawn")
end

function ForceResetAmbientLife:__waitexec(obj, context)
	self:__exec(obj, context)
	WaitMsg("AmbientLifeSpawned")
end

function ForceResetAmbientLife:__skip(obj, context)
	self:__exec(obj, context)
end

DefineClass.GoBerserk = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Go Berserk"),
	Documentation = "Go Berserk",
	EditorNestedObjCategory = "Units",
}

function GoBerserk:__exec(obj, context)
	if IsKindOf(obj, "Unit") and not obj:IsDead() then
	
	end
end

DefineClass.GrantExperienceEffect = {
	__parents = { "UnitTarget", "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Amount", name = "Amount", help = "Choose one of the predefined amounts", 
			editor = "combo", default = "XPQuestReward_Small", items = function (self) return GetQuestRewardConstItems() end, },
		{ id = "logImportant", name = "Log as Important", help = "Whther to show the XP gain as important message in the combat log.", 
			editor = "bool", default = false, },
	},
	EditorView = T(785742586188, --[[EffectDef Effects GrantExperienceEffect value]] "Grant <u(Amount)> to unit <u(TargetUnit)>"),
	Documentation = "Grant experience to units. This is to be used when a map is loaded, for satellite view use GrantExperienceSector",
	EditorNestedObjCategory = "Units",
}

function GrantExperienceEffect:__exec(obj, context)
	if not context then context = {} end
	
	local units = self:MatchMapUnits(obj, context)
	if units and context.target_units then
		local amount = self.Amount
		if type(amount) == "string" then
			if const[amount] then
				amount = const[amount]
			else
				amount = tonumber(amount)
			end
		end
		RewardTeamExperience({ RewardExperience = amount }, { units = context.target_units }, self.logImportant)
	end
end

function GrantExperienceEffect:UnitCheck(unit, obj, context)
	return true
end

DefineClass.GrantExperienceSector = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Sector", name = "Sector", help = "Sector", 
			editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
		{ id = "Amount", name = "Amount", help = "Choose one of the predefined amounts", 
			editor = "combo", default = "XPQuestReward_Small", items = function (self) return GetQuestRewardConstItems() end, },
		{ id = "logImportant", name = "Log as Important", help = "Whther to show the XP gain as important message in the combat log.", 
			editor = "bool", default = false, },
	},
	EditorView = T(990833526031, --[[EffectDef Effects GrantExperienceSector value]] "Grant <u(Amount)> to all player units on sector <u(Sector)>"),
	Documentation = "Grant experience to all player mercs on the specified sector.",
	EditorNestedObjCategory = "Units",
}

function GrantExperienceSector:__exec(obj, context)
	local sector_id
	local getUnits = false
	if self.Sector == "current"  then
		sector_id = gv_CurrentSectorId
		getUnits = not gv_SatelliteView
	else
		sector_id = self.Sector
	end
	local units = GetPlayerSectorUnits(sector_id, getUnits)
	if units then
		local amount = self.Amount
		if type(amount) == "string" then
			if const[amount] then
				amount = const[amount]
			else
				amount = tonumber(amount)
			end
		end
		RewardTeamExperience({ RewardExperience = amount }, { units = units, sector = sector_id }, self.logImportant)
	end
end

function GrantExperienceSector:GetError()
	local amount = self.Amount
	if type(amount) == "string" and not const[amount] and not tonumber(amount) then
		return "Invalid amount " .. tostring(amount) .. " - should be a number or a const"
	end
end

function GrantExperienceSector:UnitCheck(unit, obj, context)
	return true
end

function GrantExperienceSector:GetPhraseTopRolloverText(negative, template, game)
	local sector_id
	local getUnits = false
	if self.Sector == "current"  then
		sector_id = gv_CurrentSectorId
		getUnits = not gv_SatelliteView
	else
		sector_id = self.Sector
	end
	local units = game and  GetPlayerSectorUnits(sector_id, getUnits) or T(111137020067, "[Mercs]")
	local names = game and  ConcatListWithAnd(table.map(units, function(o) return o.Nick; end)) or units
	local amount = self.Amount
		if type(amount) == "string" then
			if const[amount] then
				amount = const[amount]
			else
				amount = tonumber(amount)
			end
		end
	if amount>0 then
		return T{894599074999, "Gained XP: <unit> (<Amount>)",Amount = amount, unit =  names}
	elseif amount<0 then
		return T{955913519115, "Lost XP: <unit> (<Amount>)",Amount = amount, unit =  names}
	end
end

DefineClass.GroupAddStatusEffect = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Status", name = "Status", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", },
	},
	EditorView = Untranslated("Add <u(Status)> effect to units in group <u(TargetUnit)>"),
	Documentation = "Add status effect to units in group",
	EditorNestedObjCategory = "Units",
}

function GroupAddStatusEffect:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "StatusEffectObject") then
			unit:AddStatusEffect(self.Status)
		end
	end
	
	if not next(context.target_units) then
		print("GroupAddStatusEffect couldn't find group", self.TargetUnit)
		return
	end
end

DefineClass.GroupAlert = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated("Alert units from <u(TargetUnit)>"),
	Documentation = "Alert units from given group",
	EditorNestedObjCategory = "Units",
}

function GroupAlert:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	local units = {}
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "Unit") then
			units[#units + 1] = unit
		end
	end	
	
	if not next(units) then
		print("GroupAlert couldn't find group", self.TargetUnit)
		return
	end
	
	CreateGameTimeThread(function() 
		gv_CombatStartFromConversation = true
		TriggerUnitAlert("script", units, "aware")
	end, units)
end

DefineClass.GroupAssignToArea = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Mode", name = "Assign Mode", 
			editor = "combo", default = "overwrite", items = function (self) return { "overwrite", "add", "clear" } end, },
		{ id = "IndividualAreas", 
			editor = "string_list", default = {}, 
			no_edit = function(self) return self.Mode == "clear" end, no_validate = true, item_default = "", items = function (self) return GridMarkerFightAreaCombo("") end, max_items = 64, },
	},
	EditorView = Untranslated("Assign units from <u(TargetUnit)> to tactical area(s)"),
	Documentation = "Assigns units from given group to tactical area(s)",
	EditorNestedObjCategory = "Units",
}

function GroupAssignToArea:__exec(obj, context)
	if not g_TacticalMap then return end
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	local reset = self.Mode == "overwrite"
	local area
	if self.Mode ~= "clear" and (#(self.IndividualAreas or empty_table) > 0) then
		area = self.IndividualAreas
	end
	
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "Unit") then
			g_TacticalMap:AssignUnit(unit, area, reset)
		end
	end
end

function GroupAssignToArea:GetEditorView()
	if self.Mode == "clear" or #(self.IndividualAreas or empty_table) == 0 then
		return Untranslated("Clear assignment for units from <u(TargetUnit)>")
	else
		local areas = ""
		for _, area in ipairs(self.IndividualAreas) do
			if #areas == 0 then
				areas = area
			else
				areas = areas .. ", " .. area
			end
		end
		if self.Mode == "add" then
			return Untranslated(string.format("Add areas to assignement for units from <u(TargetUnit)>: [%s]", areas))
		end
		return Untranslated(string.format("Assign units from <u(TargetUnit)> to areas [%s]", areas))
	end
	return self.EditorView
end

DefineClass.GroupChangeName = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ChangeName", name = "Change Name", help = "Name to be changed to", 
			editor = "text", default = false, translate = true, },
	},
	EditorView = Untranslated("Change the name for units from <u(TargetUnit)> to <u(ChangeName)>"),
	Documentation = "Change the name of units from given group",
	EditorNestedObjCategory = "Units",
}

function GroupChangeName:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "Unit") then
			unit.Name = self.ChangeName
			ObjModified(unit)
		end
	end
	
	if not next(context.target_units) then
		print(self.id, " couldn't find any units of: ", self.TargetUnit)
		return
	end
end

function GroupChangeName:GetError()
	if not self.ChangeName then
		return "Set Change Name"
	end
end

DefineClass.GroupChangeTiredness = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Mode", 
			editor = "choice", default = "Absolute", items = function (self) return { "Absolute", "Delta" } end, },
		{ id = "Level", 
			editor = "choice", default = 0, 
			no_edit = function(self) return self.Mode ~= "Absolute" end, items = function (self) return UnitTirednessComboItems end, },
		{ id = "Delta", 
			editor = "number", default = 1, 
			no_edit = function(self) return self.Mode == "Absolute" end, },
	},
	EditorView = Untranslated("Change Energy for units from <u(TargetUnit)>"),
	Documentation = "Change Energy for units from given group",
	EditorNestedObjCategory = "Units",
}

function GroupChangeTiredness:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "Unit") then
			if self.Mode == "Absolute" then
				unit:SetTired(self.Level)
			else
				unit:ChangeTired(self.Delta)
			end
		end
	end
	
	if not next(context.target_units) then
		print("GroupChangeTiredness couldn't find any units of: ", self.TargetUnit)
		return
	end
end

function GroupChangeTiredness:GetError()
	if self.Mode == "Delta" and self.Delta == 0 then
		return "No effect"
	end
end

DefineClass.GroupRemoveStatusEffect = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Status", name = "Status", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", },
	},
	EditorView = Untranslated("Remove <u(Status)> effect from units in group <u(TargetUnit)>"),
	Documentation = "Remove status effect from units in group",
	EditorNestedObjCategory = "Units",
}

function GroupRemoveStatusEffect:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	for _, o in ipairs(context.target_units) do
		if IsKindOf(o, "StatusEffectObject") then
			o:RemoveStatusEffect(self.Status)
		end
	end
	
	if not next(context.target_units) then
		print("GroupRemoveStatusEffect couldn't find any units of: ", self.TargetUnit)
		return
	end
end

DefineClass.GroupSetAITargetModifier = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Group", name = "Group", help = "Unit group that will receive the modifier", 
			editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
		{ id = "Target", help = "Target unit group subject to the modifier", 
			editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
		{ id = "Modifier", help = "Modifier value, 100% means no modification (reset to default)", 
			editor = "number", default = 100, scale = "%", },
	},
	EditorView = Untranslated("AI target modifier for <u(Group)> against <u(Target)> <Modifier>%"),
	Documentation = "Set AI Targeting modifier of a group of units against another group",
	EditorNestedObjCategory = "Units",
}

function GroupSetAITargetModifier:__exec(obj, context)
	if self.Modifier == 100 then
		if gv_AITargetModifiers[self.Group] then
			gv_AITargetModifiers[self.Group][self.Target] = nil
			if next(gv_AITargetModifiers[self.Group]) == nil then
				gv_AITargetModifiers[self.Group] = nil
			end
		end	
	else
		gv_AITargetModifiers[self.Group] = gv_AITargetModifiers[self.Group] or {}
		gv_AITargetModifiers[self.Group][self.Target] = self.Modifier
	end
end

DefineClass.GroupSetArchetype = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Archetype", 
			editor = "choice", default = "<default>", items = function (self) return table.keys2(Archetypes, true, "<default>") end, },
	},
	EditorView = Untranslated("Change archetype for units from <u(TargetUnit)>"),
	Documentation = "Change archetype for units from given group",
	EditorNestedObjCategory = "Units",
}

function GroupSetArchetype:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	local units = {}
	local archetype = self.Archetype
	if archetype == "<default>" then
		archetype = nil
	end
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "Unit") then
			unit.script_archetype = archetype
		end
	end
end

DefineClass.GroupSetBehaviorAdvanceTo = {
	__parents = { "Effect", "AnimParams", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "MarkerId", help = "Marker description: can specify an id.", 
			editor = "text", default = false, },
		{ id = "MarkerGroup", help = "Marker description: marker group.", 
			editor = "combo", default = "", items = function (self) return GetBehaviorGroups end, },
		{ id = "MarkerType", help = "Marker description: markers type.", 
			editor = "combo", default = "Position", items = function (self) return GetGridMarkerTypesCombo end, },
		{ id = "PropagateAnimParams", help = "AdvanceTo behavior passes the control to Roam behavior on finish and if this checked all the AnimParams here will be propagated to Roam", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("<u(TargetUnit)> Advance(s) to the marker"),
	Documentation = "Set units behavior to Advance towar a map marker.",
	EditorNestedObjCategory = "Units",
}

function GroupSetBehaviorAdvanceTo:__exec(obj, context)
	local markers = MapGetMarkers(self.MarkerType, self.MarkerGroup, function(o)
		return o:IsMarkerEnabled() and ((self.MarkerId or "" == "") or o.ID == self.MarkerID)
	end)
	
	if #(markers or empty_table) == 0 then
		printf("SetBehaviorAdvanceTo didn't find any markers (type %s, group %s, id %s)", tostring(self.MarkerType), tostring(self.MarkerGroup), tostring(self.MarkerId))
		return
	end
	
	if g_Combat then return end
	
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	local params = self:GetAnimParams()
	params.PropagateAnimParams = self.PropagateAnimParams
	for _, o in ipairs(context.target_units) do
		if IsKindOf(o, "Unit") and not o:IsDead() then
			local marker = table.interaction_rand(markers, "GridMarker", o)
			o:SetCommandParams("AdvanceTo", params)
			o:SetCommand("AdvanceTo", marker:GetHandle())
		end
	end
end

DefineClass.GroupSetBehaviorExit = {
	__parents = { "Effect", "AnimParams", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "MarkerGroup", help = "Exit marker group.", 
			editor = "combo", default = "", 
			no_edit = function(self) return self.closest end, items = function (self) return GetBehaviorGroups end, },
		{ id = "closest", name = "Closest Available", 
			editor = "bool", default = false, },
		{ id = "delay", name = "Delay", 
			editor = "number", default = 0, scale = "sec", min = 0, },
	},
	EditorView = Untranslated("<u(TargetUnit)> exit the map via <u(MarkerGroup)> marker"),
	Documentation = "Units exit the map using a specified marker",
	EditorNestedObjCategory = "Units",
}

function GroupSetBehaviorExit:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	local units = context.target_units or empty_table
	for i = #units, 1, -1 do
		if not IsKindOf(units[i], "Unit") then
			table.remove(units, i)
		end
	end
	if #units == 0 then
		return
	end
	local marker_group = not self.closest and self.MarkerGroup or ""
	local markers = MapGetMarkers("Entrance", marker_group)
	if not markers or #markers == 0 then
		return
	end
	
	local marker
	if marker_group == "" then
		-- pick nearest
		local ucenter = AveragePoint2D(units)
		marker = ChooseClosestObject(markers, ucenter)
	else
		-- pick random
		marker = table.interaction_rand(markers, "GridMarker")
	end
	
	local start_time = self.delay + GameTime()
	if g_Combat then
		for _, unit in ipairs(units) do
			if not unit:IsDead() then
				unit:SetBehavior("ExitMap", { marker, start_time })
			end
		end
	else
		local params = self:GetAnimParams()
		for _, unit in ipairs(units) do
			if unit.command == "ExplosionFly" then
				unit:SetCommandParams("ExitMap", params)
				unit:SetBehavior("ExitMap", { marker, start_time })
			elseif not unit:IsDead() then
				unit:SetCommandParams("ExitMap", params)
				unit:SetCommand("ExitMap", marker, start_time)
			end
		end
	end
end

function GroupSetBehaviorExit:GetEditorView()
	return Untranslated("Set behavior of <u(TargetUnit)> to ExitMap at <u(MarkerGroup)>")
end

DefineClass.GroupSetBehaviorIdle = {
	__parents = { "Effect", "AnimParams", "UnitTarget", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated("Set behavior of <u(TargetUnit)> to Idle"),
	Documentation = "Set units behavior to Idle",
	EditorNestedObjCategory = "Units",
}

function GroupSetBehaviorIdle:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	local params = self:GetAnimParams()
	for _, o in ipairs(context.target_units) do
		if IsKindOf(o, "Unit") and not o:IsDead() then
			o:SetBehavior()
			o:SetCommandParams("Idle", params)
			o:SetCommand("Idle")
		end
	end
end

DefineClass.GroupSetBehaviorPatrol = {
	__parents = { "Effect", "AnimParams", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "MarkerGroup", help = "Patrol markers group", 
			editor = "combo", default = "", items = function (self) return GetBehaviorGroups end, },
		{ id = "Repeat", name = "Repeat Route", help = "Repeat route?", 
			editor = "bool", default = false, },
		{ id = "Orient", name = "End Orient", help = "Use marker orientation on the end", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("<u(TargetUnit)> patrol(s) between <u(MarkerGroup)> markers"),
	Documentation = "Set unit behavior to Patrol between markers",
	EditorNestedObjCategory = "Units",
}

function GroupSetBehaviorPatrol:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	local params = self:GetAnimParams()
	for _, o in ipairs(context.target_units) do
		if IsKindOf(o, "Unit") and not o:IsDead() then
			o:SetCommandParams("Patrol", params)
			
			local behaviorParams = {self.MarkerGroup, 1, self.Repeat, self.Orient}
			if g_Combat then
				o:SetBehavior("Patrol", behaviorParams)
			elseif o.being_interacted_with then
				o:QueueCommand("Patrol", unpack_params(behaviorParams))
			else
				o:SetCommand("Patrol", unpack_params(behaviorParams))
			end
		end
	end
end

DefineClass.GroupSetBehaviorRoam = {
	__parents = { "Effect", "AnimParams", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "MarkerId", help = "Marker description: can specify an id.", 
			editor = "text", default = false, },
		{ id = "MarkerGroup", help = "Marker description: marker group.", 
			editor = "combo", default = "", items = function (self) return GetBehaviorGroups end, },
		{ id = "MarkerType", help = "Marker description: markers type.", 
			editor = "combo", default = "Position", items = function (self) return GetGridMarkerTypesCombo end, },
		{ id = "Orient", name = "End Orient", help = "Use marker orientation on the end", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("<u(TargetUnit)> roam(s) around marker"),
	Documentation = "Set units behavior to Roam around a map's marker.",
	EditorNestedObjCategory = "Units",
}

function GroupSetBehaviorRoam:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	local markers = MapGetMarkers(self.MarkerType, self.MarkerGroup, function(o)
		return o:IsMarkerEnabled() and ((self.MarkerId or "" == "") or o.ID == self.MarkerID)
	end)
	
	if #(markers or empty_table) == 0 then
		printf("SetBehaviorRoam didn't find any markers (type %s, group %s, id %s)", tostring(self.MarkerType), tostring(self.MarkerGroup), tostring(self.MarkerId))
		return
	end
	
	local params = self:GetAnimParams()
	for _, o in ipairs(context.target_units) do
		if IsKindOf(o, "Unit") and not o:IsDead() then
			local marker = table.interaction_rand(markers, "GridMarker", o)
			o:SetCommandParams("Roam", params)
	
			if g_Combat then
				o:SetBehavior("Roam", { marker, self.Orient })
			elseif o.being_interacted_with then
				o:QueueCommand("Roam", marker, self.Orient)
			else
				o:SetCommand("Roam", marker, self.Orient)
			end
		end
	end
end

DefineClass.GroupSetImmortal = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "setImmortal", name = "Set immortal to", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Set the immortal property of units from <u(TargetUnit)> to <select(setImmortal, 'false', 'true')>"),
	Documentation = "Set the immortal property of units from a given group.",
	EditorNestedObjCategory = "Units",
}

function GroupSetImmortal:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "Unit") then
			unit.immortal = self.setImmortal
			ObjModified(unit)
		end
	end
	
	if not next(context.target_units) then
		print(self.id, " couldn't find any units of: ", self.TargetUnit)
		return
	end
end

DefineClass.GroupSetInfected = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "setInfected", name = "Set infected to", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Set the infected property of units from <u(TargetUnit)> to <select(setInfected, 'false', 'true')>"),
	Documentation = "Set the infected property of units from a given group. (Some animations change based on this property)",
	EditorNestedObjCategory = "Units",
}

function GroupSetInfected:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	for _, unit in ipairs(context.target_units) do
		if IsKindOf(unit, "Unit") then
			unit.infected = self.setInfected
			ObjModified(unit)
		end
	end
	
	if not next(context.target_units) then
		print(self.id, " couldn't find any units of: ", self.TargetUnit)
		return
	end
end

DefineClass.GroupSetRoutine = {
	__parents = { "Effect", "AnimParams", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Routine", help = "Set units of group to particular routine, or the one from their spawner.", 
			editor = "combo", default = "spawner", items = function (self) local r = table.copy(UnitRoutines) r[#r+1] = "spawner" return r end, },
		{ id = "RoutineArea", help = "Area to play the routine in, or use the one from the spawner.", 
			editor = "combo", default = "spawner", items = function (self) local g = table.copy(GridMarkerGroupsCombo()) g[1+#g] = "spawner" return g end, },
		{ id = "PropagateAnimParams", help = "AdvanceTo behavior passes the control to Roam behavior on finish and if this checked all the AnimParams here will be propagated to Roam", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Set routine of <u(TargetUnit)> to <u(Routine)>"),
	Documentation = "Set routine of units",
	EditorNestedObjCategory = "Units",
}

function GroupSetRoutine:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	local params = self:GetAnimParams()
	params.PropagateAnimParams = self.PropagateAnimParams
	for _, o in ipairs(context.target_units) do
		if IsKindOf(o, "Unit") then
			o.routine = self.Routine == "spawner" and o.routine_spawner.Routine or self.Routine
			o.routine_area = self.RoutineArea == "spawner" and "self" or self.RoutineArea
			o.behavior = false
			o:SetCommandParams("Idle", params)
			o:SetCommand("Idle")
		end
	end
end

DefineClass.GroupSetSide = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Side", help = "The new side of group.", 
			editor = "choice", default = false, items = function (self) return Sides end, },
		{ id = "CreateSquad", help = "If set to false the units will not create a new squad. Keep in mind they will be ejected from their old squad so they will despawn on the next presence check.", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("Change the side of <u(TargetUnit)> to <u(Side)>"),
	Documentation = "Change groups side",
	EditorNestedObjCategory = "Units",
}

function GroupSetSide:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	if not next(context.target_units) then
		print("GroupSetSide couldn't find group", self.TargetUnit)
		return
	end
	
	if self.CreateSquad then
		local squads = {}
		for _, o in ipairs(context.target_units) do
			if IsKindOf(o, "Unit") and o.Squad then
				table.insert_unique(squads, o.Squad)
				local memberArrayName = "members" .. o.Squad
				local memberArray = squads[memberArrayName]
				if not memberArray then
					memberArray = {}
					squads[memberArrayName] = memberArray
				end
				memberArray[#memberArray + 1] = o.session_id
			end
		end
		
		for i, s in ipairs(squads) do
			local squadObj = gv_Squads[s]
			local createNew = false
			if squadObj.Side ~= self.Side then -- If squad is not of this side already
				-- Check all units in the squad.
				local units = squadObj.units
				for _, u in ipairs(units) do
					-- If any of the units in the squad are not part of the group,
					-- they must remain on their old side in the old squad.
					local unit = g_Units[u]
					if not table.find(context.target_units, unit) then
						createNew = true
						break
					end
				end
			end
			
			if createNew then
				local unitsToChangeSide = squads["members" .. s]
				CreateNewSatelliteSquad({
					Side = self.Side,
					CurrentSector = squadObj.CurrentSector,
					Name = SquadName:GetNewSquadName(self.Side, unitsToChangeSide)
				}, unitsToChangeSide)
			else
				SetSatelliteSquadSide(s, self.Side)
			end
		end
	else
		for _, o in ipairs(context.target_units) do
			if IsKindOf(o, "Unit") then
				local ud = gv_UnitData[o.session_id]
				RemoveUnitFromSquad(ud, "script")
				
				-- Dirty hack to prevent instant despawn when setting side to neutral.
				if self.Side == "neutral" then
					o.IsMerc = function() return false end
				end
			end
		end
	end
	
	for _, o in ipairs(context.target_units) do
		if IsKindOf(o, "Unit") then
			o:SetSide(self.Side)
		end
	end
	Msg("GroupChangeSide", self.TargetUnit, self.Side, context.target_units)
	CheckGameOver()
end

function GroupSetSide:__waitexec(obj, context)
	self:__exec(obj, context)
end

function GroupSetSide:GetError()
	if not self.Side then
		return "Set the new side!"
	end
end

DefineClass.GroupTeleport = {
	__parents = { "Effect", "AnimParams", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "MarkerGroup", help = "Marker group where the units should be teleported to.", 
			editor = "combo", default = "", items = function (self) return GetBehaviorGroups end, },
	},
	EditorView = Untranslated("<u(TargetUnit)> will be teleported to <u(MarkerGroup)> marker"),
	Documentation = "Units group teleports to a specified marker",
	EditorNestedObjCategory = "Units",
}

function GroupTeleport:__exec(obj, context)
	context = type(context) == "table" and context or {}
	self:MatchMapUnits(obj, context)
	
	local units = context.target_units or empty_table
	for i = #units, 1, -1 do
		if not IsKindOf(units[i], "Unit") then
			table.remove(units, i)
		end
	end
	if #(units or empty_table) == 0 then
		return string.format("No units from group '%s' to teleport", self.TargetUnit)
	end
	local markers = MapGetMarkers(nil, self.MarkerGroup)
	if not markers or #markers == 0 then
		return string.format("No markets in '%s' to teleport group '%s' to", self.MarkerGroup, self.TargetUnit)
	end
	
	local unit_pos, units_left = {}
	for _, marker in ipairs(markers) do
		units_left = {}
		local dest = GetUnitsDestinations(units, marker)
		for idx, unit in ipairs(units) do
			if dest[idx] then
				table.insert(unit_pos, unit)
				unit_pos[unit] = point(point_unpack(dest[idx]))
			else
				table.insert(units_left, unit)
			end
		end
		if #units_left == 0 then break end
		units = units_left
	end
	if #units_left > 0 then
		for _, unit in ipairs(units_left) do
			StoreErrorSource(unit, string.format("No position found for group '%s' teleport to markers '%s'!", self.TargetUnit, self.MarkerGroup))
		end
	end
	
	for _, unit in ipairs(unit_pos) do
		NetSyncEvent("StartCombatAction", netUniqueId, "Teleport", unit, g_Combat and 0 or false, unit_pos[unit])
	end	
	
	return string.format("%d unit(s) from '%s' teleported to '%s'", #units, self.TargetUnit, self.MarkerGroup)
end

function GroupTeleport:GetEditorView()
	return Untranslated("Teleport <u(TargetUnit)> to <u(MarkerGroup)>")
end

DefineClass.Heal = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	RequiredObjClasses = {
	"Unit",
	"UnitData",
},
	EditorView = Untranslated("Restore unit's health"),
	Documentation = "Restores unit's health",
	EditorNestedObjCategory = "Units",
}

function Heal:__exec(obj, context)
	if IsKindOf(obj, "UnitData") then
		HealUnitData(obj)
	else	
		obj:ReviveOnHealth()
	end
end

DefineClass.HealWounds = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Heal unit's wounds"),
	Documentation = "Heals unit's wounds",
	EditorNestedObjCategory = "Units",
}

function HealWounds:__exec(obj, context)
	obj:RemoveStatusEffect("Wounded", "all")
end

DefineClass.HerbalMedicineEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "berserkChance", name = "Berserk Chance", 
			editor = "number", default = 15, },
		{ id = "apChance", name = "AP Chance", 
			editor = "number", default = 15, },
	},
	RequiredObjClasses = {
	"Unit",
	"UnitData",
},
	EditorView = Untranslated("Grant AP or Go Berserk"),
	Documentation = "Grant AP or Go Berserk",
	EditorNestedObjCategory = "Units",
}

function HerbalMedicineEffect:__exec(obj, context)
	if IsKindOf(obj, "Unit") and not obj:IsDead() then
		local berserkRoll = InteractionRand(100, "HerbalMedicine")
		local apRoll = InteractionRand(100, "HerbalMedicine")
		if berserkRoll < self.berserkChance then
			
		end
		if apRoll < self.apChance then
			
		end
	end
end

DefineClass.HideQuestBadge = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Show", help = "Show the badge instead. (if it was hidden with this effect)", 
			editor = "bool", default = false, },
		{ id = "Quest", name = "Quest", help = "Which quest to associate this badge with. If the effect is placed on a quest it will attempt to find it itself.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", },
		{ id = "BadgeIdx", name = "Badge Id", 
			editor = "number", default = 1, 
			sort_order = 9, min = 1, },
		{ id = "Preview", 
			editor = "text", default = false, dont_save = true, read_only = true, 
			sort_order = 10, },
		{ id = "LogLine", name = "Log Line", help = "Change the state of that line.", 
			editor = "choice", default = false, items = function (self) return GetQuestNoteLinesCombo(self.Quest) end, },
	},
	Documentation = "Hide a quest badge",
	EditorNestedObjCategory = "Units",
}

function HideQuestBadge:__exec(obj, context)
	local questState = (self.Quest and gv_Quests[self.Quest]) or (IsKindOf(obj, "QuestsDef") and obj) or false
	assert(questState)
	if not questState then return end
	
	local magicParam = badgeHideIdentifierNote
	local preset, index = self:GetLinePreset()
	assert(preset) -- Missing quest probably
	if not preset then return end
	magicParam = magicParam .. tostring(index) .. "@" .. tostring(self.BadgeIdx)
	
	if self.Show then
		questState[magicParam] = nil
	else
		questState[magicParam] = true
	end
	UpdateQuestBadges(questState)
	if g_SatelliteUI then
		local badge = preset.Badges[self.BadgeIdx]
		if badge and badge.Sector then
			g_SatelliteUI:UpdateSectorVisuals(badge.Sector)
		end
	end
end

function HideQuestBadge:GetError()
	if not self.Quest or self.Quest=="" then
		return "Specify the quest!"
	end
	if not Quests[self.Quest] then
		return "Missing quest!"
	end
	if not self.LogLine then
		return "Specify the line!"
	end
	local preset = self:GetLinePreset()
	if not preset then
		return "Invalid line!"
	end
	if not preset.Badges or #preset.Badges == 0 then
		return "This line doesn't place badges."
	end
	if self.BadgeIdx > #preset.Badges then
		return "Badge id out of range"
	end
end

function HideQuestBadge:GetLinePreset()
	local line = self.LogLine
	local quest = Quests[self.Quest]
	
	if not quest or not line then return end
	local notePreset = table.find_value(quest.NoteDefs, "Idx", line)
	if not notePreset then return end
	return notePreset, line
end

function HideQuestBadge:GetEditorView()
	local actionWord = self.Show and "Show " or "Hide "
	actionWord = actionWord .. self.BadgeIdx .. " "
	
	--Hide quest badge placed by <LogLine>
	if self.LogLine then
		local linePreset = self:GetLinePreset()
		if not linePreset then
			return Untranslated("Hide Badge: Missing quest!")
		end
		local text = linePreset and linePreset.Text or "log line not found"
		if linePreset.Badges then
			local badge = linePreset.Badges[self.BadgeIdx]
			self.Preview = "Badge on " .. (badge.BadgeUnit or "") .. " in " .. (badge.Sector or "")
			return Untranslated(actionWord .. "badge placed by <u(Quest)>: ").. Untranslated(text)
		else
			self.Preview = "Invalid badge"
			return Untranslated("Invalid badge")
		end
	else
		self.Preview = ""
		return Untranslated(actionWord .. "badge placed by <u(Quest)>: invalid log line specified")
	end
end

DefineClass.InteractingMercReduceItemCondition = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ItemId", 
			editor = "combo", default = false, items = function (self) return ClassDescendantsCombo("InventoryItem") end, },
		{ id = "Equipped", 
			editor = "bool", default = false, },
		{ id = "ReduceAmount", 
			editor = "number", default = 1, min = 1, },
	},
	Documentation = "Reduce the condition of an interaction merc's item",
	EditorView = Untranslated("Reduce the condition of interaction merc's <u(ItemId)> by <ReduceAmount>"),
}

function InteractingMercReduceItemCondition:__exec(obj, context)
	local unit = context and context.target_units
	unit = unit and unit[1]
	if not unit then return end
	
	local item = false
	if self.Equipped then
		item = unit:GetItemInSlot("Handheld A", self.ItemId) or
					unit:GetItemInSlot("Handheld B", self.ItemId)
	else
		item = unit:GetItemInSlot("Inventory", self.ItemId)
	end
	if not item then return end
	unit:ItemModifyCondition(item, -self.ReduceAmount)
	CombatLog("short", T{597332256786, "<DisplayName> condition decreased by <dmg>.", DisplayName = item.DisplayName, dmg = self.ReduceAmount})
end

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

DefineClass.KillTimer = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Name", name = "Name", help = "Name of the timer.", 
			editor = "text", default = false, },
		{ id = "StopTCE", name = "Stop TCE", help = "Wether to execute the effects after the timer or not.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Kill timer <Name>"),
	Documentation = "Kills the visual UI timer displayed in the upper center of the screen",
	EditorNestedObjCategory = "UI & Log",
}

function KillTimer:__exec(quest, context, TCE)
	local data = TimerGetData(self.Name)
	if data then
		data.time = 0
		data.StopTCE = self.StopTCE
		Msg("TimerFinished", data.id)
	end
end

function KillTimer:GetError()
	if not self.Name then
		return "KillTimer needs a name!"
	end
	if GetParentTableOfKindNoCheck(self, "TestHarness") then
		return
	end
end

DefineClass.LightsSetState = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "MarkerId", help = "Marker description: can specify an id.", 
			editor = "text", default = false, },
		{ id = "MarkerGroup", help = "Marker description: marker group.", 
			editor = "combo", default = "", items = function (self) return LightsMarkerGroups end, },
		{ id = "MarkerType", help = "Marker description: markers type.", 
			editor = "combo", default = "Position", items = function (self) return GetGridMarkerTypesCombo end, },
		{ id = "TurnOn", 
			editor = "bool", default = true, },
		{ id = "EssentialLights", 
			editor = "bool", default = true, },
		{ id = "OptionalLights", 
			editor = "bool", default = true, },
		{ id = "AttachedLights", 
			editor = "bool", default = true, },
	},
	Documentation = "Turns ON/OFF Lights inside marker's area",
	EditorNestedObjCategory = "Interactions",
}

function LightsSetState:GetEditorView()
	return string.format("Turns Lights %s in %s marker(s) area(s)", self.TurnOn and "ON" or "OFF", self.MarkerGroup)
end

function LightsSetState:__exec(obj, context)
	local markers = MapGetLightsMarkers(self.MarkerType, self.MarkerGroup, function(o)
		return o:IsMarkerEnabled() and ((self.MarkerId or "" == "") or o.ID == self.MarkerID)
	end)
	
	if #(markers or empty_table) == 0 then
		printf("%s didn't find any markers (type %s, group %s, id %s)", self.class, tostring(self.MarkerType), tostring(self.MarkerGroup), tostring(self.MarkerId))
		return
	end
	
	local lights = GetLights(function(light)
		local detail = light:GetDetailClass()
		if not self.EssentialLights and detail == "Essential" then
			return false
		end
		if not self.OptionalLights and detail == "Optional" then
			return false
		end
		if not self.AttachedLights and light:GetParent() then
			return false
		end
		
		return true
	end)
	
	for _, marker in ipairs(markers) do
		marker.lights_off = not self.TurnOn
		for _, light in ipairs(lights) do	
			if marker:IsInsideArea2D(light) then
				if marker.lights_off then
					marker:TurnLightOff(light)
				else
					marker:TurnLightOn(light)
				end
			end
		end
	end
	
	Msg("LightsStateUpdated")
end

DefineClass.LockpickableSetState = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Group", name = "Group", help = "The group in which the lockpick resides.", 
			editor = "combo", default = false, items = function (self) return GridMarkerGroupsCombo() end, },
		{ id = "State", help = "The state to set the locking in.", 
			editor = "choice", default = false, items = function (self) return { "unlocked", "locked", "change-difficulty" } end, },
		{ id = "NewDifficulty", name = "New Difficulty", help = 'The difficulty to change to if the state is "change-difficulty".', 
			editor = "choice", default = "None", items = function (self) return const.DifficultyPresetsNew end, },
	},
	EditorView = Untranslated("Change the state of lockpickables in <u(Group)> to <u(State)>"),
	Documentation = "Change lockpickable (containers, doors) state.",
}

function LockpickableSetState:__exec(obj, context)
	for _, o in ipairs(Groups[self.Group]) do
		if o:IsKindOf("Lockpickable") then
			if self.State == "change-difficulty" then
				o.lockpickDifficulty = self.NewDifficulty
			else
				o:SetLockpickState(self.State == "unlocked" and "closed" or self.State)
			end
		end
	end
end

function LockpickableSetState:GetError()
	if not self.State then
		return "Set the new state!"
	end
	if not self.Group then
		return  "Set the group"
	end
end

DefineClass.LogMessageAdd = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "message", name = "Message", help = "The message to display.", 
			editor = "text", default = false, translate = true, },
	},
	EditorView = Untranslated("Log:<message>"),
	Documentation = "Add a short message in game log",
	EditorNestedObjCategory = "UI & Log",
}

function LogMessageAdd:__exec(obj, context)
	CombatLog("important", self.message)
end

function LogMessageAdd:GetError()
	if not self.message or self.message == "" then
		return "Add a message"
	end
end

DefineClass.ModifySatelliteAggro = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Halt", help = "Stop passive aggro increase", 
			editor = "bool", default = false, },
		{ id = "AggroAmount", 
			editor = "number", default = 0, },
		{ id = "HaltDays", 
			editor = "number", default = false, },
		{ id = "AmountIsPercent", 
			editor = "bool", default = true, },
	},
	Documentation = "Modify Satellite aggro",
}

function ModifySatelliteAggro:GetEditorView()
	if self.Halt then
		if self.HaltDays then
			return Untranslated("Halt satellite aggro for " .. self.HaltDays .. " days.")
		end
		return Untranslated("Halt satellite aggro")
	elseif self.AggroAmount == 0 and not self.Halt then
		return Untranslated("Unhalt satellite aggro")
	elseif self.AmountIsPercent then
		return Untranslated("Add " .. self.AggroAmount / 100 .. "% satellite aggro")
	else
		return Untranslated("Add " .. self.AggroAmount .. " satellite aggro")
	end
end

function ModifySatelliteAggro:__exec(obj, context)
	gv_SatelliteAttacksHalted = self.Halt
	
	-- When halting reset.
	if gv_SatelliteAttacksHalted then
		gv_SatelliteAggro = 0
		gv_SatelliteAttacksHaltedFor = self.HaltDays
		return
	end
	
	ModifySatelliteAggression(self.AggroAmount, self.AmountIsPercent)
end

function ModifySatelliteAggro:GetError()
	if not self.AggroAmount then
		return "No amount specified"
	end
end

DefineClass.ModifyTrapSpawnersEffect = {
	__parents = { "Effect", "TrapSpawnProperties", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Group", name = "Spawner Group", help = "The spawner group to affect.", 
			editor = "combo", default = "", items = function (self) return GridMarkerGroupsCombo() end, },
		{ category = "Spawner", id = "SpawnActive", name = "Override Spawner Status", help = "Override whether the spawner is active. If disabled any spawned traps will be despawned.", 
			editor = "combo", default = "don't change", items = function (self) return {"don't change", "enable", "disable"} end, },
	},
	EditorView = Untranslated("Change trap spawners of group <u(Group)>"),
	Documentation = "Change the properties of trap spawners in a specific group.",
	EditorNestedObjCategory = "Traps",
}

function ModifyTrapSpawnersEffect:__exec(obj, context)
	local props = self:GetPropertyList()
	for i, s in ipairs(Groups[self.Group]) do
		if s:IsKindOf("TrapSpawnMarker") then
			s:ApplyPropertyList(props)
		end
	end
	if self.SpawnActive ~= "dont change" then
		for i, s in ipairs(Groups[self.Group]) do
			if s:IsKindOf("TrapSpawnMarker") then
				s:SetActive(self.SpawnActive == "enable")
			end
		end
	end
end

DefineClass.MusicSetPlaylist = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Playlist", name = "Playlist", 
			editor = "combo", default = false, items = function (self) return PresetsCombo("RadioStationPreset", "Default") end, },
	},
	EditorView = Untranslated("Changes the current playlist"),
	Documentation = "Changes the current playlist",
}

function MusicSetPlaylist:__exec(obj, context)
	StartRadioStation(self.Playlist)
end

DefineClass.MusicSetSectorPlaylist = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "SectorID", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "MusicExploration", name = "Exploration Music", 
			editor = "combo", default = false, items = function (self) return PresetsCombo("RadioStationPreset", "Default") end, },
		{ id = "MusicConflict", name = "Conflict Music", 
			editor = "combo", default = false, items = function (self) return PresetsCombo("RadioStationPreset", "Default") end, },
		{ id = "MusicCombat", name = "Combat Music", 
			editor = "combo", default = false, items = function (self) return PresetsCombo("RadioStationPreset", "Default") end, },
	},
	EditorView = Untranslated("Changes the playlists of a sector"),
	Documentation = "Changes the playlists of a sector",
}

function MusicSetSectorPlaylist:__exec(obj, context)
	if GetSectorMusicOverride("MusicExploration") ~= self.MusicExploration then
		SetSectorMusicOverride(self.SectorID, "MusicExploration", self.MusicExploration)
	end
	if GetSectorMusicOverride("MusicConflict") ~= self.MusicConflict then
		SetSectorMusicOverride(self.SectorID, "MusicConflict", self.MusicConflict)
	end
	if GetSectorMusicOverride("MusicCombat") ~= self.MusicCombat then
		SetSectorMusicOverride(self.SectorID, "MusicCombat", self.MusicCombat)
	end
	ResetSectorStation()
end

DefineClass.MusicSetTrack = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Playlist", name = "Playlist", 
			editor = "combo", default = false, items = function (self) return PresetsCombo("RadioStationPreset", "Default") end, },
		{ id = "Track", name = "Track", 
			editor = "combo", default = false, items = function (self) return RadioPlaylistCombo(self.Playlist) end, },
	},
	EditorView = Untranslated("Plays a track and then continues with the current playlist(radio station)"),
	Documentation = "Plays a track and then continues with the current playlist(radio station)",
}

function MusicSetTrack:__exec(obj, context)
	local _, playlist = RadioPlaylistCombo(self.Playlist)
	local track = table.find_value(playlist, "path", self.Track)
	MusicPlayTrack(track)
end

DefineClass.NeutralNPCDontMove = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "TargetUnit", name = "NPC Name", help = "The name of the NPC to associate.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
	},
	EditorView = Untranslated("Prevent neutral unit from moving in combat."),
	Documentation = "Prevents neutral unit from moving in combat.",
	EditorNestedObjCategory = "",
	EditorNestedObjCategory = "Units",
}

function NeutralNPCDontMove:__exec(obj, context)
	local units = Groups[self.TargetUnit] or empty_table
	
	for _, unit in ipairs(units) do
		unit.neutral_ai_dont_move = true
	end
end

function NeutralNPCDontMove:GetError()
	if not self.TargetUnit then
		return  "Specify Target Unit"
	end
end

DefineClass.NpcUnitGiveItem = {
	__parents = { "Effect", "LootTableFunctionObjectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ItemId", name = "Item", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
		{ id = "LootTableId", name = "LootTable", 
			editor = "preset_id", default = false, preset_class = "LootDef", },
		{ id = "DontDrop", 
			editor = "bool", default = false, },
		{ id = "TargetUnit", name = "NPC Name", help = "The name of the NPC to associate.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
	},
	EditorView = Untranslated("Give <u(ItemId)>/<u(LootTableId)> to <u(TargetUnit)>"),
	Documentation = "Give an item to an npc, and have them equip items",
	EditorNestedObjCategory = "Units",
}

function NpcUnitGiveItem:__exec(obj, context)
	local units = empty_table
	local group = Groups[self.TargetUnit] 
	if group then
		local unitClass = {}
		for i, obj in ipairs(group) do
			if IsKindOf(obj, "Unit") then
				unitClass[#unitClass + 1] = obj
			end
		end
		units = unitClass
	else
		units = context.target_units or units
	end
	if not units or not units[1] then return end
	
	local items = {}
	if self.ItemId and self.ItemId~="" then
		table.insert(items, PlaceInventoryItem(self.ItemId))	
	end
	
	if self.LootTableId then
		local loot_tbl = LootDefs[self.LootTableId]
		if loot_tbl then
			loot_tbl:GenerateLoot(self, {}, InteractionRand(nil, "NpcGive"), items)
		end
	end
	
	local unit = units[1]
	for i, item in ipairs(items) do
		item.drop_chance = self.DontDrop and 0 or 100
		if unit:CanAddItem("Handheld A", item) then
			unit:AddItem("Handheld A", item)
		elseif unit:CanAddItem("Head", item) then
			unit:AddItem("Head", item)
		elseif unit:CanAddItem("Torso", item) then
			unit:AddItem("Torso", item)
		elseif unit:CanAddItem("Legs", item) then
			unit:AddItem("Legs", item)
		else
			unit:AddItem("Inventory", item)
		end
	end
	unit:UpdateOutfit()
end

function NpcUnitGiveItem:GetError()
	if not self.ItemId and not self.LootTableId then
		return "No items set"
	end
	if not self.TargetUnit then
		return "No target unit"
	end
end

DefineClass.NpcUnitTakeItem = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ItemId", name = "Item", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
		{ id = "TargetUnit", name = "NPC Name", help = "The name of the NPC to associate.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
	},
	EditorView = Untranslated("Take <u(ItemId)> from <u(TargetUnit)>"),
	Documentation = "Take an item from an NPC",
	EditorNestedObjCategory = "Units",
}

function NpcUnitTakeItem:__exec(obj, context)
	local units = empty_table
	local group = Groups[self.TargetUnit] 
	if group then
		local unitClass = {}
		for i, obj in ipairs(group) do
			if IsKindOf(obj, "Unit") then
				unitClass[#unitClass + 1] = obj
			end
		end
		units = unitClass
	else
		units = context.target_units or units
	end
	if not units or not units[1] then return end
	
	local unit = units[1]
	local itemsToRemove = {}
	local itemsToRemoveSlots = {}
	unit:ForEachItem(false, function(item, slot)
		if item.class == self.ItemId then
			itemsToRemove[#itemsToRemove + 1] = item
			itemsToRemoveSlots[#itemsToRemoveSlots + 1] = slot
		end
	end)
	
	for i, item in ipairs(itemsToRemove) do
		unit:RemoveItem(itemsToRemoveSlots[i], item)
	end
	unit:UpdateOutfit()
end

function NpcUnitTakeItem:GetError()
	if not self.ItemId then
		return "No items set"
	end
	if not self.TargetUnit then
		return "No target unit"
	end
end

DefineClass.PhraseSetEnabled = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Conversation", help = "The conversation the phrase is in.", 
			editor = "preset_id", default = false, preset_class = "Conversation", },
		{ id = "PhraseId", help = "The Id of the phrase to enable/disable.", 
			editor = "choice", default = false, items = function (self) return GetPhraseIdsCombo(self.Conversation) end, },
		{ id = "Enabled", help = "Enable or disable the phrase.", 
			editor = "bool", default = true, },
	},
	Documentation = "Enables or disables a particular conversation phrase.",
	EditorNestedObjCategory = "Interactions",
}

function PhraseSetEnabled:GetEditorView()
	local enable = self.Enabled and Untranslated("Enable phrase ") or Untranslated("Disable phrase ")
	return Untranslated("<u(Conversation)>: ") .. enable .. Untranslated("<u(PhraseId)>")
end

function PhraseSetEnabled:__exec(obj, context)
	SetPhraseEnabledState(self.Conversation .. "." .. self.PhraseId, self.Enabled)
end

function PhraseSetEnabled:OnAfterEditorNew(parent, ged, is_paste)
	local preset = GetParentTableOfKind(self, "Conversation")
	if preset:IsKindOf("Conversation") then
		self.Conversation = preset.id
	end
end

DefineClass.PhraseSetSeen = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Conversation", help = "The conversation the phrase is in.", 
			editor = "preset_id", default = false, preset_class = "Conversation", },
		{ id = "PhraseId", help = "The Id of the phrase to enable/disable.", 
			editor = "choice", default = false, items = function (self) return GetPhraseIdsCombo(self.Conversation) end, },
		{ id = "Seen", help = "Sets the phrase as not seen (highlighted) by default; check the box to set the phrase as seen (dimmed) instead.", 
			editor = "bool", default = false, },
	},
	Documentation = "Changes a conversation's phrase \"seen\" (dimmed) status.",
	EditorNestedObjCategory = "Interactions",
}

function PhraseSetSeen:GetEditorView()
	local seen = self.Seen and Untranslated("seen") or Untranslated("not seen")
	return Untranslated("<u(Conversation)>: Set phrase<u(PhraseId)> as ") .. seen
end

function PhraseSetSeen:__exec(obj, context)
	SetPhraseSeen(self.Conversation .. "." .. self.PhraseId, self.Seen)
end

function PhraseSetSeen:OnAfterEditorNew(parent, ged, is_paste)
	local preset = GetParentTableOfKind(self, "Conversation")
	if preset:IsKindOf("Conversation") then
		self.Conversation = preset.id
	end
end

DefineClass.PlayBanterEffect = {
	__parents = { "Effect", "BanterFunctionObjectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Banters", name = "Banters", help = "List of banters to play.", 
			editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
		{ id = "searchInMarker", name = "Include Marker Units", help = "The only valid actors for a banter are the units passed by the previous conditions. By setting this on units inside a GridMarker will also be included as valid actors.", 
			editor = "bool", default = true, },
		{ id = "banterSequentialWaitFor", name = "Wait For", help = "The banter event to wait for (if executing sequentially).", 
			editor = "choice", default = "BanterDone", items = function (self) return {"",  "BanterStart", "BanterDone", "BanterLineStart", "BanterLineDone"} end, },
		{ id = "searchInMap", name = "Include Whole Map", help = "The only valid actors for a banter are the units passed by the previous conditions. By setting this on units from the whole map will be considered. Your banter might spawn on a unit off screen.", 
			editor = "bool", default = false, },
		{ id = "FallbackToMerc", name = "Radio", help = "If enabled the banter will appear over the first merc on map if the banter actor is not present on the map.", 
			editor = "bool", default = false, },
		{ id = "WaitSetpieceEnd", help = "if enabled the banter will wait for the setpiece to end", 
			editor = "bool", default = false, },
		{ id = "anyFallback", name = "Use any unit as fallback for Radio.", help = "Use this if the Radio banter is not played.", 
			editor = "bool", default = false, },
		{ id = "AnyActorOverrideGroup", name = "Any Actor Override Group", help = 'Banter lines with actor "any" will be played by the first /object/ from the group.', 
			editor = "text", default = false, },
	},
	Documentation = "An effect to play a banter.",
	EditorNestedObjCategory = "Interactions",
}

function PlayBanterEffect:GetError()
	if not self.Banters then
		return "No banters"
	end
	
	for i,banter_id in ipairs(self.Banters) do
		if not Banters[banter_id] then
			return "Invalid banter ID " .. banter_id
		end
	end
end

function PlayBanterEffect:GetEditorView()
	return Untranslated("Play banter(s): ").. Untranslated(table.concat(self.Banters, ", "))
end

function PlayBanterEffect:__exec(obj, context)
	local is_marker = IsKindOf(obj, "GridMarker")
	local context_is_table = context and type(context)=="table"
	local targetUnitsTable = context_is_table and rawget(context, "target_units")
	targetUnitsTable = targetUnitsTable and table.icopy(targetUnitsTable)
	local units = targetUnitsTable or (is_marker and { obj } or {})
	if self.searchInMarker and is_marker then
		MapForEach("map", "Unit", function(u)
			if obj:IsInsideArea(u:GetPos()) then
				units[#units + 1] = u
			end
		end)
	elseif self.searchInMap then
		MapForEach("map", "Unit", function(u)
			units[#units + 1] = u
		end)
		MapForEach("map", "CheeringDummy", function(u)
			units[#units + 1] = u
		end)
	end
	if context_is_table and rawget(context, "interactable") then
		units = table.copy(units)
		table.insert(units, 1, context.interactable) 
	end
	local fallback = false
	if self.FallbackToMerc then
		for _, unit in ipairs(g_Units) do
			if unit:IsPlayerAlly() and not unit:IsDead() then
				fallback = unit
				break
			end
		end
		-- search for any actor also
		if not fallback and self.anyFallback then
			for _, unit in ipairs(g_Units) do
				if not unit:IsDead() then
					fallback = unit
					break
				end
			end
		end
	end
	
	local banters, banterActors = FilterAvailableBanters(self.Banters, context, units, fallback)
	if not banters then 
		CombatLog("debug","No banters can be played with the selected actors")
		return 
	end
	
	local idx = InteractionRand(#banters, "PlayBanterEffect") + 1
	local banterToPlay = banters[idx]
	local actorsToPlayWith = banterActors[idx]
	local anyActorOverride = self.AnyActorOverrideGroup
	
	-- Support for banter from conversation
	if context_is_table and context and context.found_merc then
		anyActorOverride = context.found_merc
	end
	
	local banterObj = PlayBanter(banterToPlay, actorsToPlayWith, fallback, anyActorOverride, self.WaitSetpieceEnd)
	if banterObj then
		local playerPos = IsValid(obj) and obj:GetPos()
		if playerPos then
			banterObj:SetPos(playerPos)
		end
		
		local resumeData = {}
		resumeData.preset = banterObj.preset.id
		
		local banterUnits = {}
		for i, u in ipairs(banterObj.associated_units) do
			banterUnits[#banterUnits + 1] = u.handle
		end
		resumeData.units = banterUnits
		resumeData.fallbackUnit = banterObj.fallback_actor and banterObj.fallback_actor.handle
		resumeData.any_actor_override = banterObj.any_actor_override and banterObj.any_actor_override.handle
		resumeData.playerHandle = banterObj.handle
		if playerPos then resumeData.player_pos = playerPos end
		
		g_PlayingBanterEffects[self] = resumeData
	end
	
	return banterObj
end

function PlayBanterEffect:__skip(obj, context)
	for i, banterId in ipairs(self.Banters) do
		SkipBanterFromUI(banterId)
	end
end

function PlayBanterEffect:__waitexec(obj, context)
	local banterObj = self:__exec(obj, context)
	local event = self.banterSequentialWaitFor
	if banterObj and event ~= "" then
		local notTimedOut, preset_id
		while preset_id ~= banterObj.preset.id do
			notTimedOut, preset_id = WaitMsg(event)
		end
	end
end

function PlayBanterEffect:GetError()
	if #self.Banters == 0 then
		return "Add at least one banter"
	end
	if self.searchInMarker and self.searchInMap then
		return "Don't select both search in marker and search in map."
	end
end

function PlayBanterEffect:GetResumeData()
	local resumeData = g_PlayingBanterEffects[self]
	if resumeData and resumeData.playerHandle then
		local player = HandleToObject[resumeData.playerHandle]
		if IsValid(player) then
			resumeData.current_line = (player.current_line and player.current_line + 1) or 1
			return "PlayBanterEffect", resumeData
		end
	end
end

DefineClass.PlayNotNowVR = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated('Unit plays "NotNow" VR'),
	Documentation = 'Unit plays "NotNow" VR.',
	EditorNestedObjCategory = "Units",
}

function PlayNotNowVR:__exec(obj, context)
	PlayVoiceResponse(obj, "NotNow")
end

DefineClass.PlaySetpiece = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "setpiece", name = "Setpiece", help = "The id of the set piece preset to play.", 
			editor = "preset_id", default = false, preset_class = "SetpiecePrg", },
	},
	EditorView = Untranslated("Play <setpiece> setpiece"),
	Documentation = "Play a Set-piece.",
	EditorNestedObjCategory = "",
	EditorNestedObjCategory = "Interactions",
}

function PlaySetpiece:__exec(obj, context)
	local triggerUnits = false
	if type(context) == "table" and rawget(context, "target_units") then
		triggerUnits = rawget(context, "target_units")
	elseif Groups[obj] then
		triggerUnits = Groups[obj]
	elseif gv_CurrentSectorId then
		triggerUnits = table.map(GetPlayerMercsInSector(gv_CurrentSectorId), function(o) return g_Units[o] end)
	end
	
	local foundMerc = false
	if type(context) == "table" and rawget(context, "found_merc") then
		foundMerc = rawget(context, "found_merc")
		foundMerc = g_Units[foundMerc]
	end
	
	local setpiece = Setpieces[self.setpiece]
	if setpiece.TakePlayerControl then
		local dlg = OpenDialog("XSetpieceDlg", false, { 
			setpiece = self.setpiece,
			setpiece_seed = InteractionRand(nil, "Setpiece"),
			triggerUnits = triggerUnits,
			extra_params = foundMerc and { {foundMerc} }
		})
		if GameState.entering_sector then
			dlg:FadeOut(0) -- immediate black screen to hide any stray frames if we are started upon entering a sector (with a loading screen)
		end
	else
		CreateGameTimeThread(function()
			StartSetpiece(self.setpiece, false, InteractionRand(nil, "Setpiece"), triggerUnits, foundMerc)
		end)
	end
end

function PlaySetpiece:__waitexec(obj, context)
	self:__exec(obj, context)
	
	local setpiece = Setpieces[self.setpiece]
	if setpiece.TakePlayerControl then
		WaitMsg("SetpieceEnded")
	else
		WaitMsg("SetpieceEndExecution")
	end
end

function PlaySetpiece:GetError()
	if not self.setpiece then return "No setpiece set." end
end

DefineClass.PlayUnitVoiceResponse = {
	__parents = { "UnitTarget", "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "VoiceResponse", name = "Voice Response", help = "Voice response type to choose a phrase from; the phrases of the current unit will be used.", 
			editor = "combo", default = false, items = function (self) return GetVoiceResponseCombo(self, self.TargetUnit) end, },
	},
	EditorView = Untranslated("<u(TargetUnit)> plays '<u(VoiceResponse)>'"),
	Documentation = "Target unit plays voice response",
	EditorNestedObjCategory = "Units",
}

function PlayUnitVoiceResponse:__exec(obj, context)
	if not self.VoiceResponse then return end
	if not context then context = {} end
	
	local units = self:MatchMapUnits(obj, context)
	if units and context.target_units then
		local unit =   context.target_units[ AsyncRand(# context.target_units) +1]
		if not unit or not self.VoiceResponse then return end
		PlayVoiceResponse(unit, self.VoiceResponse, true)
	end
end

function PlayUnitVoiceResponse:GetError()
	if not self.TargetUnit then
		return "Choose target unit"
	end
	if not self.VoiceResponse then
		return "Choose voice response id"
	end
end

function PlayUnitVoiceResponse:UnitCheck(unit, obj, context)
	return true
end

DefineClass.PlayerGrantMoney = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Amount", name = "Amount", help = "Amount of money to grant.", 
			editor = "number", default = 0, min = 0, },
	},
	EditorView = Untranslated("Grant <money(Amount)>"),
	Documentation = "Give money to player.",
}

function PlayerGrantMoney:__exec(obj, context)
	AddMoney(self.Amount, "deposit")
end

function PlayerGrantMoney:GetPhraseTopRolloverText(negative, template, game)
	local amount =  self.Amount
	if amount>0 then
		return T{666348317447, "<money(Amount)> acquired",Amount = amount}
	elseif amount<0 then
		return T{194741866993, "Paid <money(Amount)>",Amount = amount}
	end
end

function PlayerGrantMoney:GetPhraseFX()
	return "ConversationMoneyGained"
end

DefineClass.PlayerPayMoney = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Amount", name = "Amount", help = "Amount of money to pay.", 
			editor = "number", default = 0, min = 0, },
	},
	EditorView = Untranslated("Pay <money(Amount)>"),
	Documentation = "Take money from player.",
}

function PlayerPayMoney:__exec(obj, context)
	AddMoney(-self.Amount, "expense")
end

function PlayerPayMoney:GetPhraseTopRolloverText(negative, template, game)
	local amount =  self.Amount
	return T{194741866993, "Paid <money(Amount)>",Amount = amount}
end

function PlayerPayMoney:GetUIText(context)
	return  T{982094780061, "Give <money(Amount)>", Amount = self.Amount}
end

DefineClass.QuestEffectBase = {
	__parents = { "Effect", "QuestFunctionObjectBase", },
	__generated_by_class = "ClassDef",

	EditorNestedObjCategory = "Quests",
}

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

DefineClass.QuestKillTCE = {
	__parents = { "QuestEffectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "QuestId", name = "Quest id", help = "Quest to change.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", },
		{ id = "TCE", name = "TCE", help = "Quest TCE to kill", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "TCEState") end, },
	},
	EditorView = Untranslated("Kills '<u(TCE)>' TCE from '<u(QuestId)>' quest"),
	Documentation = "Kills specific TCE from a given quest",
}

function QuestKillTCE:__exec(obj, context)
	if not RunningSequentialEffects then return false end
	if not self.QuestId or self.QuestId == ""  or not self.TCE or self.TCE == "" then return false end
	
	for i = #RunningSequentialEffects, 1, -1 do
		local run_state = RunningSequentialEffects[i]
		if run_state[5] == self.QuestId and run_state[6] == self.TCE then
			DeleteThread(run_state[1])
			table.remove(RunningSequentialEffects, i)
			return
		end
	end
end

function QuestKillTCE:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
end

DefineClass.QuestSetVariableBool = {
	__parents = { "QuestEffectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to change.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
	return QuestHasVariable(preset, "QuestVarBool")
end, 
},
		{ category = "General", id = "Prop", name = "Quest Variable", help = "Quest variable to change.", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId,"Bool") end, },
		{ category = "General", id = "Toggle", name = "Toggle Current Value", help = "Toggles the current flag value (changes it from 'true' to 'false' and vice versa).", 
			editor = "bool", default = false, },
		{ category = "General", id = "Set", name = "Change to", help = "Value to set.", 
			editor = "bool", default = true, 
			no_edit = function(self) return self.Toggle end, },
	},
	Documentation = "A way to change the quest's flag. If not 'Toggle'  then changes the flag to 'Set' value, else toggle the flag's value.",
}

function QuestSetVariableBool:__exec(obj, context)
	local quest = QuestGetState(self.QuestId or "")
	if not quest then return end
	if self.Toggle then
		SetQuestVar(quest, self.Prop, not rawget(quest, self.Prop))
	else
		SetQuestVar(quest, self.Prop, self.Set)
	end
end

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

function QuestSetVariableBool:GetEditorView()
	if self.Toggle then
		return Untranslated("Quest <u(QuestId)>: toggle <u(Prop)>")
	else
		return Untranslated("Quest <u(QuestId)>: <u(Prop)> = " .. tostring(self.Set))
	end
end

DefineClass.QuestSetVariableNum = {
	__parents = { "QuestEffectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to change.", 
			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 change.", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId,"Num") end, },
		{ category = "General", id = "Amount", name = "Amount", help = "Value to set.", 
			editor = "number", default = 0, },
		{ category = "General", id = "RandomRangeMax", name = "Random Amount Max", help = 'If set, the amount will be a random number between "Amount" and this number. Both values are inclusive.', 
			editor = "number", default = false, },
		{ category = "General", id = "Percent", name = "Percent", help = "Percent change to current value, if operation is modify.", 
			editor = "number", default = 100, },
		{ category = "General", id = "Operation", name = "Operation", help = "Modify the current value with amount/percent or set a new one.", 
			editor = "combo", default = "modify", items = function (self) return {"set", "modify"} end, },
	},
	Documentation = "Change a quest variable's value. Modifies the current value wiyh amount/percent or sets a new amount.",
}

function QuestSetVariableNum:__exec(obj, context)
	local quest = QuestGetState(self.QuestId or "")
	if not quest then return end
	local prev_val =  rawget(quest,self.Prop)
	local new_val
	local mod_amount = self.Amount
	
	if self.RandomRangeMax then
		mod_amount = mod_amount + InteractionRand(self.RandomRangeMax - mod_amount + 1, "QuestVariableNum")
	end
	
	if self.Operation=="set" then
		new_val = mod_amount
	elseif self.Operation=="modify" then
		new_val = (prev_val or 0) + mod_amount
		if self.Percent~=0 then
			new_val = MulDivRound(new_val, self.Percent, 100)
		end
	end
	SetQuestVar(quest, self.Prop, new_val)
end

function QuestSetVariableNum:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
	if not self.Prop then
		return "Specify the param to change!"
	end
	if self.RandomRangeMax and self.RandomRangeMax < self.Amount then
		return "Max cannot be smaller than min (Amount)."
	end
	if self.Operation~="set" then
		local quest = QuestGetState(self.QuestId or "")
		local prev_val =  rawget(quest,self.Prop)
		if not prev_val then
			return "This prop has not set any value and can not be changed"
		end
	end
end

function QuestSetVariableNum:GetEditorView()
	local printValue = "<Amount>"
	if self.RandomRangeMax then
		printValue = printValue .. "-<RandomRangeMax>"
	end
	
	if self.Operation=="set" then
		return Untranslated("Quest <u(QuestId)>:<u(Prop)> = " .. printValue)
	elseif self.Operation=="modify" then
		return Untranslated("Quest <u(QuestId)>:<u(Prop)> =  <Percent>% from (<u(Prop)> + " .. printValue .. ")")
	end
end

DefineClass.QuestSetVariableSpecialValue = {
	__parents = { "QuestEffectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to change.", 
			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 change.", 
			editor = "choice", default = false, no_validate = true, items = function (self) return GetQuestsVarsCombo(self.QuestId,"Num") end, },
		{ category = "General", id = "Special", name = "Special value type", help = "Value to set.", 
			editor = "combo", default = "current campaign time", items = function (self) return {"current campaign time"} end, },
	},
	Documentation = "Set a quest number variable to a special value, chosen from the Special property.",
}

function QuestSetVariableSpecialValue:__exec(obj, context)
	local quest = QuestGetState(self.QuestId or "")
	if not quest then return end
	local new_val
	
	if self.Special == "current campaign time" then
		new_val = Game.CampaignTime
	end
	
	SetQuestVar(quest, self.Prop, new_val)
end

function QuestSetVariableSpecialValue:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
end

function QuestSetVariableSpecialValue:GetEditorView()
	if self.Special == "current campaign time" then
		return Untranslated("Quest <u(QuestId)>:<u(Prop)> = current campaign time")
	end
end

DefineClass.QuestSetVariableText = {
	__parents = { "QuestEffectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to change.", 
			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 change", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Text") end, },
		{ category = "General", id = "Text", name = "Text", help = "Value to set.", 
			editor = "text", default = '""', },
	},
	EditorView = Untranslated("Quest <u(QuestId)>:<u(Prop)> = '<u(Text)>'"),
	Documentation = "Change a quest's text variable.",
}

function QuestSetVariableText:__exec(obj, context)
	local quest = QuestGetState(self.QuestId or "")
	if not quest then return end
	SetQuestVar(quest, self.Prop, self.Text)
end

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

DefineClass.QuestSetVariableTimer = {
	__parents = { "QuestEffectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to change.", 
			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 change.", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId,"Num") end, },
		{ category = "General", id = "TimeAmount", 
			editor = "number", default = 0, },
		{ category = "General", id = "TimeAmountRangeMax", help = "If set the time amount will be randomed between TimeAmount and this value.", 
			editor = "number", default = 0, },
		{ category = "General", id = "Timescale", 
			editor = "choice", default = "h", items = function (self) return GetTimeScalesCombo() end, },
	},
	Documentation = "Set a timer to a quest variable.",
}

function QuestSetVariableTimer:__exec(obj, context)
	local quest = QuestGetState(self.QuestId or "")
	if not quest then return end
	local prev_val =  rawget(quest, self.Prop)
	
	local timeAmount = self.TimeAmount
	if self.TimeAmountRangeMax ~= 0 then
		timeAmount = timeAmount + InteractionRand(self.TimeAmountRangeMax - timeAmount + 1, "QuestVariableTimer")
	end
	
	timeAmount = timeAmount * (const.Scale[self.Timescale] or const.Scale.h)
	local triggerTime = Game.CampaignTime + timeAmount
	SetQuestVar(quest, self.Prop, triggerTime)
end

function QuestSetVariableTimer:GetError()
	if not self.QuestId or self.QuestId=="" then
		return "Specify the quest!"
	end
	if not self.Prop then
		return "Specify the param to change!"
	end
	if (self.TimeAmountRangeMax or 0) ~= 0 and self.TimeAmountRangeMax < self.TimeAmount then
		return "Max cannot be smaller than min (TimeAmount)."
	end
end

function QuestSetVariableTimer:GetEditorView()
	local printValue = "<TimeAmount>"
	if (self.TimeAmountRangeMax or 0) ~= 0 then
		printValue = printValue .. "-<TimeAmountRangeMax>"
	end
	
	return Untranslated("Set quest timer in <u(QuestId)>:<u(Prop)> for after " .. printValue .. " " .. self.Timescale)
end

DefineClass.RadioStartConversation = {
	__parents = { "Effect", "ConversationFunctionObjectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Conversation", name = "Conversation", help = "Conversation to start.", 
			editor = "preset_id", default = false, preset_class = "Conversation", },
		{ id = "Icon", 
			editor = "combo", default = "UI/Hud/radio", items = function (self) return GetRadioConversationIconsCombo end, },
	},
	EditorView = Untranslated("Start radio conversation <u(Conversation)>."),
	Documentation = "Starts a specific radio conversation - no groups or conditions are checked.",
	EditorNestedObjCategory = "Interactions",
}

function RadioStartConversation:__exec(obj, context)
	StartConversationEffect(self.Conversation, {radio = true, icon = self.Icon})
end

function RadioStartConversation:__waitexec(obj, context)
	StartConversationEffect(self.Conversation, {radio = true, icon = self.Icon}, "wait")
end

function RadioStartConversation:GetError()
	if not self.Conversation then
		return "Please specify conversation"
	end
end

function RadioStartConversation:GetResumeData(thread, stack, stack_index)
	return "RadioStartConversation", self.Conversation, self.Icon
end

DefineClass.RandomEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Effects", name = "Effects", 
			editor = "nested_list", default = false, base_class = "Effect", },
	},
	ReturnClass = "",
	EditorView = Untranslated("Play a random effect from a list."),
	Documentation = "Play a random effect from a list.",
	EditorNestedObjCategory = "",
}

function RandomEffect:__exec(obj, context)
	local num = #self.Effects
	if num > 0 then
		local roll = InteractionRand(num, "RandomEffect") + 1
		self.Effects[roll]:__exec()
	end
end

function RandomEffect:GetError()
	if not self.Effects or #self.Effects < 1 then
		return "Please specify some effects"
	end
end

DefineClass.RandomEffectWithCondition = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Effects", name = "Effects", 
			editor = "nested_list", default = false, base_class = "ConditionalEffect", },
	},
	ReturnClass = "",
	EditorView = Untranslated("Play a random effect from a list whose conditions evaluate to true."),
	Documentation = "Play a random effect from a list whose conditions evaluate to true.",
	EditorNestedObjCategory = "",
}

function RandomEffectWithCondition:__exec(obj, context)
	local valid = {}
	for i, eff in ipairs(self.Effects) do
		if EvalConditionList(eff.Conditions, obj, context) then
			valid[#valid + 1] = eff
		end
	end
	local num = #valid
	if num > 0 then
		local roll = InteractionRand(num, "RandomEffect") + 1
		
		local effRolled = valid[roll]
		local effects = effRolled.Effects
		for _, effect in ipairs(effects) do
			effect:__exec(obj, context)
		end
	end
end

function RandomEffectWithCondition:GetError()
	if not self.Effects or #self.Effects < 1 then
		return "Please specify some effects"
	end
end

DefineClass.RechargeCDs = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	RequiredObjClasses = {
	"Unit",
	"UnitData",
},
	EditorView = Untranslated("Recharge a unit's CDs"),
	Documentation = "Recharge a unit's CDs",
	EditorNestedObjCategory = "Units",
}

function RechargeCDs:__exec(obj, context)
	if IsKindOfClasses(obj, "Unit", "UnitData") and not obj:IsDead() then
		obj:RechargeSignatures()
	end
end

DefineClass.RegenerateGuardpostObjective = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "GuardpostObjective", name = "GuardpostObjective", 
			editor = "preset_id", default = false, preset_class = "GuardpostObjective", },
	},
	EditorView = Untranslated("Regenerate guardpost objective <u(GuardpostObjective)>"),
	Documentation = "Regenerate a completed guardpost objective.",
	EditorNestedObjCategory = "Sectors",
}

function RegenerateGuardpostObjective:__exec(obj, context)
	SetGuardpostObjectiveRegenerated(self.GuardpostObjective)
end

DefineClass.ReplaceMercEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ExistingMerc", name = "Existing Merc", help = "Existing merc to replace.", 
			editor = "combo", default = false, items = function (self) return MercPresetCombo() end, },
		{ id = "NewMercDef", name = "New Merc Definition", help = "New merc definition to use for replacement.", 
			editor = "combo", default = false, items = function (self) return MercPresetCombo() end, },
	},
	EditorView = Untranslated("Replace <u(ExistingMerc)> with <u(NewMercDef)> keeping his progress."),
	Documentation = "Replace a merc with another definition while keeping his progress. Example use: switch Larry to Larry_Clean.",
	EditorNestedObjCategory = "Units",
}

function ReplaceMercEffect:__exec(obj, context)
	ReplaceMerc(self.ExistingMerc, self.NewMercDef, "keepInventory")
end

function ReplaceMercEffect:GetError()
	if not self.ExistingMerc then
		return "Choose an existing merc to replace"
	end
	if not self.NewMercDef then
		return "Choose a new merc definition to replace the existing one with"
	end
end

function ReplaceMercEffect:GetUIText(context,template, game)
	local merc = gv_UnitData and gv_UnitData[self.Merc]
	local name
	if not merc then
		name = game and "" or Untranslated("[MercName]")
	else
		name = merc.Nick or merc.Name
	end
	return T{246469241790, "Recruit merc (<em><name></em>)", name= name}
end

DefineClass.ResetAmbientLife = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Ephemeral", name = "Ephemeral Only", help = "All ambient life units or just ephemeral ones.", 
			editor = "bool", default = true, },
		{ id = "KickPerpetualUnits", name = "Kick Perpetual Units", help = "If checked perpetual units will be reset too, otherwise they will stay in their markers.", 
			editor = "bool", default = false, },
		{ id = "ForceImmediateKick", name = "Force Immediate Kick", help = "Forces immedite kick so the marker and the unit can be used right away - usually clearing the marker happens after playing exit animation. Anyway if UnitsStealForPerpetualMarkers effect is scheduled right after this one it can not work as expected since it will be called before the destructors and the units/marker will be still busy", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Reset Ambient Life Behavior"),
	Documentation = "Forces all units in ambient life behavior to check the condition of the spot they are using and makes them leave if that condition is not met",
}

function ResetAmbientLife:__exec(obj, context)
	for _, unit in ipairs(g_Units) do
		if (not self.Ephemeral or unit.ephemeral) and unit:IsVisiting() then
			unit:ResetAmbientLife(self.KickPerpetualUnits, self.ForceImmediateKick)
		end
	end
end

DefineClass.RestoreHealth = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "amount", name = "Amount", 
			editor = "number", default = 9999, },
	},
	RequiredObjClasses = {
	"Unit",
	"UnitData",
},
	EditorView = Untranslated("Restore unit's health"),
	Documentation = "Restores unit's health",
	EditorNestedObjCategory = "Units",
}

function RestoreHealth:__exec(obj, context)
	if IsKindOfClasses(obj, "Unit", "UnitData") and not obj:IsDead() then
		obj.HitPoints = Min(obj.MaxHitPoints, obj.HitPoints + self.amount)
	end
end

DefineClass.SatelliteShortcutSetSpeed = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "shortcut_id", 
			editor = "combo", default = false, items = function (self) return PresetsCombo("SatelliteShortcutPreset") end, },
		{ id = "speed_const", help = "The constant denoting the shortcut's speed", 
			editor = "combo", default = "RiverTravelTime", items = function (self) return ConstCategoryToCombo(const.SatelliteShortcut) end, },
	},
	Documentation = "Set the speed of a satellite shortcut",
	EditorNestedObjCategory = "Sector effects",
}

function SatelliteShortcutSetSpeed:__exec(obj, context)
	SatelliteShortcutChangeSpeed(self.shortcut_id, self.speed_const)
end

function SatelliteShortcutSetSpeed:GetError()
	if not self.shortcut_id then
		return "Specify shortcut!"
	end
end

function SatelliteShortcutSetSpeed:GetEditorView()
	if self.enable then
		return Untranslated("Enable satellite shortcut <u(shortcut_id)>", self)
	else
		return Untranslated("Disable satellite shortcut <u(shortcut_id)>", self)
	end
end

DefineClass.SatelliteShortcutUnlockEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "shortcut_id", 
			editor = "combo", default = false, items = function (self) return PresetsCombo("SatelliteShortcutPreset") end, },
		{ id = "enable", 
			editor = "bool", default = true, },
	},
	Documentation = "Enable a satellite shortcut",
	EditorNestedObjCategory = "Sector effects",
}

function SatelliteShortcutUnlockEffect:__exec(obj, context)
	SatelliteShortcutSetEnabled(self.shortcut_id, self.enable)
end

function SatelliteShortcutUnlockEffect:GetError()
	if not self.shortcut_id then
		return "Specify shortcut!"
	end
end

function SatelliteShortcutUnlockEffect:GetEditorView()
	if self.enable then
		return Untranslated("Enable satellite shortcut <u(shortcut_id)>", self)
	else
		return Untranslated("Disable satellite shortcut <u(shortcut_id)>", self)
	end
end

DefineClass.ScatterAmbientLife = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated("Scatter Ambient Life"),
	Documentation = "orders all of the ambient life units on the map (ones spawned from AmbientZones) to stop what they are doing on the spot and trigger the conflict logic.",
}

function ScatterAmbientLife:__exec(obj, context)
	ChangeGameState({ConflictScripted=true})
end

DefineClass.SectorAddOperationProgress = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "operation", name = "Operation", help = "Operation to add progress to.", 
			editor = "combo", default = false, items = function (self) return table.keys(SectorOperations) end, },
		{ id = "perc", name = "Add Perc", help = "Percent of the target progress that will be added.", 
			editor = "number", default = 0, min = 0, max = 100, },
	},
	Documentation = "Adds progress to a given operation in a given sector",
	EditorView = Untranslated("Adds <percent(perc)> progress to <u(operation)> in sector <u(sector_id)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorAddOperationProgress:__exec(obj, context)
	SectorOperations[self.operation]:BoostProgress(self.perc, gv_Sectors[self.sector_id])
end

function SectorAddOperationProgress:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorDisableAutoResolve = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "value", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Enable/Disable auto-resolve on the sector",
}

function SectorDisableAutoResolve:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if sector then
		sector.autoresolve_disabled = not self.value
	end
end

function SectorDisableAutoResolve:GetEditorView()
	if self.value then
		return Untranslated("Enable auto-resolve for sector <u(sector_id)>")
	else
		return Untranslated("Disable auto-resolve for sector <u(sector_id)>")
	end
end

function SectorDisableAutoResolve:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorEnableAutoDeploy = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "deploy", help = "Enable/disable auto-deploy on enter.", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Enable/Disable auto-deploy mode on sector enter",
}

function SectorEnableAutoDeploy:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if sector then
		sector.enabled_auto_deploy = self.deploy
	end
end

function SectorEnableAutoDeploy:GetEditorView()
	if self.deploy then
		return Untranslated("Enable auto-deploy for sector <u(sector_id)>")
	else
		return Untranslated("Disable auto-deploy for sector <u(sector_id)>")
	end
end

function SectorEnableAutoDeploy:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorEnableCustomOperation = {
	__parents = { "Effect", "LootTableFunctionObjectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "operation", name = "Operation", help = "Custom operation.", 
			editor = "combo", default = false, items = function (self) return GetCustomOperations() end, },
		{ id = "DisplayLog", name = "Display in Log", help = "Whether to display enabling the Operation in the combat log", 
			editor = "bool", default = false, },
		{ category = "Execution", id = "EffectsOnSuccess", name = "On Success", help = "Effects that are executed after the operation is completed.", 
			editor = "nested_list", default = false, base_class = "Effect", },
		{ category = "Execution", id = "LootTableId", name = "Loot Table Id", help = "Loot table to generate items that will be granted after the operation is completed.", 
			editor = "preset_id", default = false, preset_class = "LootDef", },
		{ category = "Execution", id = "GrantItemApply", name = "GrantItemApply", help = 'Loot table roll -  "first"(merc) - only once, "all"(mercs) for each merc', 
			editor = "combo", default = "first", items = function (self) return {"first", "all"} end, },
	},
	Documentation = "Enables custom operation in the sector",
	EditorView = Untranslated("Enables custom Operation <u(operation)> in sector <u(sector_id)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorEnableCustomOperation:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if not sector then return end
	
	sector.custom_operations = sector.custom_operations or {}
	sector.custom_operations[self.operation] = {
		status = "enabled",
		progress = 0,
		EffectsOnSuccess = self.EffectsOnSuccess,
		LootTableId = self.LootTableId,
		GrantItemApply = self.GrantItemApply
	}
	ObjModified(sector)
	ObjModified(gv_Squads)
	
	if self.DisplayLog then 
		CombatLog("important",T{537039992460, "New <em>Sector Operation</em> available (<em><SectorId(sector)></em>): <em><ActivityName></em>", ActivityName = SectorOperations[self.operation] and SectorOperations[self.operation].display_name or "", sector = self.sector_id})
	end
end

function SectorEnableCustomOperation:GetError()
	if not self.sector_id then
		return "Specify sector!"
	elseif not self.operation then
		return "Specify custom operation!"
	end
end

function SectorEnableCustomOperation:GetPhraseTopRolloverText(negative, template, game)
	return T{588881082990, "Operation is available: <em><ActivityName></em>", ActivityName = SectorOperations[self.operation] and SectorOperations[self.operation].display_name or ""}
end

DefineClass.SectorEnableWarningState = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Enable", name = "Enable", help = "Enable", 
			editor = "bool", default = true, },
		{ 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, },
	},
	Documentation = "Enable/Disable the Warning State mechanic for sector. (does NOT trigger it)",
	EditorView = Untranslated("Change <u(sector_id)> sector's WarningStateEnabled to <Bool(Enable)>. (does NOT trigger it)"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorEnableWarningState:__exec(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	local sector = gv_Sectors[sector_id]
	sector.warningStateEnabled = self.Enable
end

DefineClass.SectorEnterConflict = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "conflict_mode", help = "Force or resolve conflict in that sector.", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
		{ id = "disable_travel", help = "Disables all travel zones on the map.", 
			editor = "bool", default = false, },
		{ id = "lock_conflict", help = "Killing all enemies on the map cannot resolve a locked conflict, only scripts can.", 
			editor = "bool", default = false, },
		{ id = "no_exploration_resolve", help = "dont resolve conflict in exploration", 
			editor = "bool", default = false, },
		{ id = "descr_id", help = 'This text is displayed when the "Conflict" text is rolled over and in the description of the conflict window. Define texts in the conflict descriptions editor.', 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("ConflictDescription", "Default") end, },
		{ id = "spawn_mode", 
			editor = "combo", default = false, items = function (self) return {"attack", "defend", "explore"} end, },
	},
	Documentation = "Forces/Resolve conflict mode for the speciafied sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorEnterConflict:__exec(obj, context)
	local sector = self.sector_id == "current" and gv_Sectors[gv_CurrentSectorId] or gv_Sectors[self.sector_id]
	if not sector then return end
	if self.conflict_mode then
		ForceEnterConflictEffect(
				sector,
				self.spawn_mode,
				self.disable_travel,
				self.lock_conflict,
				self.descr_id,
				self.no_exploration_resolve and "force-exploration-only" or "force"
			)
	else
		sector.ForceConflict = false
		if gv_Sectors[gv_CurrentSectorId] == sector then
			if sector.conflict then
				sector.conflict.locked = false
			end
			CheckMapConflictResolved("no voice")
		else
			ResolveConflict(sector, "no voice")
		end
	end
end

function SectorEnterConflict:GetEditorView()
	if self.conflict_mode then
		return Untranslated("Force conflict mode for sector <u(sector_id)>")
	else
		return Untranslated("Remove forced conflict mode for sector <u(sector_id)>")
	end
end

function SectorEnterConflict:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorGrantIntel = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Grants intel for the sector",
	EditorView = Untranslated("Grant intel for sector <u(sector_id)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorGrantIntel:__exec(obj, context)
	DiscoverIntelForSector(self.sector_id)
end

function SectorGrantIntel:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

function SectorGrantIntel:GetPhraseTopRolloverText(negative, template, game)
	local campaign = CampaignPresets[Game and Game.Campaign or DefaultCampaign]
	local sector = gv_Sectors and gv_Sectors[self.sector_id] or table.find_value(campaign.Sectors, "Id", self.sector_id)
	
	if sector and sector.intel_discovered then
		return T{903574434021, "<em>Intel</em> is already available for <em><SectorName(sector)></em>", sector = sector}
	end
	
	return T{223883822777, "Gained <em>Intel</em> for <em><SectorName(sector)></em>", sector = sector}
end

DefineClass.SectorModifyEnemySquads = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "percent", name = "Percent", help = "Percent for enemy count modification.", 
			editor = "number", default = 0, },
		{ id = "count", name = "Count", help = "Specific count for enemy count modification.", 
			editor = "number", default = 0, },
		{ id = "UnitTemplate", name = "UnitTemplate", help = "Unit template that will be affected or all if false.", 
			editor = "combo", default = false, items = function (self) return GetEnemySquadsUnitTemplates("all") end, },
	},
	Documentation = "The spawned enemy squads in that sector get their units or specified type of units decreased or increased by that specified percent. To remove all units from unittype, set pecent to -100",
	EditorNestedObjCategory = "Sector effects",
}

function SectorModifyEnemySquads:__exec(obj, context)
	local value, valueType = self.percent, "percent"
	local count = self.count
	if count and count ~= 0 then
		value = count
		valueType = "count"
	end
	ModifySectorEnemySquads(self.sector_id, value, valueType, self.UnitTemplate)
end

function SectorModifyEnemySquads:GetEditorView()
	local value, valueType = self.percent, "percent"
	local count = self.count
	if count and count ~= 0 then
		value = count
		valueType = "count"
	end
	local valString = valueType == "percent" and (tostring(value) .. "%") or tostring(value)
	
	if value > 0 then
		if self.UnitTemplate then
			return Untranslated("Increases <u(UnitTemplate)> units in enemy squads force in <u(sector_id)> by " .. valString)
		else
			return Untranslated("Increases all enemies in <u(sector_id)> by ".. valString)
		end
	else
		if self.UnitTemplate then
			return Untranslated("Decreases <u(UnitTemplate)> units in enemy squads force in <u(sector_id)> by " .. valString)
		else
			return Untranslated("Decreases all enemies in <u(sector_id)> by " .. valString)
		end
	end
end

function SectorModifyEnemySquads:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorModifyMineProperties = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "DepletionTime", name = "Depletion Income Modifier Percent", help = "% modifier for depletion time", 
			editor = "number", default = false, min = 1, max = 500, },
		{ id = "DailyIncome", name = "Daily Income Modifier Percent", help = "% modifier for profit per day at 100% loyalty. For instance 200 would double, and 50 would halve", 
			editor = "number", default = false, min = 0, max = 1000, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Modify diamond mine properties for a given sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorModifyMineProperties:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	
	if self.DepletionTime then
		if not sector.depletion_mods then sector.depletion_mods = {} end
		sector.depletion_mods[#sector.depletion_mods + 1] = self.DepletionTime
	end
	
	if self.DailyIncome then
		if not sector.income_mods then sector.income_mods = {} end
		sector.income_mods[#sector.income_mods + 1] = self.DailyIncome
	end
end

function SectorModifyMineProperties:GetEditorView()
	return Untranslated("Modify diamond mine related properties on <sector_id>")
end

function SectorModifyMineProperties:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

function SectorModifyMineProperties:GetPhraseTopRolloverText(negative, template, game)
	if self.DailyIncome and next(gv_Sectors) then
		local name = gv_Sectors[self.sector_id].display_name
		if self.DailyIncome > 100 then
			return T{830978589245, "<Name> diamond production increased by <(value -100)>%", value = self.DailyIncome, Name = name}
		end	
		if self.DailyIncome<100 then 
			return T{340934605682, "<Name> diamond production decreased by <(100-value)>%", value = self.DailyIncome, Name = name}
		end
	end
end

DefineClass.SectorRemoveCustomOperation = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "operation", name = "Operation", help = "Remove custom operation.", 
			editor = "combo", default = false, items = function (self) return GetCustomOperations() end, },
	},
	Documentation = "Removes custom operation in the sector, sets operation mercs to Idle",
	EditorView = Untranslated("Removes custom Operation <u(operation)> in sector <u(sector_id)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorRemoveCustomOperation:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if not sector then return end
	
	local operation = self.operation
	if sector.custom_operations and sector.custom_operations[operation] then
		sector.custom_operations[operation] = nil
	end
	local mercs = GetPlayerSectorUnits(self.sector_id)
	SectorOperation_CancelByGame(mercs, operation, true)
	
	ObjModified(sector)
	ObjModified(gv_Squads)
end

function SectorRemoveCustomOperation:GetError()
	if not self.sector_id then
		return "Specify sector!"
	elseif not self.operation then
		return "Specify custom operation!"
	end
end

function SectorRemoveCustomOperation:GetPhraseTopRolloverText(negative, template, game)
	return T{565334741205, "<ActivityName> Operation is unavailable", ActivityName = SectorOperations[self.operation] and SectorOperations[self.operation].display_name or ""}
end

DefineClass.SectorReplaceEnemySquadList = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "EnemySquadsList", name = "Enemy Squads List", help = "A random squad from the list will be chosen on guardpost spawn time.", 
			editor = "preset_id_list", default = {}, preset_class = "EnemySquads", preset_filter = function (preset, obj, prop_meta)
	if preset.group ~= "Test Encounters" then return obj end
end, 
item_default = "", },
		{ id = "StrongEnemySquadsList", name = "Strong Enemy Squads List", 
			editor = "preset_id_list", default = {}, preset_class = "EnemySquads", preset_filter = function (preset, obj, prop_meta)
	if preset.group ~= "Test Encounters" then return obj end
end, 
item_default = "", },
		{ id = "ExtraDefenderSquads", name = "Extra Defender Squads", 
			editor = "preset_id_list", default = {}, preset_class = "EnemySquads", preset_filter = function (preset, obj, prop_meta)
	if preset.group ~= "Test Encounters" then return obj end
end, 
item_default = "", },
	},
	EditorView = Untranslated("Overrides EnemySquadList in sector <u(sector_id)>"),
	Documentation = "Overrides EnemySquadList in a given sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorReplaceEnemySquadList:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if not sector then return end
	
	if sector.EnemySquadsList and #sector.EnemySquadsList > 0 then
		sector.EnemySquadsList = table.copy(self.EnemySquadsList)
	end
	if sector.StrongEnemySquadsList and #sector.StrongEnemySquadsList > 0 then
		sector.StrongEnemySquadsList = table.copy(self.StrongEnemySquadsList)
	end
	if sector.ExtraDefenderSquads and #sector.ExtraDefenderSquads > 0 then
		sector.ExtraDefenderSquads = table.copy(self.ExtraDefenderSquads)
	end
end

function SectorReplaceEnemySquadList:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorReplaceTargetSectors = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "TargetSectors", name = "Target Sectors", help = "Target sectors for spawned enemy squads.", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return GetCampaignSectorsCombo("") end, },
	},
	EditorView = Untranslated("Overrides TargetSectors in a given sector"),
	Documentation = "Overrides TargetSectors in a given sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorReplaceTargetSectors:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if sector then
		sector.TargetSectors = table.copy(self.TargetSectors, "deep")
	end
end

function SectorReplaceTargetSectors:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetAwarenessSequence = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "awareness_sequence", name = "Awareness Sequence", 
			editor = "choice", default = "Standard", items = function (self) return { "Standard", "Skip Setpiece", "Skip All" } end, },
	},
	Documentation = "Enable/Disable auto-deploy mode on sector enter",
}

function SectorSetAwarenessSequence:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if sector then
		sector.awareness_sequence = self.awareness_sequence
	end
end

function SectorSetAwarenessSequence:GetEditorView()
	return Untranslated(string.format("Set Awareness Sequence for for sector <u(sector_id)> to %s", self.awareness_sequence))
end

function SectorSetAwarenessSequence:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetCustomConflictDesc = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "descr_id", help = 'This text is displayed when the "Conflict" text is rolled over and in the description of the conflict window. Define texts in the conflict descriptions editor.', 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("ConflictDescription", "Default") end, },
	},
	Documentation = "Set a custom conflict description for the given sector. Cleared when the conflict is resolved.",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetCustomConflictDesc:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	
	sector.CustomConflictDescr = self.descr_id
	if sector.conflict and not sector.conflict.descr_id then
		sector.conflict.descr_id = self.descr_id
	end
end

function SectorSetCustomConflictDesc:GetEditorView()
	return Untranslated("Set conflict description <u(descr_id)> for <u(sector_id)>")
end

function SectorSetCustomConflictDesc:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
	if not self.descr_id then
		return "Specify description preset!"
	end
end

DefineClass.SectorSetForceConflict = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "force", name = "Force Conflict", help = "Force conflict value.", 
			editor = "bool", default = false, },
	},
	Documentation = "Enable/Disable 'force conflict' for the sector - entering sectors with force conflict set to true results in conflict mode with or without enemy presence in the sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetForceConflict:__exec(obj, context)
	if not gv_Sectors[self.sector_id] then return end
	gv_Sectors[self.sector_id].ForceConflict = self.force
end

function SectorSetForceConflict:GetEditorView()
	if self.force then
		return Untranslated("Enable sector <u(sector_id)> force conflict")
	else
		return Untranslated("Disable sector <u(sector_id)> force conflict")
	end
end

function SectorSetForceConflict:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetHospital = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "enable", help = "Add/remove hospital in sector.", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Enable/disable hospital in specified sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetHospital:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	sector.HospitalLocked = not self.enable
	sector.Hospital = true -- Legacy
	Msg("BuildingLockChanged", self.sector_id)
end

function SectorSetHospital:GetPhraseTopRolloverText(negative, template, game)
	return T{588881082990, "Operation is available: <em><ActivityName></em>", ActivityName = SectorOperations["HospitalTreatment"] and SectorOperations["HospitalTreatment"].display_name or ""}
end

function SectorSetHospital:GetEditorView()
	if self.enable then
		return Untranslated("Enable hospital in sector <u(sector_id)>")
	else
		return Untranslated("Disable hospital in sector <u(sector_id)>")
	end
end

function SectorSetHospital:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetMap = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "MapFile", 
			editor = "combo", default = "", items = function (self) return ListMaps() end, },
		{ id = "image", 
			editor = "ui_image", default = false, },
		{ id = "loading_screen", 
			editor = "ui_image", default = false, },
	},
	Documentation = "Change the map of a sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetMap:__exec(obj, context)
	local sectorPreset = gv_Sectors[self.sector_id]
	if sectorPreset then
		sectorPreset.Map = self.MapFile
		
		if self.image and self.image ~= "" then
			sectorPreset.image = self.image
		end
		
		if self.loading_screen and self.loading_screen ~= "" then
			sectorPreset.override_loading_screen = self.loading_screen
		end
	end
end

function SectorSetMap:GetEditorView()
	return Untranslated("Change the sector map of <u(sector_id)> to <u(MapFile)>", self)
end

function SectorSetMap:GetError()
	if not self.sector_id then
		return "Specify sector!"
	elseif self.enable_sticky and self.disable_sticky then
		return "You cannot both enable and disable sticky side, choose one"
	end
end

DefineClass.SectorSetMilitia = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "enable", help = "Set militia in sector.", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Enable/disable militia in specified sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetMilitia:__exec(obj, context)
	gv_Sectors[self.sector_id].Militia = self.enable
end

function SectorSetMilitia:GetEditorView()
	if self.enable then
		return Untranslated("Enable militia in sector <u(sector_id)>")
	else
		return Untranslated("Disable militia in sector <u(sector_id)>")
	end
end

function SectorSetMilitia:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetMineProperties = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Depletion", 
			editor = "combo", default = "no-change", items = function (self) return { "no-change", "enabled", "disabled" } end, },
		{ id = "HasMine", 
			editor = "combo", default = "no-change", items = function (self) return { "no-change", "enabled", "disabled" } end, },
		{ id = "DepletionTime", help = "In how many days the mine will deplete", 
			editor = "number", default = false, min = 1, max = 500, },
		{ id = "DailyIncome", help = "Profit per day at 100% loyalty", 
			editor = "number", default = false, min = 0, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Set diamond mine properties for a given sector.",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetMineProperties:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if self.Depletion ~= "no-change" then
		sector.Depletion = self.Depletion == "enabled"
	end
	
	if self.HasMine ~= "no-change" then
		sector.Mine = self.HasMine == "enabled"
	end
	
	if self.DepletionTime then
		sector.DepletionTime = self.DepletionTime
	end
	
	if self.DailyIncome then
		sector.DailyIncome = self.DailyIncome
	end
end

function SectorSetMineProperties:GetEditorView()
	return Untranslated("Set diamond mine related properties on <sector_id>")
end

function SectorSetMineProperties:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetPort = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "enable", help = "Add/remove port in sector.", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Enable/disable port in specified sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetPort:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	sector.PortLocked = not self.enable
	sector.Port = true -- Legacy
	if sector.Side == "player1" or sector.Side == "player2" then
		gv_PlayerSectorCounts["Port"] = gv_PlayerSectorCounts["Port"]  + 1
	end
	Msg("BuildingLockChanged", self.sector_id)
end

function SectorSetPort:GetEditorView()
	if self.enable then
		return Untranslated("Enable port in sector <u(sector_id)>")
	else
		return Untranslated("Disable port in sector <u(sector_id)>")
	end
end

function SectorSetPort:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetRAndROperation = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "enable", help = "Set RAndR operation in sector.", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Enable/disable RAndR operation in specified sector",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetRAndROperation:__exec(obj, context)
	gv_Sectors[self.sector_id].RAndRAllowed = self.enable
end

function SectorSetRAndROperation:GetEditorView()
	if self.enable then
		return Untranslated("Enable RAndR  in sector <u(sector_id)>")
	else
		return Untranslated("Disable RAndR in sector <u(sector_id)>")
	end
end

function SectorSetRAndROperation:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetRepairShopOperation = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "enable", 
			editor = "bool", default = true, },
		{ id = "sector_id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Enable/Disable Repair Shop operations in the specified sector.",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetRepairShopOperation:__exec(obj, context)
	gv_Sectors[self.sector_id].RepairShop = self.enable
end

function SectorSetRepairShopOperation:GetEditorView()
	if self.enable then
		return Untranslated("Enable Repair Shop operations in sector <u(sector_id)>")
	else
		return Untranslated("Disable Repair Shop operations in sector <u(sector_id)>")
	end
end

function SectorSetRepairShopOperation:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorSetSide = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "side", name = "Side", help = "Choose side for sector.", 
			editor = "combo", default = "player1", items = function (self) return table.iappend(table.map(SideDefs, "Id"), {"dont-change"}) end, },
		{ id = "enable_sticky", name = "Enable Sticky Side", help = "This will forcefully set sticky side to true.", 
			editor = "bool", default = false, },
		{ id = "disable_sticky", name = "Disable Sticky Side", help = "This will forcefully set sticky side to false.", 
			editor = "bool", default = false, },
	},
	Documentation = "Change sector side and sticky side option (optional)",
	EditorNestedObjCategory = "Sector effects",
}

function SectorSetSide:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	if not sector then return end
	if self.enable_sticky then
		sector.StickySide = true
	elseif self.disable_sticky then
		sector.StickySide = false
	end
	if self.side == "dont-change" then
		if g_StartingCombat then return end
		UpdateSectorControl(self.sector_id)
	else
		SatelliteSectorSetSide(self.sector_id, self.side, "force")
	end
end

function SectorSetSide:GetEditorView()
	if self.enable_sticky then
		return Untranslated("Set side <u(side)> and enable sticky side in sector <u(sector_id)>")
	elseif self.disable_sticky then
		return Untranslated("Set side <u(side)> and disable sticky side in sector <u(sector_id)>")
	else
		return Untranslated("Set side <u(side)> in sector <u(sector_id)>")
	end
end

function SectorSetSide:GetError()
	if not self.sector_id then
		return "Specify sector!"
	elseif self.enable_sticky and self.disable_sticky then
		return "You cannot both enable and disable sticky side, choose one"
	end
end

DefineClass.SectorSpawnSquad = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "squad_def_id", name = "Squad", help = "Pre-defined enemy squad.", 
			editor = "combo", default = false, items = function (self) return EnemySquadsComboItems("exclude test squads") end, },
		{ id = "side", name = "Side", 
			editor = "combo", default = "enemy1", items = function (self) return {"enemy1", "enemy2", "ally"} end, },
	},
	Documentation = "Spawns a predefined squad on the sector",
	EditorView = Untranslated("Spawn a <u(squad_def_id)> squad in sector <u(sector_id)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorSpawnSquad:__exec(obj, context)
	if not gv_Sectors[self.sector_id] then return end
	GenerateEnemySquad(self.squad_def_id, self.sector_id, "Effect", nil, self.side)
end

function SectorSpawnSquad:GetError()
	if not self.sector_id then
		return "Specify sector!"
	elseif not self.squad_def_id then
		return "Specify squad!"
	end
end

DefineClass.SectorSquadDespawn = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "Militia", name = "Remove militia", 
			editor = "bool", default = true, },
		{ id = "Enemies", name = "Remove enemies", 
			editor = "bool", default = true, },
	},
	Documentation = "Removes all enemy and militia squads in that sector.",
	EditorView = Untranslated("Removes enemy squads and militia in <u(sector_id)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorSquadDespawn:__exec(obj, context)
	local squads = GetSectorSquads(self.sector_id)
	for i = #squads, 1, -1 do
		local squad = squads[i]
		if self.Enemies and IsEnemySquad(squad.UniqueId) or 
			self.Militia and squad.militia 
		then
			RemoveSquad(squad)
		end
	end
	if not gv_SatelliteView and self.sector_id == gv_CurrentSectorId then
		LocalCheckUnitsMapPresence()
	end
end

function SectorSquadDespawn:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SectorTrainMilitia = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "Amount", 
			editor = "number", default = false, 
			default = const.Satellite.MilitiaUnitsPerTraining, min = 1, max = 8, },
	},
	Documentation = "Grants intel for the sector",
	EditorView = Untranslated("Train <u(Amount)> militia on <u(sector_id)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorTrainMilitia:__exec(obj, context)
	local sector = gv_Sectors[self.sector_id]
	local _, trained =SpawnMilitia(self.Amount, sector)
	if trained == 0 then return end
	local logText = T{769055535456, "<amount> militia dispatched to <SectorName(sector)>",
		amount = trained,
		sector = sector
	}
	CombatLog("important", logText)
end

function SectorTrainMilitia:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

function SectorTrainMilitia:GetPhraseTopRolloverText(negative, template, game)
	local campaign = CampaignPresets[Game and Game.Campaign or DefaultCampaign]
	local sector = gv_Sectors and gv_Sectors[self.sector_id] or table.find_value(campaign.Sectors, "Id", self.sector_id)
	
	return T{445122419956, "Sent <em>Militia</em> to <em><SectorName(sector)></em>", sector = sector}
end

DefineClass.SectorsGrantIntel = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", help = "Sector id.", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Grants intel for an array of sectors",
	EditorView = Untranslated("Grant intel for sectors <list(sector_id, ', ')>"),
	EditorNestedObjCategory = "Sector effects",
}

function SectorsGrantIntel:__exec(obj, context)
	
	DiscoverIntelForSectors(self.sector_id)
end

function SectorsGrantIntel:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

function SectorsGrantIntel:GetPhraseTopRolloverText(negative, template, game)
	local campaign = CampaignPresets[Game and Game.Campaign or DefaultCampaign]
	
	local knew = {}
	local new = {}
	for i, s in ipairs(self.sector_id) do
		local sector = gv_Sectors and gv_Sectors[s] or table.find_value(campaign.Sectors, "Id", s)
		if sector then
			if sector.intel_discovered then
				knew[#knew + 1] = T{427357563595, "<em><SectorName></em>", SectorName = sector and sector.display_name or "",}
			else
				new[#new + 1] = T{165345603261, "<em><SectorName></em> (sector <SectorId(sId)>)", SectorName = sector and sector.display_name or "", sId  = s}
			end
		end
	end
	
	local textCombined = false
	
	if #new > 0 then
		textCombined = T{309239191160, "Gained <em>Intel</em> for <sectors>.", sectors = table.concat(new, ", ")}
	end
	
	if #knew > 0 then
		local knewText = T{124400089767, "Intel for <sectors> is already available.", sectors = table.concat(knew, ", ")}
		if textCombined then
			textCombined = textCombined .. T(226690869750, "<newline>") .. knewText
		else
			textCombined = knewText
		end
		
	end
	return textCombined
end

DefineClass.SetBadgeEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Remove", help = "Remove the badge instead.", 
			editor = "bool", default = false, },
		{ id = "BadgeUnit", name = "Badge on Unit", help = "The unit/group to place the badge on, if it exists on the current map.", 
			editor = "combo", default = false, items = function (self) return GridMarkerGroupsCombo() end, },
		{ id = "BadgePreset", name = "Badge Preset", help = "The badge preset to spawn.", 
			editor = "preset_id", default = false, preset_class = "BadgePresetDef", },
		{ id = "Quest", name = "Quest", help = "Which quest to associate this badge with. If the effect is placed on a quest it will attempt to find it itself.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", },
	},
	EditorView = T(946118376279, --[[EffectDef Effects SetBadgeEffect value]] "Place a badge of preset <u(BadgePreset)> on unit <u(BadgeUnit)>"),
	Documentation = "Place a badge on a unit.",
	EditorNestedObjCategory = "Units",
}

function SetBadgeEffect:__exec(obj, context)
	local quest = (self.Quest and gv_Quests[self.Quest]) or (IsKindOf(obj, "QuestsDef") and obj) or false
	assert(quest)
	if not quest then return end
	
	if not self.BadgeUnit then return end
	
	local prefix = ""
	if self.Remove then
		prefix = badgeRemoveIdentifier
	end
	quest[badgeParamIdentifier .. self.BadgeUnit] = prefix .. (self.BadgePreset or "")
	UpdateQuestBadges(quest)
end

DefineClass.SetBehaviorVisitAL = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ActorGroup", name = "Actor Group", help = "Unit group that will exit the map.", 
			editor = "combo", default = "", items = function (self) return GetUnitGroups() end, },
		{ id = "MarkerGroup", name = "Marker Group", help = "Exit marker group.", 
			editor = "combo", default = "", 
			no_edit = function(self) return self.closest end, items = function (self) return GetALMarkersGroups end, },
		{ id = "Kick", name = "Kick", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("<u(ActorGroup)> visits <u(MarkerGroup)> marker"),
	Documentation = "Units vists specified Ambient Life marker",
	EditorNestedObjCategory = "Units",
}

function SetBehaviorVisitAL:__exec(obj, context)
	local group_actors = ValidateUnitGroupForEffectExec(self.ActorGroup, self, obj)
	local actors = table.ifilter(group_actors, function(_, actor)
		return IsKindOf(actor, "Unit") and not actor.perpetual_marker
	end)
	if #actors == 0 then return end
	
	local actor = actors[1]
	if not IsValid(actor) then return end
	
	local visitables = table.ifilter(g_Visitables, function(_, visitable)
		local marker_groups = visitable[1].Groups
		local from_group =  not not table.find(marker_groups, self.MarkerGroup)
		
		return from_group
	end)
	if #visitables == 0 then return end
	
	local marker_visitable = visitables[1]
	if marker_visitable.reserved == actor.handle then
		return		-- same unit already visiting
	end
	
	local marker = marker_visitable[1]
	if marker_visitable.reserved then
		if not self.Kick then
			return	-- can't kick currently visiting unit
		end
		local unit = HandleToObject[marker_visitable.reserved]
		if IsValid(unit) then
			unit:FreeVisitable(marker_visitable)
			unit:SetCommand("Idle")
		end
	end
	actor:ReserveVisitable(marker_visitable)
	if marker:Random(100) < marker.ChanceSpawn then
		marker.perpetual_unit = actor
		actor.perpetual_marker = marker
	end
	if GameState and (GameState.entering_sector or GameState.setpiece_playing)  and marker.Teleport then
		actor.teleport_allowed_once = true
	end
	actor:SetCommand("Visit", marker_visitable)
end

function SetBehaviorVisitAL:GetEditorView()
	return Untranslated("Sets <u(ActorGroup)> to visit <u(MarkerGroup)> marker")
end

DefineClass.SetDeploymentModeEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "DeploymentMode", name = "Deployment Mode", help = "Sector id.", 
			editor = "combo", default = "defend", items = function (self) return {"defend", "attack"} end, },
		{ id = "DeploymentDir", name = "Deployment Direction", help = "Deployment Direction during attack", 
			editor = "combo", default = "North", 
			no_edit = function(self) return self.DeploymentMode == "defend" end, items = function (self) return {"North", "East", "South", "West"} end, },
	},
	Documentation = "Set Deployment Mode(and direction if attacking)r",
	EditorView = Untranslated("Set Deployment Mode"),
}

function SetDeploymentModeEffect:__exec(obj, context)
	SetDeploymentMode(self.DeploymentMode)
	if self.DeploymentMode == "attack" then
		gv_DeploymentDir = self.DeploymentDir
	end
end

DefineClass.SetSectorAutoResolveDefenderBonus = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "autoResolveDefenderBonus", name = "Auto Resolve Defender Bonus", 
			editor = "number", default = 0, },
		{ 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, },
	},
	Documentation = "Set a sector's Auto Resolve Defender Bonus.",
	EditorView = Untranslated("Set <u(sector_id)> sector's Auto Resolve Defender Bonus to <u(autoResolveDefenderBonus)>"),
	EditorNestedObjCategory = "Sector effects",
}

function SetSectorAutoResolveDefenderBonus:__exec(obj, context)
	local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
	local sector = gv_Sectors[sector_id]
	sector.AutoResolveDefenderBonus = self.autoResolveDefenderBonus
end

DefineClass.SetSectorDiscovered = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "sector_id", name = "Sector Id", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	Documentation = "Sets a sector to discovered",
	EditorNestedObjCategory = "Sector effects",
}

function SetSectorDiscovered:__exec(obj, context)
	local sectorPreset = gv_Sectors[self.sector_id]
	if sectorPreset then
		sectorPreset.discovered = true
		
		if g_SatelliteUI then
			g_SatelliteUI:UpdateSectorVisuals(self.sector_id)
		end
	end
end

function SetSectorDiscovered:GetEditorView()
	return Untranslated("Set <u(sector_id)> to discovered", self)
end

function SetSectorDiscovered:GetError()
	if not self.sector_id then
		return "Specify sector!"
	end
end

DefineClass.SetTimer = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Name", name = "Name", help = "Name of the timer.", 
			editor = "text", default = false, },
		{ id = "Label", name = "Label", help = "The label to display on the timer.", 
			editor = "text", default = false, translate = true, },
		{ id = "Time", name = "Time", help = "Time (in secs) to wait.", 
			editor = "number", default = 60000, scale = "sec", },
	},
	EditorView = Untranslated("Set timer <Name>"),
	Documentation = "The effect set a visual UI timer displayed in the upper center of the screen",
	EditorNestedObjCategory = "UI & Log",
}

function SetTimer:__exec(quest, context, TCE)
	if not (GameState.Conflict or GameState.ConflictScripted or GameState.Combat) then
		-- NOTE: Combat can be started without going through Conflict first, e.g. Stealth Kill
		StoreErrorSource("once", "SetTimer running in a sector without Conflict/Combat!")
	end
	TimerCreate(self.Name, self.Label, self.Time)
end

function SetTimer:__waitexec(quest, context, TCE)
	self:__exec(quest, context, TCE)
	return TimerWait(self.Name)
end

function SetTimer:__skip(quest, context, TCE)
	return self:__exec(quest, context, TCE)
end

function SetTimer:GetError()
	if not self.Name then
		return "SetTimer needs a name!"
	end
	if not self.Time then
		return "SetTimer needs time specified!"
	end
	
	if GetParentTableOfKindNoCheck(self, "TestHarness") then
		return
	end
	
	local container = GetParentTableOfKind(self, "TriggeredConditionalEvent")
	if not container then
		return "SetTimer can only be used in TCEs"
	end
	if not container.SequentialEffects then
		return "SetTimer can be used only in TCEs with Sequential Effects execution!"
	end
end

function SetTimer:GetResumeData(thread, stack, stack_index)
	return "TimerWait", self.Name
end

DefineClass.ShowGuardpostObjective = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "GuardpostObjective", name = "GuardpostObjective", 
			editor = "preset_id", default = false, preset_class = "GuardpostObjective", },
	},
	EditorView = Untranslated("Make guardpost objective <u(GuardpostObjective)> visible."),
	Documentation = "Make a guardpost objective visible.",
	EditorNestedObjCategory = "Sectors",
}

function ShowGuardpostObjective:__exec(obj, context)
	SetGuardpostObjectiveSeen(self.GuardpostObjective)
end

DefineClass.ShowPopup = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "PopupId", help = "Popup notification preset id.", 
			editor = "preset_id", default = false, preset_class = "PopupNotification", },
	},
	EditorView = Untranslated("Show popup notification <u(PopupId)>"),
	Documentation = "Displays popup notification",
	EditorNestedObjCategory = "UI & Log",
}

function ShowPopup:GetError()
	if not self.PopupId then
		return "No PopupId"
	end
end

function ShowPopup:__exec(obj, context)
	local id = self.PopupId
	local preset = PopupNotifications[id]
	if not preset then
		StoreErrorSource(Presets.PopupNotification[1][1], "Trying to show missing pop-up: " ..  id)
		return
	end
	if preset.OnceOnly and gv_DisabledPopups[id] then
		return
	end
	ShowPopupNotification(id)
end

function ShowPopup:__waitexec(obj, context)
	self:__exec(obj, context)
	Msg("ClosePopup" .. self.PopupId)
end

function ShowPopup:__skip(quest, context, TCE)
	return self:__exec(quest, context, TCE)
end

function ShowPopup:GetResumeData(thread, stack, stack_index)
	return "ShowPopup", self.PopupId
end

DefineClass.SleepEffect = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Sleep", name = "Sleep", help = "Sleep time in ms.", 
			editor = "number", default = 1000, },
	},
	Documentation = "An effect to delay other effects' execution.",
}

function SleepEffect:GetEditorView()
	return T(206265192932, "Delay: <u(Sleep)> ms")
end

function SleepEffect:__exec(obj, context)
	return
end

function SleepEffect:__waitexec(obj, context)
	Sleep(self.Sleep)
end

function SleepEffect:__skip(quest, context, TCE)
	
end

function SleepEffect:GetResumeData(thread, stack, stack_index)
	local remainig = GetThreadStatus(thread) - GameTime()
	assert(type(remainig) == "number")
	assert(remainig >= 0)
	return "Sleep", remainig
end

DefineClass.StartDeploymentInCurrentSector = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "WaitClicked", name = "Wait Clicked", help = "Waits for the button to be clicked before continuing to trigger next effects.", 
			editor = "bool", default = false, },
		{ id = "EntranceZone", name = "EntranceZone", help = "Specific entrance zone", 
			editor = "choice", default = "custom", items = function (self) return {"attacker", "defender", "custom"} end, },
	},
	Documentation = "Enter deployment mode if it is valid for the currently loaded sector",
	EditorView = Untranslated("Enter deployment mode"),
}

function StartDeploymentInCurrentSector:__exec(obj, context)
	if self.EntranceZone and self.EntranceZone ~= "custom" then
		SetDeploymentMode(self.EntranceZone)
	else
		gv_Deployment = "custom"		
	end
	StartDeployment()
end

function StartDeploymentInCurrentSector:__waitexec(obj, context)
	self:__exec(obj, context)
	if self.WaitClicked then
		WaitMsg("DeploymentModeDone")
	end
end

function StartDeploymentInCurrentSector:__skip(quest, context, TCE)
	return self:__exec(quest, context, TCE)
end

function StartDeploymentInCurrentSector:GetResumeData(thread, stack, stack_index)
	return "StartDeploymentInCurrentSector", self.EntranceZone
end

DefineClass.TriggerGuardPostAttack = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "guardpost_sector_id", name = "Guardpost Sector", help = "Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "effect_target_sector_ids", name = "Target Sectors", help = "Attack one of these sectors.", 
			editor = "string_list", default = {}, item_default = "last captured", items = function (self) return GetCampaignSectorsCombo("last captured") end, },
		{ id = "time", name = "Time", help = "Time to pass before spawning the squad.", 
			editor = "number", default = 43200, scale = "h", },
		{ id = "custom_quest_id", name = "Custom Quest Id", help = "This could would be used in quests (ex. to check if the attack squad was defeated - with SquadDefeated condition).", 
			editor = "text", default = false, },
		{ id = "reach_quest_id", name = "Reach Quest Id", help = "Quest to set variables to true when squad reaches it destination sector.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", },
		{ id = "reach_quest_var", name = "Var to check", help = "Variable in reach quest to set to true when squad reaches it destination sector", 
			editor = "set", default = false, max_items_in_set = 1, items = function (self) return table.keys2(QuestGetVariables(self.reach_quest_id), "sorted") end, },
	},
	Documentation = "Spawns enemy squad from guardpost after time.",
	EditorNestedObjCategory = "Sector effects",
}

function TriggerGuardPostAttack:GetEditorView()
	local targets = Untranslated(table.concat(self.effect_target_sector_ids, ", "))
	return T{926384305749, "Spawns enemy squad from guardpost on <u(guardpost_sector_id)> to (<targets>) after <CampaignTime(time)>", self, targets = targets}
end

function TriggerGuardPostAttack:__exec(obj, context)
	local gp = g_Guardposts[self.guardpost_sector_id]
	if not gp then
		StoreErrorSource(self, "TriggerGuardPostAttack - guardpost_sector_id should be sector with guardpost.")
	end
	if table.find(self.effect_target_sector_ids, "last captured") and not gv_LastSectorTakenByPlayer then
		return
	end
	if gp then
		gp:ForceSetNextSpawnTimeAndSector(self.time, self.effect_target_sector_ids, self.custom_quest_id, self.reach_quest_id, self.reach_quest_var)
	end
end

function TriggerGuardPostAttack:GetError()
	if not self.guardpost_sector_id then
		return "Specify Guardpost Sector"
	elseif not self.effect_target_sector_ids[1] or self.effect_target_sector_ids[1] == "" then
		return "Specify Target Sector!"
	end
	
	local sector = gv_Sectors and gv_Sectors[self.guardpost_sector_id]
	if sector and not sector.Guardpost then
		return "Sector should be a guardpost sector!"
	end
end

DefineClass.TriggerSectorWarningState = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Trigger the current sector's Warning State"),
	Documentation = "Triggers the Warning State for the current sector.",
	EditorNestedObjCategory = "Sector effects",
}

function TriggerSectorWarningState:__exec(obj, context)
	if gv_SatelliteView then return end
	
	local sector = gv_Sectors[gv_CurrentSectorId]
	local alliedUnits = GetPlayerSectorUnits(gv_CurrentSectorId, "getUnits")
	local enemyUnits = GetAllEnemyUnits(alliedUnits[1])
	local triggeringUnit
	if IsKindOf(obj, "Unit") and table.find(alliedUnits, obj) then
		triggeringUnit = obj
	else
		triggeringUnit = alliedUnits[1]
	end
	
	EnterWarningState(enemyUnits, alliedUnits, triggeringUnit)
end

DefineClass.TriggerSquadAttack = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "source_sector_id", name = "Source Sector", help = "Source Sector id.", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "effect_target_sector_ids", name = "Target Sectors", help = "Attack one of these sectors.", 
			editor = "string_list", default = {}, item_default = "last captured", items = function (self) return GetCampaignSectorsCombo("last captured") end, },
		{ id = "reach_quest_id", name = "Reach Quest Id", help = "Quest to set variables to true when squad reaches it destination sector.", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", },
		{ id = "reach_quest_var", name = "Var to check", help = "Variable in reach quest to set to true when squad reaches it destination sector", 
			editor = "set", default = false, max_items_in_set = 1, items = function (self) return table.keys2(QuestGetVariables(self.reach_quest_id), "sorted") end, },
		{ id = "custom_quest_id", name = "Custom Quest Id", help = "This could would be used in quests (ex. to check if the attack squad was defeated - with SquadDefeated condition).", 
			editor = "text", default = false, },
		{ id = "EnemySquadsList", name = "Enemy Squads List", help = "A random squad from the list will be chosen on guardpost spawn time", 
			editor = "preset_id_list", default = {}, 
			no_edit = function(self) return not self.Guardpost end, preset_class = "EnemySquads", preset_filter = function (preset, obj, prop_meta)
	if preset.group ~= "Test Encounters" then return obj end
end, 
item_default = "", },
		{ id = "Squad", name = "Squad", help = "Squad that will be spawned in the sector on campaign start", 
			editor = "combo", default = false, items = function (self) return EnemySquadsComboItems("exclude test squads") end, },
	},
	Documentation = "Spawns specific enemy squad  after time.",
	EditorNestedObjCategory = "Sector effects",
}

function TriggerSquadAttack:GetEditorView()
	local targets = Untranslated(table.concat(self.effect_target_sector_ids, ", "))
	return T{768343821287, "Spawns specific enemy squad to (<targets>)", self, targets = targets}
end

function TriggerSquadAttack:__exec(obj, context)
	if table.find(self.effect_target_sector_ids, "last captured") and not gv_LastSectorTakenByPlayer then
		return
	end
	local sector = gv_Sectors[self.source_sector_id]
	if not sector then return end
	
	local sector_ids = self.effect_target_sector_ids
	if gv_LastSectorTakenByPlayer then
		table.replace(sector_ids, "last captured", gv_LastSectorTakenByPlayer)
	end
	local target_sector_id = table.interaction_rand(sector_ids, "TriggerSquadAttack")
	
	--local next_squad = table.interaction_rand(sector.EnemySquadsList or empty_table, "TriggerSquadAttack")
	--local next_squad_units = GenerateRandEnemySquadUnits(next_squad)
	local squad_id = GenerateEnemySquad(self.Squad, self.source_sector_id, "TriggerSquadAttack")
	if squad_id then
		gv_CustomQuestIdToSquadId[self.custom_quest_id or self.Squad] = squad_id
		local squad = gv_Squads[squad_id]
		squad.on_reach_quest = self.reach_quest_id
		squad.on_reach_var = self.reach_quest_var
		
		if target_sector_id ~= self.source_sector_id then
			SendSatelliteSquadOnRoute(squad, target_sector_id)
		
			local timeToReach = GetTotalRouteTravelTime(squad.CurrentSector, squad.route, squad)
			AddTimelineEvent("squad-attack-" .. squad.UniqueId, Game.CampaignTime + timeToReach, "squad-attack", squad.UniqueId)
		end
		
		return squad_id
	end
	
	StoreErrorSource(sector, string.format("Sector '%s' does not have enemy squad '%s'", self.source_sector_id, self.Squad))
end

function TriggerSquadAttack:GetError()
	if not self.Squad then
		return "Specify Squad"
	elseif not self.effect_target_sector_ids[1] or self.effect_target_sector_ids[1] == "" then
		return "Specify Target Sector!"
	end
end

DefineClass.UnitAddGrit = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "amount", name = "Amount", 
			editor = "number", default = 30, },
	},
	RequiredObjClasses = {
	"Unit",
	"UnitData",
},
	EditorView = Untranslated("Add grit to the unit."),
	Documentation = "Add grit to the unit.",
	EditorNestedObjCategory = "Units",
}

function UnitAddGrit:__exec(obj, context)
	local unit = obj
		
	if IsKindOf(unit, "UnitData") then
		unit = g_Units[unit.session_id]
	end
	
	if IsKindOf(unit, "Unit") and not unit:IsDead() then
		unit:ApplyTempHitPoints(self.amount)
	end
end

DefineClass.UnitAddStatusEffect = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Status", name = "Status", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", },
	},
	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Add <u(Status)> effect to the unit"),
	Documentation = "Add status effect to a unit",
}

function UnitAddStatusEffect:__exec(obj, context)
	if IsKindOf(obj, "Unit") and not obj:IsDead() then
		obj:AddStatusEffect(self.Status)
	end
	
	if not context then context = {} end
	local units = self:MatchMapUnits(obj, context)
	if units and context.target_units then
		for _, unit in ipairs(context.target_units) do
			if self.Status == "Wounded" then
				obj:AddWounds(1)
			else
				obj:AddStatusEffect(self.Status)
			end
		end
	end
end

function UnitAddStatusEffect:UnitCheck(unit, obj, context)
	return IsKindOf(unit, "Unit") and not unit:IsDead()
end

function UnitAddStatusEffect:GetEditorView()
	return T(237536962390, "Add <u(Status)> to the unit")
end

DefineClass.UnitApplyAppearance = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "TargetUnit", name = "Target Unit", help = "Target unit for match.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
		{ id = "Appearance", name = "Appearance", help = "Appearance to set.", 
			editor = "preset_id", default = false, preset_class = "AppearancePreset", },
	},
	EditorView = Untranslated("<u(TargetUnit)> changes appearance to <Appearance>"),
	Documentation = "Changes the appearance of an unit",
	EditorNestedObjCategory = "Units",
}

function UnitApplyAppearance:__exec(obj, context)
	local units = Groups[self.TargetUnit] or empty_table
	
	if units[1] then
		units[1]:ApplyAppearance(self.Appearance)
	end
end

function UnitApplyAppearance:GetError()
	if not self.TargetUnit then
		return "Choose target unit to die"
	end
end

DefineClass.UnitDie = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "TargetGroup", name = "Target Group", help = "Target group for match.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
		{ id = "skipAnim", name = "Skip Animation", 
			editor = "bool", default = false, },
		{ id = "killImmortal", name = "Kill Immortal", help = "Makes units mortal and then kills them.", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Units from group <u(TargetGroup)> die"),
	Documentation = "Kill units from specified group",
	EditorNestedObjCategory = "Units",
}

function UnitDie:__exec(obj, context)
	local group = Groups[self.TargetGroup] or empty_table
	for i, v in ipairs(group) do
		if IsKindOf(v, "Unit") and not v:IsDead() then
			v.villain = false
			if self.killImmortal then
				v.immortal = false
			end
			v:SetCommand("Die", self.skipAnim)
		end
	end
end

function UnitDie:GetError()
	if not self.TargetGroup then
		return "Choose target unit to die"
	end
end

DefineClass.UnitEnvEffectTick = {
	__parents = { "UnitTarget", "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "EffectType", 
			editor = "choice", default = "Burning", items = function (self) return {"Burning", "ToxicGas", "TearGas", "Smoke", "Darkness"} end, },
		{ id = "CombatMoment", 
			editor = "choice", default = "n/a", items = function (self) return {"start turn", "end turn", "n/a"} end, },
	},
	EditorView = Untranslated("Trigger <u(EffectType)> tick for <u(TargetUnit)>"),
	Documentation = "Trigger environmental effect tick for target unit",
	EditorNestedObjCategory = "Units",
}

function UnitEnvEffectTick:__exec(obj, context)
	if not context then context = {} end
	local units = self:MatchMapUnits(obj, context)
	if units and context.target_units then
		local moment = (self.CombatMoment ~= "n/a") and self.CombatMoment or nil
		local func = EnvEffectBurningTick
		if self.EffectType == "ToxicGas" then
			func = EnvEffectToxicGasTick
		elseif self.EffectType == "TearGas" then
			func = EnvEffectTearGasTick
		elseif self.EffectType == "Smoke" then
			func = EnvEffectSmokeTick
		elseif self.EffectType == "Darkness" then
			func = EnvEffectDarknessTick
		end
		for _, unit in ipairs(context.target_units) do
			if IsValid(unit) and IsKindOf(unit, "Unit") and not unit:IsDead() then
				func(unit, nil, moment)
			end
		end
	end
end

function UnitEnvEffectTick:GetError()
	if not self.TargetUnit then
		return "Choose target unit"
	end
end

function UnitEnvEffectTick:UnitCheck(unit, obj, context)
	return true
end

DefineClass.UnitGrantAP = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ap", name = "AP", help = "Action Points to Give", 
			editor = "number", default = 8, },
	},
	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Grant <u(ap)> AP to the unit"),
	Documentation = "Modify unit's AP",
	EditorNestedObjCategory = "Units",
}

function UnitGrantAP:__exec(obj, context)
	if IsKindOf(obj, "Unit") and not obj:IsDead() then
		if self.ap > 0 then
			obj:GainAP(self.ap*const.Scale.AP)
		else
			obj:ConsumeAP(self.ap*const.Scale.AP)
		end
	end
end

DefineClass.UnitGrantItem = {
	__parents = { "Effect", "LootTableFunctionObjectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ItemId", name = "Item", help = "The id of the item that will be granted.", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
		{ id = "Amount", name = "Amount", help = "How many items are granted.", 
			editor = "number", default = 1, min = 1, },
		{ id = "LootTableId", name = "Loot Table Id", help = "Loot table to generate items that will be granted.", 
			editor = "preset_id", default = false, preset_class = "LootDef", },
		{ id = "GrantedItemsTextUI", 
			editor = "text", default = false, dont_save = true, no_edit = true, translate = true, },
		{ id = "GrantedItemsEditorTextUI", 
			editor = "text", default = false, dont_save = true, no_edit = true, translate = true, },
		{ id = "GeneratedItems", 
			editor = "prop_table", default = false, dont_save = true, no_edit = true, },
		{ id = "actor", name = "Log Actor", help = "How to log the received items.", 
			editor = "choice", default = "important", items = function (self) return {"short", "important"} end, },
	},
	Documentation = "Give item to a merc or to any from its squad.",
	EditorNestedObjCategory = "Units",
}

function UnitGrantItem:GetEditorView()
	if self.ItemId and self.LootTableId then
		return Untranslated("<u(ItemId)>(<Amount>) and \'<u(LootTableId)>\' loot table items are given to the merc")
	end
	if self.ItemId then
		return Untranslated("<u(ItemId)>(<Amount>) given to the merc")
	end
	if self.LootTableId then
		return Untranslated("Loot table items \'<u(LootTableId)>\' given to the merc")
	end
	return ""
end

function UnitGrantItem:__exec(obj, context)
	-- can work with both unit and a unit session_id
	local unit_id = type(obj) == "string" and obj or obj.session_id --please no SelectedObj here, this is sync
	local squad = gv_UnitData[unit_id] and gv_UnitData[unit_id].Squad
	if not squad then
		-- try to give to the first of player squads
		local squads = GetSectorSquadsFromSide(gv_CurrentSectorId, "player1")
		squad = #squads>0 and squads[1].UniqueId
	end
	--to any player squad
	assert(squad, "There is not unit or player squad on the sector")
	if not squad then	
		if g_PlayerSquads and  #g_PlayerSquads>0 then
			squad = g_PlayerSquads[1].UniqueId
		end
	end
	assert(squad, "There is not any  player squad.The item is not given.")
	if not squad then return end
	
	local sector = gv_Squads[squad].CurrentSector
	
	local all_mercs = gv_Squads[squad].units
	if unit_id then
		all_mercs = table.copy(all_mercs)
		table.remove_entry(all_mercs, unit_id)	
		table.insert(all_mercs, 1, unit_id)
	end
	unit_id =  unit_id or all_mercs[1]
	
	-- loot table
	local items = UnitGrantItem.GenerateItems(self, "game") or {}			 
	
	CombatLogActorOverride = self.actor
	
	AddItemsToSquadBag(squad, items)
	for idx, merc in ipairs(all_mercs) do
		if #items<=0 then break end
		local unit = g_Units[merc] or gv_UnitData[merc]
		unit:AddItemsToInventory(items)
	end
	
	if #items > 0 then
		local unit = g_Units[unit_id]	
		if unit then
			unit:DropItemsInContainer(items, 
				function(unit, item, amount)
					CombatLog("important", T{740183432105, "  Inventory full. <amount><em><item></em> dropped by <name>", amount = amount>1 and Untranslated(amount.." x ") or "", item = amount>1 and item.DisplayNamePlural or item.DisplayName,  name = unit:GetDisplayName()})
				end)
		else
			local stash = GetSectorInventory(sector)		
			if stash then 
				AddItemsToInventory(stash, items, true)
			end
		end		
	end
	
	-- items
	if self.ItemId then
		local amount = self.Amount
		local item
		if amount > 0 then
			amount = AddItemToSquadBag(squad, self.ItemId, amount)	
		end
		
		for idx, merc in ipairs(all_mercs) do
			if amount <= 0 then break end
			local unit = g_Units[merc] or gv_UnitData[merc]
			amount = unit:AddToInventory(self.ItemId, amount)
		end
		
		if amount > 0 then
			local unit = g_Units[unit_id]
			if unit then	
				unit:DropItemContainer(self.ItemId, amount, 
					function(unit, item, amount)
						CombatLog("important", T{740183432105, "  Inventory full. <amount><em><item></em> dropped by <name>", amount = amount>1 and Untranslated(amount.." x ") or "", item = amount>1 and item.DisplayNamePlural or item.DisplayName,  name = unit:GetDisplayName()})
					end)
			else
				local stash = GetSectorInventory(sector)		
				if stash then 
					local itm = PlaceInventoryItem(self.ItemId)
					AddItemsToInventory(stash, {itm},true)
				end
			end	
		end
	end
	
	self.GeneratedItems = false
	CombatLogActorOverride = false
end

function UnitGrantItem:GetError()
	if (not self.ItemId or self.ItemId == "") and not self.LootTableId then
		return "Set Item or loot table!"
	end
end

function UnitGrantItem:GetPhraseTopRolloverText(negative, template, game)
	local item = self.ItemId and InventoryItemDefs[self.ItemId]
	if item then
		local item_name = item.DisplayName
		local item_name_pl = item.DisplayNamePlural
		if self.ItemId == "Money" then
			return T{283114521154, "<em><money(Amount)></em> obtained", Amount = self.Amount}
		else
			return T{215465168779, "<Amount> x <em><item></em> obtained", Amount = self.Amount, item =  self.Amount<=1 and item_name or item_name_pl}
		end
	end
	
	self:GenerateItems(game)
	
	if game then
		if self.GrantedItemsTextUI and self.GrantedItemsTextUI ~= "" then
			return T{871249882862, "<items_list> obtained", items_list = self.GrantedItemsTextUI}
		end
	else
		if self.GrantedItemsEditorTextUI and self.GrantedItemsEditorTextUI ~= "" then
			return T{871249882862, "<items_list> obtained", items_list = self.GrantedItemsEditorTextUI}
		end
	end
end

function UnitGrantItem:GenerateItems(game)
	if game and self.GeneratedItems then return self.GeneratedItems end -- items are already generated don't try again.
	if not game and self.GrantedItemsEditorTextUI then return end
	
	local items = {}
	local loot_tbl = LootDefs[self.LootTableId]
	if loot_tbl then
		loot_tbl:GenerateLoot(self, {}, InteractionRand(nil, "Loot"), items)
	end
	
	if #items > 0 then
		if game then
			self.GeneratedItems = items
			self.GrantedItemsTextUI = GetItemsNamesText(items)
		else
			self.GrantedItemsEditorTextUI = GetItemsNamesText(items)
		end
	end
	return items
end

function UnitGrantItem:GetPhraseFX()
	return "ConversationItemGained"
end

DefineClass.UnitJoinAsMerc = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "TargetUnit", name = "Target Unit", help = "Target unit for match.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
		{ id = "Merc", help = "The Merc to join the team.", 
			editor = "combo", default = false, items = function (self) return MercPresetCombo() end, },
	},
	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Make <u(TargetUnit)> join team as <u(Merc)>"),
	Documentation = "Unit joins as a specified merc.",
	EditorNestedObjCategory = "Units",
}

function UnitJoinAsMerc:__exec(obj, context)
	local units = Groups[self.TargetUnit] or empty_table
	units = table.ifilter(units, function(_, u)
		return IsKindOf(u, "Unit")
	end)
	
	-- can work with both unit and a unit session_id
	local unit_id = type(obj) == "string" and obj or obj.session_id --please no SelectedObj here, this is sync
	local squad = gv_UnitData[unit_id] and gv_UnitData[unit_id].Squad
	squad = squad and gv_Squads[squad]
	if units[1] and squad and self.Merc then
		units[1]:JoinSquadAs(self.Merc, squad)
	end
end

function UnitJoinAsMerc:GetError()
	if not self.TargetUnit then
		return "Choose target unit to join"
	end
	if not self.Merc then
		return "Choose merc as which the unit joins"
	end
end

function UnitJoinAsMerc:GetUIText(context,template, game)
	local merc = gv_UnitData and gv_UnitData[self.Merc]
	local name
	if not merc then
		name = game and "" or Untranslated("[MercName]")
	else
		name = merc.Nick or merc.Name
	end
	return T{246469241790, "Recruit merc (<em><name></em>)", name= name}
end

DefineClass.UnitMakeNonVillain = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "UnitId", 
			editor = "choice", default = false, items = function (self) return GetPersistentSessionIds() end, },
		{ id = "HealHP", help = "whether to also heal the unit to full", 
			editor = "bool", default = false, },
	},
	EditorView = Untranslated("Make <UnitId> non villain."),
	Documentation = "Make all instances of the specified persistant villain unit non-villain (killable)",
	EditorNestedObjCategory = "Units",
}

function UnitMakeNonVillain:__exec(obj, context)
	local units = g_PersistentUnitData[self.UnitId]
	for i, u in ipairs(units) do
		MakeUnitNonVillain(u)
		
		-- Heal unit if enabled and exists, dont use
		-- standard heal logic to make it invisible.
		local mapUnit = g_Units[u.session_id]
		if mapUnit and self.HealHP then
			mapUnit.HitPoints = mapUnit.Health
		end
	end
end

DefineClass.UnitSetConflictIgnore = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ConflictIgnore", name = "Conflict Ignore", help = "Whether to be afraid in conflicts or not.", 
			editor = "bool", default = true, },
		{ id = "TargetUnit", name = "Target Unit", help = "Target unit for match.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
	},
	EditorView = Untranslated("Set <u(TargetUnit)> ConflictIgnore to <if(ConflictIgnore)>true</if><if(not(ConflictIgnore))>false</if>."),
	Documentation = "Sets units to be affraid(or not) during confict.",
	EditorNestedObjCategory = "Units",
}

function UnitSetConflictIgnore:__exec(obj, context)
	local objects = Groups[self.TargetUnit] or empty_table
	for _, obj in ipairs(objects) do
		if IsKindOf(obj, "Unit") then
			obj.conflict_ignore = self.ConflictIgnore
		end
	end
end

function UnitSetConflictIgnore:GetError()
	if not self.TargetUnit then
		return "Choose TargetUnit!"
	end
end

DefineClass.UnitSetHireStatus = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Status", name = "Hire Status", help = "The hiring status to set.", 
			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("Set <u(TargetUnit)> to status <u(Status)>"),
	Documentation = "Sets the hiring status of the merc to a specified value.",
	EditorNestedObjCategory = "Units",
}

function UnitSetHireStatus:__exec(obj, context)
	if not self.Status then return false end
	local unit = UnitDataDefs[self.TargetUnit]
	local unitData = gv_UnitData[unit.id]
	if not unitData then return end
	unitData.HireStatus = self.Status
end

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

DefineClass.UnitSetOnline = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Online", name = "Online", help = "Whether to set it online or offline.", 
			editor = "bool", default = true, },
		{ id = "TargetUnit", name = "Target Unit", help = "Target unit for match.", 
			editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
	},
	EditorView = Untranslated("Set <u(TargetUnit)> messenger availability to <u(Status)>"),
	Documentation = "Sets a merc's online/offline status in the PDA messenger. When offline mercs cannot be hired.",
	EditorNestedObjCategory = "Units",
}

function UnitSetOnline:__exec(obj, context)
	local unit = UnitDataDefs[self.TargetUnit]
	local unitData = gv_UnitData[unit.id]
	if not unitData then return end
	unitData:SetMessengerOnline(self.Online)
end

function UnitSetOnline:GetError()
	if not self.TargetUnit then
		return "Choose targetunit!"
	end
end

DefineClass.UnitSetStatusEffectImmunity = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Status", name = "Status", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", },
		{ id = "Immune", 
			editor = "bool", default = false, },
		{ id = "Reason", help = "Text label used for keeping track of the different reasons a unit can have for being immune to the specific status effect. All reasons must be cleared in order for the unit to be able to receive the effect again.", 
			editor = "text", default = "script", },
	},
	RequiredObjClasses = {
	"Unit",
},
	ReturnClass = "",
	EditorView = Untranslated(""),
	Documentation = "Add or remove immunity to specified status effect to a target unit",
	EditorNestedObjCategory = "",
}

function UnitSetStatusEffectImmunity:GetEditorView()
	if self.Immune then
		return Untranslated("Make unit immune to <u(Status)>")
	end
	return Untranslated("Clear immunity to <u(Status)> from unit")
end

function UnitSetStatusEffectImmunity:__exec(obj, context)
	if self.Immune then
		obj:AddStatusEffectImmunity(self.Status, self.Reason)
	else
		obj:RemoveStatusEffectImmunity(self.Status, self.Reason)
	end
end

DefineClass.UnitStartConversation = {
	__parents = { "Effect", "ConversationFunctionObjectBase", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Conversation", name = "Conversation", help = "Conversation to start.", 
			editor = "preset_id", default = false, preset_class = "Conversation", },
	},
	EditorView = Untranslated("Start conversation <u(Conversation)>."),
	Documentation = "Starts a specific conversation - no groups or conditions are checked.",
	EditorNestedObjCategory = "",
	EditorNestedObjCategory = "Interactions",
}

function UnitStartConversation:__exec(obj, context)
	StartConversationEffect(self.Conversation, context)
end

function UnitStartConversation:__waitexec(obj, context)
	StartConversationEffect(self.Conversation, context, "wait")
end

function UnitStartConversation:GetError()
	if not self.Conversation then
		return "Please specify conversation"
	end
end

function UnitStartConversation:new(...)
	-- backward compatibility
	local ret = Effect.new(self, ...)
	if rawget(ret, "Group") then
		ret.Conversation = ret.Group
		ret.Group = nil
	end
	return ret
end

function UnitStartConversation:GetResumeData(thread, stack, stack_index)
	return "UnitStartConversation", self.Conversation
end

DefineClass.UnitStatBoost = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Stat", name = "Stat", 
			editor = "combo", default = false, items = function (self) return GetUnitStatsCombo() end, },
		{ id = "Amount", name = "Amount", help = "How much to boost the specified Stat.", 
			editor = "number", default = false, },
		{ id = "source", name = "Source", help = "What kind of source is the thing that provides the stat boost.", 
			editor = "combo", default = "Book", items = function (self) return {"Book", "Other"} end, },
	},
	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Boost unit's stat <Stat>"),
	Documentation = "Boosts unit's stat",
	EditorNestedObjCategory = "Units",
}

function UnitStatBoost:__exec(obj, context)
	if not obj.is_clone then
		local modId
		if self.source == "Book" then
			modId = string.format("StatBoostBook-%s-%s-%d", self.Stat, obj.session_id, GetPreciseTicks())
			GainStat(obj, self.Stat, self.Amount, modId, "Studying")
		else
			modId = string.format("StatBoost-%s-%s-%d", self.Stat, obj.session_id, GetPreciseTicks())
			GainStat(obj, self.Stat, self.Amount, modId)
		end
	end
end

function UnitStatBoost:GetError()
	if not self.Stat then
		return "Choose stat"
	elseif not self.Amount then
		return "Choose amount"
	end
end

DefineClass.UnitTakeDamage = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Damage", 
			editor = "number", default = 5, min = 0, },
		{ id = "FloatingText", help = "Will only be displayed if the target unit is visible for the player; <Damage> parameter will be provided for the text.", 
			editor = "text", default = T(477545213542, --[[EffectDef Effects UnitTakeDamage default]] "<Damage>"), translate = true, },
		{ id = "LogMessage", help = "<Damage> and <Name> parameters will be provided for the text.", 
			editor = "text", default = T(879191059352, --[[EffectDef Effects UnitTakeDamage default]] "<em><Name></em> takes <em><Damage></em> damage."), translate = true, },
	},
	RequiredObjClasses = {
	"Unit",
},
	EditorView = Untranslated("Deal <Damage> damage to the unit"),
	Documentation = "Deal damage to the unit",
}

function UnitTakeDamage:__exec(obj, context)
	if not context then context = {} end
	local units = self:MatchMapUnits(obj, context)
	if units and context.target_units then
		local floating_text = T{self.FloatingText, Damage = self.Damage}
		local pov_team = GetPoVTeam()
		for _, unit in ipairs(context.target_units) do
			if not unit:IsDead() then
				local has_visibility = HasVisibilityTo(pov_team, obj)
				local log_msg = T{self.LogMessage, { Name = unit:GetLogName(), Damage = self.Damage}}
				unit:TakeDirectDamage(self.Damage, has_visibility and floating_text or false, "short", log_msg)
			end
		end
	end
end

function UnitTakeDamage:UnitCheck(unit, obj, context)
	return true
end

DefineClass.UnitTakeItem = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "ItemId", name = "Item", help = "The id of the item that will be taken.", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
		{ id = "Amount", name = "Amount", help = "How many items to take.", 
			editor = "number", default = 1, min = 1, },
		{ id = "AnySquad", name = "Any player squad", help = "if true: takes item from any player's squad. if false: takes item from current squad", 
			editor = "bool", default = false, },
		{ id = "AddToLogVar", name = "Add to log", help = "Add message to log.", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("Take <u(ItemId)>(<Amount>)  from merc(s) in squad."),
	Documentation = "Removes the first given item from the inventory of a merc in the squad.",
	EditorNestedObjCategory = "Units",
}

function UnitTakeItem:AddToLog(unit, item, amount)
	if self.AddToLogVar then	
		local unit_name 
		if type(unit)=="number" then
			unit_name = g_Classes.SquadBag.DisplayName
		else
			 unit_name = unit:GetDisplayName()
		end	
	   CombatLog("short", T{795253111432, "<amount> x <em><item></em> taken from <name>", amount = amount>=1 and amount or "", item = amount>1 and item.DisplayNamePlural or item.DisplayName,  name = unit_name})
	end
end

function UnitTakeItem:__exec(obj, context)
	-- can work with both unit and a unit session_id
	local unit_id = false
	if type(obj) == "string" then
		unit_id = obj
	elseif IsKindOf(obj, "Unit") then
		unit_id = obj.session_id
	end
	
	local all_mercs = false
	local squad = unit_id and gv_UnitData[unit_id] and gv_UnitData[unit_id].Squad
	if squad then
		all_mercs = table.copy(gv_Squads[squad].units)
		if self.AnySquad then
			local side = gv_Squads[squad].Side
			if side=="player1" then
				 table.iappend(all_mercs,GetAllPlayerUnitsOnMapSessionId())
			end
			for sq_id, sqd in pairs(gv_Squads) do
				if sq_id~=squad and  (sqd.Side ==side) then
					table.iappend(all_mercs, sqd.units )
				end
			end	
			all_mercs = table.get_unique(all_mercs)
		end	
		table.remove_entry(all_mercs, unit_id)
		table.insert(all_mercs, 1, unit_id) -- prioritize unit_id
	else
		all_mercs = GetAllPlayerUnitsOnMapSessionId()
	end
	
	TakeItemFromMercs(all_mercs, self.ItemId, self.Amount,
		function(unit, item, unit_amount, effect)
			effect:AddToLog(unit, item, unit_amount)
		end,
		self)
	InventoryUIRespawn()
end

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

function UnitTakeItem:GetUIText(context, template, game)
	local item_name = InventoryItemDefs[self.ItemId].DisplayName
	local item_name_pl = InventoryItemDefs[self.ItemId].DisplayNamePlural
	
	local unit_id = ConversationGetPlayerMerc()
	
	local has_item = HasItemInSquad(unit_id, self.ItemId, self.Amount)
	
	if self.ItemId=="Money" then
		return has_item and T{304179156341, "Give <em><money(Amount)></em>", Amount =  self.Amount} 
										or T{231000532062, "<em><money(Amount)></em> required", Amount =  self.Amount} 									
	end
	
	if template then
		return T{template, Amount =  self.Amount, item = self.Amount<=1 and item_name or item_name_pl}
	else
		return has_item and T{590581690149, "Give <em><Amount> <item></em>",Amount =self.Amount, item = self.Amount<=1 and item_name or item_name_pl}
									   or T{635806839384, "<em><Amount> <item></em> required",Amount =self.Amount, item = self.Amount<=1 and item_name or item_name_pl}
	end
end

function UnitTakeItem:GetPhraseTopRolloverText(negative, template, game)
	local item_name = InventoryItemDefs[self.ItemId].DisplayName
	local item_name_pl = InventoryItemDefs[self.ItemId].DisplayNamePlural
	
	if self.ItemId=="Money" then
		return T{792302629761, "Delivered <em><money(Amount)></em>",Amount = self.Amount}
	else
		return T{652398655206, "Delivered <Amount> x <em><item></em>",Amount = self.Amount, item =  self.Amount<=1 and item_name or item_name_pl}
	end
end

DefineClass.UnitsAddToAmbientLife = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Group", name = "Group", help = "Units Group to add to Ambient Life.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
	},
	EditorView = Untranslated("Add objects of group to Ambient Zone"),
	Documentation = "Add objects of group to Ambient Zone marker's responsibilities.",
}

function UnitsAddToAmbientLife:GetError()
	if not self.Group then
		return "Choose Units Group!"
	end
end

function UnitsAddToAmbientLife:__exec(obj, context)
	local group_units = Groups[self.Group] or empty_table
	if #group_units == 0 then return end
	
	local zone
	MapForEach("map", "AmbientZoneMarker", function(marker)
		zone = marker
		return false
	end)
	
	if zone then
		zone:RegisterUnits(table.ifilter(group_units, function(i, u)
			return IsKindOf(u, "Unit")
		end))
	end
end

DefineClass.UnitsDespawnAmbientLife = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Ephemeral", name = "Ephemeral Only", help = "All ambient life units or just ephemeral ones.", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("Despawn all Ambient Life Units"),
	Documentation = "Despawn all ambient units - abrupt, don't wait for exit animations.",
}

function UnitsDespawnAmbientLife:__exec(obj, context)
	MapForEach("map", "AmbientZoneMarker", function(zone)
		for _, units in ipairs(zone.units) do
			for idx = #units, 1, -1 do
				local unit = units[idx]
				if not self.Ephemeral  or unit.ephemeral then
					table.remove(units, idx)
					DoneObject(unit)
				end
			end
		end
	end)
end

DefineClass.UnitsKickAmbientLife = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "AL_Group", name = "AL Group", help = "Target unit for match.", 
			editor = "combo", default = false, items = function (self) return GetALMarkerGroups() end, },
	},
	EditorView = Untranslated("Kicks Ambient Life <AL_Group> group from Their Markers"),
	Documentation = "Forces all units in ambient life behavior visiting specific group cancel their visit behavior",
	EditorNestedObjCategory = "Units",
}

function UnitsKickAmbientLife:__exec(obj, context)
	for _, unit in ipairs(g_Units) do
		if IsVisitingUnit(unit) then
			if unit.last_visit:IsInGroup(self.AL_Group) then
				unit:SetBehavior()
				unit:SetCommand("Idle")
				unit.perpetual_marker = false
			end
		end
	end
end

function UnitsKickAmbientLife:GetError()
	if not self.AL_Group then
		return "Choose group of AL markers to kick units from"
	end
end

function UnitsKickAmbientLife:GetUIText(context,template, game)
	local merc = gv_UnitData and gv_UnitData[self.Merc]
	local name
	if not merc then
		name = game and "" or Untranslated("[MercName]")
	else
		name = merc.Nick or merc.Name
	end
	return T{246469241790, "Recruit merc (<em><name></em>)", name= name}
end

DefineClass.UnitsKickFromPerpetualMarkers = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "Ephemeral", name = "Ephemeral Only", help = "All ambient life units or just ephemeral ones.", 
			editor = "bool", default = true, },
	},
	EditorView = Untranslated("Kick Units from Perpetual Markers"),
	Documentation = "Kicks all Ambient Life units which are in perpetual markers",
}

function UnitsKickFromPerpetualMarkers:__exec(obj, context)
	for _, unit in ipairs(g_Units) do
		if (not self.Ephemeral or unit.ephemeral) and unit.perpetual_marker then
			unit:SetBehavior()
			unit:SetCommand("Idle")
			unit.perpetual_marker = false
		end
	end
end

DefineClass.UnitsStealForPerpetualMarkers = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	EditorView = Untranslated("Steal Units for Perpetual Markers"),
	Documentation = "Steal units for perpetual markers as if the Ambient Life is respawn",
}

function UnitsStealForPerpetualMarkers:__exec(obj, context)
	AmbientLifePerpetualMarkersSteal()
end

DefineClass.UpdateInteractablesHighlight = {
	__parents = { "Effect", },
	__generated_by_class = "EffectDef",

	Documentation = "Disable interaction markers of a specific group.",
	EditorNestedObjCategory = "Interactable",
}

function UpdateInteractablesHighlight:__exec(obj, context)
	if CurrentMap == "" or IsChangingMap() then return end
	if not g_Units then return end
	
	local ui_units = {}
	for _, unit in ipairs(g_Units) do
		if IsValid(unit) and not unit:IsDead() and unit.team and unit.team.control == "UI" then
			table.insert(ui_units, unit)
		end
	end
	if #ui_units == 0 then return end
	
	MapForEach("map", "Interactable", function(interactable)
		if not IsValid(interactable) then return end
		
		for _, unit in ipairs(ui_units) do
			if not UICanInteractWith(unit, interactable) then
				interactable:HighlightIntensely(false, "unit-nearby")
			end
		end
		if not (IsKindOf(interactable, "ContainerMarker") and interactable:IsMarkerEnabled()) then
			interactable:HighlightIntensely(false, "cursor")
			interactable:HighlightIntensely(false, "unit-nearby")
		end
	end)
end

function UpdateInteractablesHighlight:GetEditorView()
	return T(680362306074, "Forces update of all highlighted interactables")
end

DefineClass.WaitNpcIdle = {
	__parents = { "Effect", "UnitTarget", },
	__generated_by_class = "EffectDef",

	properties = {
		{ id = "TargetUnit", name = "NPC Name", help = "The name of the NPC to associate.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
	},
	EditorView = Untranslated("Wait for the NPC to become idle"),
	Documentation = "Wait for the NPC to become idle (requires sequential execution)",
	EditorNestedObjCategory = "Units",
}

function WaitNpcIdle:__exec(obj, context)
	assert(false) -- This effect requires sequential execution
end

function WaitNpcIdle:__waitexec(obj, context)
	local ctx = {}
	local units = self:MatchMapUnits(obj, ctx)
	local firstUnit = units and ctx.target_units
	firstUnit = firstUnit and firstUnit[1]
	if firstUnit then
		WaitIdle(firstUnit)
	end
end

function WaitNpcIdle:GetResumeData()
	return "WaitNpcIdle", self.TargetUnit
end

function WaitNpcIdle:GetError()
	if not self.TargetUnit then
		return "No target unit"
	end
end