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

DefineClass.ActionCameraDef = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "EyeZOffset", help = "Z offset of camera eye from attacker Groin spot", 
			editor = "number", default = 1200, scale = "cm", },
		{ id = "EyeBackOffset", help = "Offset behind the back of the attacker, vector <target, attacker>", 
			editor = "number", default = 3000, scale = "m", },
		{ id = "EyeAttackerOffset", help = "Distance between camera eye and attacker, perpendicular to attacker-target vector", 
			editor = "number", default = 800, scale = "cm", },
		{ id = "AttackerTargetDistParam", help = "Parameter used to determine offsets LookAtTargetOffset and LookAtZOffset", 
			editor = "number", default = 20000, scale = "m", },
		{ id = "LookAtTargetOffset", help = "Distance between camera LookAt and target for <AttackerTargetDistParam> attacker-target distance, perpendicular to attacker-target vector", 
			editor = "number", default = 4200, scale = "cm", },
		{ id = "LookAtZOffset", help = "Z offset of camera lookat from target Groin spot", 
			editor = "number", default = -1000, scale = "cm", },
		{ id = "FovX", help = "Horizontal field of view angle in action camera mode", 
			editor = "number", default = 2400, scale = "deg", },
		{ id = "FloatSphereRadius", help = 'The camera eye "floats" between random points from the sphere surface', 
			editor = "number", default = 50, scale = "cm", },
		{ id = "FloatInterpolationTime", help = "Time for moving camera between two points from the float sphere surface", 
			editor = "number", default = 1200, },
		{ id = "FloatEasing", help = "Float interpolation uses this easing", 
			editor = "combo", default = 7, items = function (self) return const.EasingCombo end, },
		{ id = "HidingMode", name = "Object Hiding Mode", help = "CMT is the system that hides tree tops, walls etc.", 
			editor = "combo", default = "NoCMT", items = function (self) return ActionCameraHidingModeCombo end, },
		{ id = "btn_test", 
			editor = "buttons", default = false, dont_save = true, read_only = true, buttons = { {name = "Test", func = "ExecTestActionCamera"}, }, },
		{ category = "Stances", id = "Standing", 
			editor = "bool", default = true, },
		{ id = "NoRotate", name = "NoRotate", 
			editor = "bool", default = false, },
		{ category = "Stances", id = "Crouch", name = "Crouched", 
			editor = "bool", default = true, },
		{ category = "Stances", id = "Prone", 
			editor = "bool", default = true, },
		{ category = "Stances", id = "CoverLow", name = "Low Cover", 
			editor = "bool", default = true, },
		{ category = "Stances", id = "CoverHigh", name = "High Cover", 
			editor = "bool", default = true, },
		{ id = "SetPieceOnly", name = "Setpiece only", help = "Can only be used in setpieces, never chosen in gameplay", 
			editor = "bool", default = false, },
		{ category = "DOF Settings", id = "DOFStrengthNear", name = "Strength Near", 
			editor = "number", default = 0, slider = true, min = 0, max = 1000, },
		{ category = "DOF Settings", id = "DOFStrengthFar", name = "Strength Far", 
			editor = "number", default = 0, slider = true, min = 0, max = 1000, },
		{ category = "DOF Settings", id = "DOFNear", name = "Scaling Near Dist", help = "in promiles, 0 = camera, 1000 = attacker(dist to camera), 2000 = enemy(dist to camera + attacker dist)", 
			editor = "number", default = 800, slider = true, min = 0, max = 2500, },
		{ category = "DOF Settings", id = "DOFFar", name = "Scaling Far Dist", help = "in promiles, 0 = camera, 1000 = attacker(dist to camera), 2000 = enemy(dist to camera+attacker dist)", 
			editor = "number", default = 2000, slider = true, min = 0, max = 2500, },
		{ category = "DOF Settings", id = "DOFNearSpread", name = "Spread Near", help = "%", 
			editor = "number", default = 150, scale = 1000, slider = true, min = 0, max = 2000, },
		{ category = "DOF Settings", id = "DOFFarSpread", name = "Spread Far", help = "%", 
			editor = "number", default = 150, scale = 1000, slider = true, min = 0, max = 2000, },
	},
	HasGroups = false,
	EditorMenubarName = "Action Camera Editor",
	EditorIcon = "CommonAssets/UI/Icons/video",
	EditorMenubar = "Combat",
}

function ActionCameraDef:OnEditorSetProperty(prop_id, old_value, ged)
	local props = {"DOFStrengthNear", "DOFStrengthFar", "DOFNear", "DOFFar"}
	if table.find(props, prop_id) then
		self:SetDOFParams(0)
	end
end

function ActionCameraDef:SetDOFParams(time, attacker, target, camera_pos)
	attacker = attacker or MapGetFirst("map", "ActionCameraTestDummy_Player")
	target = target or MapGetFirst("map", "ActionCameraTestDummy_Enemy")
	
	if not attacker or not target then
		CreateMessageBox(nil, T(634182240966, "Error"), T(626828916856, "ActionCameraTestDummy_Player or ActionCameraTestDummy_Target do not exist on the map"))
		return
	end
	
	if not IsPoint(attacker) then
		local headSpotIdx = attacker:GetSpotBeginIndex("Head")
		attacker = headSpotIdx and headSpotIdx ~= -1 and attacker:GetSpotLoc(headSpotIdx) or attacker:GetVisualPos() 
	end
	if not IsPoint(target) then 
		local headSpotIdx = target:GetSpotBeginIndex("Head")
		target = headSpotIdx and headSpotIdx ~= -1 and target:GetSpotLoc(headSpotIdx) or target:GetVisualPos() 
	end
	camera_pos = camera_pos or camera.GetPos()
	
	hr.EnablePostProcDOF = 1
	local function CalcGUIM_Distance(value_0_2000)
		local attacker_distance = (attacker - camera_pos):Len()
		local target_distance = (target - camera_pos):Len() + 1000
		if value_0_2000 <= 1000 then
			return MulDivRound(value_0_2000, attacker_distance, 1000)
		else
			local attacker_to_target = abs(target_distance - attacker_distance)
			return attacker_distance + MulDivRound(value_0_2000 - 1000, attacker_to_target, 1000)
		end
	end
	
	local near_distance = CalcGUIM_Distance(self.DOFNear)
	local far_distance = CalcGUIM_Distance(self.DOFFar)
	
	local defocus_near = MulDivRound(near_distance, self.DOFNearSpread, 1000)
	local defocus_far = MulDivRound(far_distance, self.DOFFarSpread, 1000)
	SetDOFParams(self.DOFStrengthNear, near_distance - defocus_near, near_distance,
		self.DOFStrengthFar, far_distance, far_distance + defocus_far, 0)
end

DefineClass.AnimationStyle = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Animations", id = "Unit", 
			editor = "combo", default = false, items = function (self) return GetAnimationStyleUnits() end, },
		{ category = "Animations", id = "VariationGroup", 
			editor = "text", default = false, },
		{ category = "Animations", id = "Name", 
			editor = "text", default = false, },
		{ category = "Conditions", id = "GameStates", 
			editor = "set", default = false, three_state = true, items = function (self) return GetGameStateFilter() end, },
		{ category = "Conditions", id = "Weight", 
			editor = "number", default = 100, min = 0, max = 1000000, },
		{ category = "Conditions", id = "CanPlay", 
			editor = "func", default = function (self, unit)
return true
end, params = "self, unit", },
		{ id = "EditorView", 
			editor = "text", default = T(951373618311, --[[PresetDef AnimationStyle default]] "<Name> <color 45 138 138>(Weight: <Weight>)"), no_edit = true, translate = true, },
		{ category = "Preset", id = "Id", 
			editor = "text", default = false, read_only = true, },
		{ category = "Preset", id = "Group", 
			editor = "text", default = false, read_only = true, },
	},
	GlobalMap = "AnimationStyles",
}

function AnimationStyle:GetRandomAnimId(id, unit)
	local animations = self[id]
	local count = animations and #animations or 0
	local total_weight = count > 0 and animations[count].total_weight or 0
	if total_weight == 0 then
		return
	end
	local idx
	if count > 1 then
		local roll = unit:Random(total_weight)
		idx = GetRandomItemByWeight(animations, roll, "total_weight")
	end
	return animations[idx or 1].Animation
end

function AnimationStyle:GetMainAnimId(id)
	local best_weight, best_anim = 0
	for _, anim in ipairs(self[id]) do
		if anim.Weight > best_weight then
			best_anim = anim.Animation
		end
	end
	return best_anim
end

function AnimationStyle:GenerateTotalWeight(id)
	local total_weight = 0
	for _, data in ipairs(self[id]) do
		if data.Animation then
			total_weight = total_weight + data.Weight
		end
		data.total_weight = total_weight
	end
end

function AnimationStyle:AnimationsCombo()
	local entity = GetAnimationStyleUnitEntity(self.Unit)
	if not entity then return end
	local states = GetStates(entity)
	for i = #states, 1, -1 do
		local state = states[i]
		if string.starts_with(state, "_") or IsErrorState(entity, GetStateIdx(state)) then
			table.remove(states, i)
		end
	end
	table.sort(states)
	return states
end

function AnimationStyle:SetUnit(value)
	self.Unit = value
	self:GenerateUniqueStyleId()
end

function AnimationStyle:SetVariationGroup(value)
	self.VariationGroup = value
	self:GenerateUniqueStyleId()
end

function AnimationStyle:SetName(value)
	self.Name = value
	self:GenerateUniqueStyleId()
end

function AnimationStyle:GenerateUniqueStyleId()
	if self.group ~= "AmbientLifeMarker - WIP - DON'T USE" then
		self:SetGroup(string.format("%s: %s", self.Unit, self.VariationGroup))
	end
	local name = string.format("%s: %s", self.Unit, self.Name)
	self.id = self:GenerateUniquePresetId(name)
	if self.id ~= name then
		self.Name = string.sub(self.id, #self.Unit + 2)
	end
end

----- AnimationStyle GetAnimationStyleCombo(set, class)

function GetAnimationStyleCombo(set, class)
	local items = {}
	local insert = table.insert_unique
	for k, variations in ipairs(Presets.AnimationStyle) do
		for i, style in ipairs(variations) do
			if  (not set or style.Unit == set) and (not class or style.class == class) then
				insert(items, style.Name)
			end
		end
	end
	table.sort(items)
	table.insert(items, 1, "")
	return items
end

----- AnimationStyle GetAnimationStyle(unit, name)

function GetAnimationStyle(unit, name)
	if name and name ~= "" then
		local set = unit:GetAnimationStyleUnit()
		local id = set and string.format("%s: %s", set, name)
		return AnimationStyles[id]
	end
end

----- AnimationStyle GetRandomAnimationStyle(unit, variation_group)

function GetRandomAnimationStyle(unit, variation_group)
	local set = unit:GetAnimationStyleUnit()
	local groupname = string.format("%s: %s", set, variation_group)
	local list = Presets.AnimationStyle[groupname]
	local total_weight = 0
	for i, entry in ipairs(list) do
		if entry:CanPlay(unit) and MatchGameState(entry.GameStates) then
			total_weight = total_weight + entry.Weight
		end
	end
	if total_weight == 0 then
		return
	end
	local style = list[1]
	if #list > 1 then
		local roll = unit:Random(total_weight)
		for i, entry in ipairs(list) do
			if entry:CanPlay(unit) and MatchGameState(entry.GameStates) then
				roll = roll - entry.Weight
				if roll < 0 then
					style = entry
					break
				end
			end
		end
	end
	return style
end

DefineClass.AnimationStyleAnim = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Animation", 
			editor = "combo", default = false, items = function (self)
local obj = GetParentTableOfKind(self, "AnimationStyle")
if not obj then return end
return obj:AnimationsCombo()
end, },
		{ id = "Weight", 
			editor = "number", default = 100, min = 0, max = 1000000, },
		{ id = "total_weight", help = "Hidden value. It allows binary search to speed up random choice.", 
			editor = "number", default = false, no_edit = true, },
	},
}

DefineClass.BanterDef = {
	__parents = { "Preset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Id", 
			editor = "text", default = false, },
		{ id = "banterDebug", name = "Debug", 
			editor = "buttons", default = false, buttons = { {name = "Why Is This Banter Not Playing?", func = "DebugSpecificBanter"}, }, },
		{ id = "loggable", name = "Log", help = "Whether to log banter lines.", 
			editor = "bool", default = true, },
		{ id = "FilePerGroup", name = "FilePerGroup", 
			editor = "bool", default = false, 
			default = "BantersDef", },
		{ id = "SingleFile", name = "SingleFile", 
			editor = "bool", default = false, },
		{ id = "isRadio", name = "Radio", 
			editor = "bool", default = false, },
		{ id = "Once", name = "OncePerCampaign", 
			editor = "bool", default = false, },
		{ id = "banterGroup", name = "Interrupt Association Id", help = "Banter's of the same interrupt id will interrupt each other. Banters interrupt actors playing other banters by default.", 
			editor = "text", default = false, },
		{ id = "cooldown", name = "Cooldown", help = "Banter cooldown - if the banter is on cooldown it won't play", 
			editor = "number", default = false, },
		{ id = "disabledInConflict", name = "Do not play during conflict", help = "Disable banter while in conflict. NotNow VR plays if no other is available.", 
			editor = "bool", default = false, },
		{ id = "KillOnAnyActorAware", name = "Kill On Combat Start", help = "Kill if any actor becomes aware", 
			editor = "bool", default = false, },
		{ id = "FX", name = "FX", 
			editor = "combo", default = false, items = function (self) return BanterFXCombo end, },
		{ id = "conditions", name = "Conditions", help = "The banter is only playable if all conditions are met.", 
			editor = "nested_list", default = false, base_class = "Condition", },
		{ id = "Lines", 
			editor = "nested_list", default = false, base_class = "BanterLine", inclusive = true, },
		{ id = "OnEditorSetProperty", 
			editor = "func", default = function (self)
if self.group == "MercBanters" and not self.cooldown then
	self.cooldown = 2629746000 -- One month default cooldown
end
end, no_edit = true, },
	},
	GlobalMap = "Banters",
	GedEditor = "BanterEditor",
	EditorMenubarName = "Banters",
	EditorIcon = "CommonAssets/UI/Icons/chat comment review text",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "3000",
	Documentation = "Creates a new banter preset that is played between a defined set of actors. See the New Quest sample mod in the Sample Mods section for an example on how to build a banter.",
}

DefineModItemPreset("BanterDef", { EditorName = "Banter", EditorSubmenu = "Campaign & Maps" })

function BanterDef:OnPreSave()
	for i, l in ipairs(self.Lines) do
		if l.MultipleTexts and l.Text and l.Text ~= "" then
			l.Text = false
		end
		if l.MultipleTexts and l.Character then
			l.Character = "any"
		end
	end
end

DefineClass.BobbyRayShopCategory = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", 
			editor = "text", default = false, translate = true, },
		{ id = "UrlSuffix", 
			editor = "text", default = false, },
		{ id = "GetSubCategories", 
			editor = "func", default = function (self)  end, },
		{ id = "BelongsInCategory", 
			editor = "func", default = function (self, item)
return item:GetCategory() == self
end, params = "self, item", },
	},
	HasSortKey = true,
}

DefineClass.BobbyRayShopDeliveryDef = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "MinTime", help = "in days", 
			editor = "number", default = false, },
		{ id = "MaxTime", help = "in days", 
			editor = "number", default = false, },
		{ id = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "TimeDescription", 
			editor = "text", default = false, translate = true, },
		{ id = "Price", 
			editor = "number", default = false, },
	},
	HasGroups = false,
	HasSortKey = true,
}

DefineClass.BobbyRayShopSubCategory = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", 
			editor = "text", default = false, translate = true, },
		{ id = "Category", 
			editor = "combo", default = "Other", template = true, items = function (self) return PresetArray("BobbyRayShopCategory") end, },
		{ id = "BelongsInSubCategory", 
			editor = "func", default = function (self, item)
return item:GetSubCategory() == self
end, params = "self, item", },
	},
	HasSortKey = true,
}

DefineClass.Caliber = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "ImpactForce", help = "impact force modifier", 
			editor = "number", default = 0, },
	},
	Documentation = "Defines a new caliber type that an inventory item of type Ammo could use.",
}

DefineModItemPreset("Caliber", { EditorName = "Caliber mod", EditorSubmenu = "Item" })

DefineClass.CampaignPreset = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Satellite Settings", id = "sectors_offset", name = "Sectors offset", 
			editor = "point", default = point(0, 0, 0), },
		{ category = "Satellite Settings", id = "sector_size", name = "Sector size", 
			editor = "point", default = point(356, 356), read_only = true, },
		{ category = "Satellite Settings", id = "map_size", name = "Map size", 
			editor = "point", default = point(0, 0), },
		{ category = "Preset", id = "DisplayName", name = "Display name", 
			editor = "text", default = false, translate = true, },
		{ category = "Satellite Settings", id = "map_file", name = "Map image", 
			editor = "ui_image", default = false, },
		{ category = "Satellite Settings", id = "underground_file", name = "Underground map image", 
			editor = "ui_image", default = false, },
		{ category = "Satellite Settings", id = "decorations", name = "Custom images on map", 
			editor = "nested_list", default = false, base_class = "SatelliteViewDecorationDef", },
		{ category = "Preset", id = "Description", name = "Description", 
			editor = "text", default = "", translate = true, },
		{ category = "Map Size & Sectors", id = "InheritSectorsFrom", name = "Inherit sectors from", 
			editor = "choice", default = false, no_edit = function(self) return self.save_in == "" or IsKindOf(self, "ModItem") end, no_validate = true, items = function (self)
-- can inherit the sectors from any CampaignPreset with the save id in the base game, or another DLC
local ret = { { text = "", value = false } }
ForEachPresetExtended("CampaignPreset", function(preset)
	if preset.id == self.id and preset.save_in ~= self.save_in then
		table.insert(ret, { text = preset.save_in ~= "" and preset.save_in or "<base game>", value = preset.save_in })
	end
end)
return ret
end, },
		{ category = "Map Size & Sectors", id = "sector_topleft", name = "Top-left sector", 
			editor = "text", default = "A1", read_only = function(self) return next(self.Sectors or empty_table) and not self.editing_size end, validate = function(self, value) return ValidateSectorId(value) end, },
		{ category = "Map Size & Sectors", id = "sector_bottomright", name = "Bottom-right sector", 
			editor = "text", default = "A1", read_only = function(self) return next(self.Sectors or empty_table) and not self.editing_size end, validate = function(self, value) return ValidateSectorId(value) end, },
		{ category = "Map Size & Sectors", id = "size_btns", 
			editor = "buttons", default = false, buttons = { {name = "Edit range of defined sectors", func = "EditSize", is_hidden = function(self) return self.editing_size end },  {name = "Confirm new size", func = "UpdateSize", is_hidden = function(self) return not self.editing_size end }, }, },
		{ category = "Map Size & Sectors", id = "SectorRange", name = "Sector range", help = "Total range of sectors", 
			editor = "text", default = false, dont_save = true, read_only = true, },
		{ category = "Map Size & Sectors", id = "sector_columns", name = "Sector columns", 
			editor = "number", default = 1, dont_save = true, read_only = true, },
		{ category = "Map Size & Sectors", id = "sector_rowsstart", name = "Sector rows start", 
			editor = "number", default = 1, dont_save = true, read_only = true, },
		{ category = "Map Size & Sectors", id = "sector_rows", name = "Sector rows end", 
			editor = "number", default = 1, dont_save = true, read_only = true, },
		{ category = "Map Size & Sectors", id = "InitialSector", name = "Initial sector", help = "The sector in which the campaign starts", 
			editor = "text", default = "A1", validate = function(self, value) local err = ValidateSectorId(value)
if err then return err end

local x, y = sector_unpack(value)
if x < self.sector_rowsstart or x > self.sector_rows or y < 1 or y > self.sector_columns then
	return "The starting sector is not withing the map boundaries."
end end, },
		{ category = "Map Size & Sectors", id = "map_editor_btn", 
			editor = "buttons", default = false, buttons = { {name = "Edit sectors for current Game's campaign", func = "OpenGedSatelliteSectorEditor", is_hidden = function(self) return not Game or not next(gv_Sectors) end }, }, },
		{ id = "Cities", 
			editor = "nested_list", default = false, base_class = "CampaignCity", inclusive = true, },
		{ id = "Sectors", 
			editor = "nested_list", default = false, no_edit = true, no_validate = true, base_class = "SatelliteSector", inclusive = true, },
		{ id = "EffectsOnStart", name = "Effects on campaign start", help = "Effects that are executed when the campaign is started.", 
			editor = "nested_list", default = false, base_class = "Effect", inclusive = true, },
		{ id = "Initialize", help = "Called once when the campaign starts for the first time.", 
			editor = "func", default = function (self)
RevealAllSectors()
end, },
		{ id = "FirstRunInterface", help = "Called after initialize, setups the initial interface.", 
			editor = "func", default = function (self, interfaceType)
--used for debugging
if interfaceType == "QuickStart" then
	TutorialHintsState.LandingPageShown = true
	Game.CampaignTime = Game.CampaignTimeStart + const.Satellite.MercArrivalTime / 2
	SetUILCustomTime(Game.CampaignTime)
	return
end

SetCampaignSpeed(0, "UI")
g_PDALoadingFlavor = false
if not gv_SatelliteView then OpenSatelliteView(nil, "openLandingPage") end
OpenAIMAndSelectMerc()
g_PDALoadingFlavor = true
end, params = "self, interfaceType", },
		{ id = "starting_year", name = "Starting date, year", 
			editor = "number", default = 2001, },
		{ id = "starting_month", name = "Starting date, month, 1-12", 
			editor = "number", default = 4, },
		{ id = "starting_day", name = "Starting date, day, 1-31", 
			editor = "number", default = 1, },
		{ id = "starting_hour", name = "Starting date, hour, 0-23", help = "Enter local time and it will be converted to GMT; if you want the campaign to start at 06:00 and you're in GMT+02 (Sofia winter), enter 8", 
			editor = "number", default = 8, },
		{ id = "starting_timestamp", name = "Starting time", 
			editor = "number", default = 0, read_only = true, },
		{ id = "DisclaimerOnStart", name = "Disclaimer on start", 
			editor = "text", default = false, translate = true, lines = 2, },
	},
	GlobalMap = "CampaignPresets",
	EditorMenubarName = "Campaign",
	EditorIcon = "CommonAssets/UI/Icons/chart map paper sheet travel.png",
	EditorMenubar = "Scripting",
	editing_size = false,
	EnableReloading = false,
	Documentation = "Creates a new campaign which you can associate with new sectors, quests, conversations, banters and many more features.",
	DocumentationLink = "Docs/ModTools/index.md.html",
}

function CampaignPreset:EditSize(root, prop_id, ged)
	self.editing_size = true
	CreateRealTimeThread(function()
		Sleep(100)
		ged:Send("rfnApp", "FocusProperty", "SelectedObject", "sector_topleft")
	end)
	ObjModified(self)
end

function CampaignPreset:ValidateSize()
	local x1, y1 = sector_unpack(self.sector_topleft)
	local x2, y2 = sector_unpack(self.sector_bottomright)
	if x2 < x1 or y2 < y1 then
		self.sector_bottomright = self.sector_topleft
	end
end

function CampaignPreset:UpdateSize()
	self:ValidateSize()
	self:PostLoad()
	ObjModified(self.Sectors)
	ObjModified(self)
end

function CampaignPreset:GetSectorRange()
	local x1, y1 = self.sector_rowsstart, 1
	local x2, y2 = self.sector_rows, self.sector_columns
	return string.format("%s-%s", sector_pack(x1, y1), sector_pack(x2, y2))
end

function CampaignPreset:OnEditorSetProperty(prop_id, old_value, ged)
	if ged and prop_id:starts_with("starting") then
		self.starting_timestamp = os.time { 
			year = self.starting_year, 
			month = self.starting_month, 
			day = self.starting_day, 
			hour = self.starting_hour 
		}
	end
	if prop_id == "InheritSectorsFrom" then
		self:PostLoad()
		ObjModified(self.Sectors)
	end
end

function CampaignPreset:OnEditorNew(parent, ged, is_paste)
	if not is_paste then
		self.starting_timestamp = os.time { 
			year = self.starting_year, 
			month = self.starting_month, 
			day = self.starting_day, 
			hour = self.starting_hour 
		}
	end
end

function CampaignPreset:OnStartCampaign(...)
	ExecuteEffectList(self.EffectsOnStart, self)
	self:Initialize(...)
	self:FirstRunInterface(...)
	Game.CampaignStarted = true
	Msg("CampaignStarted", self.id)
end

function CampaignPreset:FindInheritSectorsPreset(current)
	local parent
	ForEachPresetExtended("CampaignPreset", function(preset)
		if preset.id == self.id and preset.save_in == current.InheritSectorsFrom then
			parent = preset
		end
	end)
	return parent
end

function CampaignPreset:RoundOutSectors()
	self.Sectors = self.Sectors or {}
	
	-- calculate bounding box of all sectors into 'bbox'
	local bbox = box(
		point(sector_unpack(self.sector_topleft)),
		point(sector_unpack(self.sector_bottomright)) + point(1, 1)
	)
	
	-- build inheritance list (of campaign presets, by order of inheritance)
	local parents, current = { self }, self
	local sector_by_id = {}
	repeat
		-- create id to sector map for each campaign preset
		local sectors = {}
		for _, sector in ipairs(current.Sectors) do
			local x, y = sector_unpack(sector.Id)
			bbox = Extend(bbox, point(x, y))
			sectors[sector.Id] = sector
		end
		sector_by_id[current] = sectors
		
		current = self:FindInheritSectorsPreset(current)
		if current then
			if table.find(parents, current) then break end -- prevent infinite loop in case of a cycle
			table.insert(parents, current)
		end
	until not current
	
	-- update size properties, according to the total bounding box
	self.sector_rowsstart = bbox:minx()
	self.sector_rows = bbox:maxx() - 1
	self.sector_columns = bbox:maxy() - 1
	
	-- perform sector inheritance
	local function inherit_sector(sector_id)
		for _, campaign_preset in ipairs(parents) do
			local sector = sector_by_id[campaign_preset][sector_id]
			if sector then
				if campaign_preset ~= self then
					sector = sector:Clone()
					sector.inherited = true
					table.insert(self.Sectors, sector)
					UpdateParentTable(sector, self.Sectors)
				end
				return true
			end
		end
	end
	
	for y = 1, self.sector_columns do
		for x = self.sector_rowsstart, self.sector_rows do
			local sector_id = sector_pack(x, y)
			if not inherit_sector(sector_id) then -- no sector at that point
				local sector = GenerateEmptySector(sector_id)
				table.insert(self.Sectors, sector)
				UpdateParentTable(sector, self.Sectors)
			end
			inherit_sector(sector_id .. "_Underground")
		end
	end
	table.sortby_field(self.Sectors, "Id")
end

function CampaignPreset:RemoveGeneratedSectors()
	local sectors = self.Sectors or {}
	for idx = #sectors, 1, -1 do
		if sectors[idx].generated or sectors[idx].inherited then
			table.remove(sectors, idx)
		end
	end
	
	self.editing_size = nil
end

function CampaignPreset:PostLoad()
	self:RemoveGeneratedSectors()
	self:RoundOutSectors()
end

function CampaignPreset:OnPreSave()
	self:ValidateSize()
	self:RemoveGeneratedSectors()
end

function CampaignPreset:OnPostSave()
	self:RoundOutSectors()
end

function CampaignPreset:GetWarning()
	if self.InheritSectorsFrom and not self:FindInheritSectorsPreset(self) then
		return "Unable to find DLC to inherit sectors from."
	end
end

DefineClass.ChanceToHitModifier = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "display_name", name = "Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "RequireTarget", name = "Require Target", 
			editor = "bool", default = false, },
		{ id = "RequireActionType", name = "Require Action Type", 
			editor = "choice", default = "Any Attack", items = function (self) return CombatActionAttacksCombo end, },
		{ id = "CalcValue", 
			editor = "func", default = function (self, attacker, target, body_part_def, action, weapon1, weapon2, lof, aim, opportunity_attack, attacker_pos, target_pos)  end, params = "self, attacker, target, body_part_def, action, weapon1, weapon2, lof, aim, opportunity_attack, attacker_pos, target_pos", },
	},
	HasParameters = true,
	EditorIcon = "CommonAssets/UI/Icons/bullseye focus goal target.png",
	EditorMenubar = "Combat",
}

DefineClass.CombatAction = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", name = "DisplayName", 
			editor = "text", default = false, translate = true, },
		{ id = "DisplayNameShort", name = "DisplayNameShort", help = "Shortened display name. Used for firing modes and such.", 
			editor = "text", default = false, translate = true, },
		{ id = "Description", name = "Description", 
			editor = "text", default = false, translate = true, lines = 1, max_lines = 5, },
		{ id = "basicAttack", name = "Basic Attack", 
			editor = "bool", default = false, },
		{ id = "CostBasedOnWeapon", name = "Cost based on weapon", 
			editor = "bool", default = false, },
		{ id = "ActionPoints", 
			editor = "number", default = 0, 
			no_edit = function(self) return self.CostBasedOnWeapon end, scale = "AP", },
		{ id = "ActionPointDelta", 
			editor = "number", default = 0, 
			no_edit = function(self) return not self.CostBasedOnWeapon end, scale = "AP", },
		{ id = "SimultaneousPlay", name = "Can play simultaneously with other units", 
			editor = "bool", default = false, },
		{ id = "LocalChoiceAction", name = "Can play in the co-op unit move", help = "Used for interactions that opens local dialog (looting). Such actions do not wait the other units order to finish first", 
			editor = "bool", default = false, },
		{ id = "DisableAimAnim", name = "No Aim Animation", help = "If checked the unit wont play aim animations", 
			editor = "bool", default = false, },
		{ id = "InterruptInExploration", name = "Interrupt Action in Exploration", 
			editor = "bool", default = false, },
		{ id = "IsTargetableAttack", name = "Is Targetable Attack", help = "Melee and AOE attacks marked with this will allow the user to choose a body part to attack. Single target attacks marked with this allow for aiming *and* choosing body parts (otherwise the crosshair will open, but the only option will be the default body part)", 
			editor = "bool", default = false, },
		{ id = "IsAimableAttack", name = "Is Aimable Attack", help = "Whether the attack can be aimed. Only works if the attack also triggers the crosshair (is a single attack or AOE attack set as Targetable)", 
			editor = "bool", default = true, },
		{ id = "StealthAttack", name = "Stealth Attack", help = "Whether the attack can be executed as a Stealth Attack. Stealth Attacks have a chance to kill non-Lieutenant enemies instantly and have increased Critical Chance against Lieutenants.", 
			editor = "bool", default = false, },
		{ id = "MoveStep", name = "Move Before Targeting", help = "Whether the attack has an incorporated optional move step before targeting, allowing the player to try out different positions before attacking.", 
			editor = "bool", default = false, },
		{ id = "UseFreeMove", name = "Use Free Move", help = "Whether the action uses AP provided by the Free Move status", 
			editor = "bool", default = false, },
		{ id = "AlwaysHits", name = "Always Hits", help = "Whether the attack always hits (skips CtH)", 
			editor = "bool", default = false, },
		{ id = "DontShowWith", name = "Dont Show With in Badge", help = 'Whether to show "With" text in interactables when multiple units are to perform this action.', 
			editor = "bool", default = false, },
		{ id = "RequireState", name = "Require State", help = "What gamestate this action requires to be displayed to the player.", 
			editor = "choice", default = "combat", items = function (self) return { "any", "combat", "exploration" } end, },
		{ id = "MultiSelectBehavior", name = "Multi-Select Behavior", help = "What happens when multiple units are selected in exploration mode and the action is executed.", 
			editor = "choice", default = "all", items = function (self) return { "all", "hidden", "nearest", "first" } end, },
		{ id = "RequireTargets", name = "Require Targets", help = "If the action can only be used if a valid target is present.", 
			editor = "bool", default = false, },
		{ id = "RequireWeapon", name = "Require Weapon", help = "If the action requires a weapon to be displayed to the player.", 
			editor = "bool", default = false, },
		{ id = "ActionCamera", 
			editor = "bool", default = false, },
		{ id = "InteractionLoadingBar", 
			editor = "bool", default = false, },
		{ id = "Icon", 
			editor = "ui_image", default = "UI/Icons/Hud/placeholder.dds", },
		{ id = "IconFiringMode", 
			editor = "ui_image", default = "UI/Hud/fire_mode_button", },
		{ id = "ShowIn", 
			editor = "choice", default = "CombatActions", items = function (self) return {false, "CombatActions", "Stances", "Special", "SignatureAbilities"} end, },
		{ id = "ActionType", name = "Action Type", 
			editor = "choice", default = "Other", items = function (self) return {"Melee Attack", "Ranged Attack", "Other", "Passive", "Toggle"} end, },
		{ id = "AimType", name = "Aim Type", 
			editor = "choice", default = "none", items = function (self) return {"none", "line", "cone", "mobile", "melee", "melee-charge", "parabola aoe", "line aoe", "allies-attack"} end, },
		{ id = "ActivePauseBehavior", 
			editor = "choice", default = "unpause", items = function (self) return {"unpause", "queue", "instant"} end, },
		{ id = "QueuedBadgeText", 
			editor = "text", default = false, no_edit = function(self) return self.ActivePauseBehavior ~= "queue" end, template = true, translate = true, },
		{ category = "Keybindings", id = "ConfigurableKeybind", 
			editor = "bool", default = true, },
		{ category = "Keybindings", id = "ActionShortcut", 
			editor = "text", default = false, },
		{ category = "Keybindings", id = "ActionShortcutDev", 
			editor = "text", default = false, },
		{ category = "Keybindings", id = "KeybindingFromAction", 
			editor = "text", default = false, },
		{ id = "FiringModeMember", name = "Member of Firing Mode", 
			editor = "preset_id", default = false, preset_class = "CombatAction", preset_group = "FiringModeMetaAction", },
		{ category = "Keybindings", id = "ActionShortcut2", 
			editor = "text", default = false, },
		{ category = "Keybindings", id = "ActionGamepad", 
			editor = "text", default = false, },
		{ category = "Keybindings", id = "KeybindingSortId", 
			editor = "text", default = "2500", },
		{ id = "GetUIState", help = 'Returns if the CombatAction is available for execution. Possible values: "enabled", "disabled", "hidden".', 
			editor = "func", default = function (self, units, args)
local unit = units[1]
local cost = self:GetAPCost(unit, args)
if cost < 0 then return "hidden" end
if not unit:UIHasAP(cost, self.id, args) then
	return "disabled", AttackDisableReasons.NoAP
end
return "enabled"
end, params = "self, units, args", },
		{ id = "GetVisibility", 
			editor = "func", default = function (self, units, target)
if gv_Deployment then return "hidden" end

local real_action = self:ResolveAction(units)
if not real_action then return "hidden" end
self = real_action

--check game state
if self.RequireState == "combat" and not g_Combat then return "hidden" end
if self.RequireState == "exploration" and g_Combat then return "hidden" end
if #units > 1 and self.MultiSelectBehavior == "hidden" then return "hidden" end

--check weapon
if not units[1] or self.RequireWeapon and not self:GetAttackWeapons(units[1]) then
	return "hidden"
end

-- check availability first so that we don't end up disabled when GetUIState says hidden
local state, reason = self:GetUIState(units, { target = target })
if state == "enabled" or (state ~= "hidden" and not reason) then
	--check targets
	if self.RequireTargets and (not IsValid(target) and not IsPoint(target)) and not self:GetAnyTarget(units) then
		return "disabled", AttackDisableReasons.NoTarget
	end
end
--check availability
--return self:GetUIState(units, { target = target })
return state, reason
end, no_edit = true, params = "self, units, target", },
		{ id = "GetTargets", help = "Generates an array of possible targets.", 
			editor = "func", default = function (self, units)
return CombatActionGetAttackableEnemies(self, units and units[1])
end, params = "self, units", },
		{ id = "GetAnyTarget", 
			editor = "func", default = function (self, units)
return CombatActionGetOneAttackableEnemy(self, units and units[1])
end, params = "self, units", },
		{ id = "EvalTarget", help = "Highest evaluated target will be chosen automatically (on actions that use it).", 
			editor = "func", default = function (self, units, target, args)
--return units[1]:CalcChanceToHit(target, self, args, "chance_only")
if not units or not units[1] then return 0 end
local unitList = g_unitOrder[units[1]]
if not unitList then return 0 end
local orderIdx = unitList[target]
if orderIdx then return -orderIdx end
return 0
end, params = "self, units, target, args", },
		{ id = "GetDefaultTarget", help = "Gets the default target for this action", 
			editor = "func", default = function (self, unit)
local best_eval, best_target
local units = {unit}
local targets = self:GetTargets(units)
local distance_to_best = 0
for _, target in ipairs(targets or empty_table) do
	local eval = self:EvalTarget(units, target)
	if not best_eval or eval > best_eval then
		distance_to_best = IsKindOf(target, "Unit") and unit:GetDist(target:GetPos()) or 0
		best_target, best_eval = target, eval
	elseif eval == best_eval  then
		local distance_to_this = IsKindOf(target, "Unit") and unit:GetDist(target:GetPos()) or 0
		if distance_to_this < distance_to_best then
			distance_to_best = distance_to_this
			best_target = target
		end
	end
end

return best_target, best_eval
end, params = "self, unit", },
		{ id = "UIBegin", help = "Called when this action is selected from the UI; intended use is to switch to a custom targeting mode\n\nOptionally can provide a target.", 
			editor = "func", default = function (self, units, args)
MultiTargetExecute(self.MultiSelectBehavior, units, function (unit)
	self:Execute({unit}, args)
end, args and args.target)
end, params = "self, units, args", },
		{ id = "Execute", help = "Order an action. Run will be called in the first possible moment.", 
			editor = "func", default = function (self, units, args)
local unit = units[1]
local ap = self:GetAPCost(unit, args)
NetStartCombatAction(self.id, unit, ap, args)
end, params = "self, units, args", },
		{ id = "Run", help = "Performs the ordered action in Execute", 
			editor = "func", default = function (self, unit, ap, ...)
assert(not "Run should be predefined'")
end, params = "self, unit, ap, ...", },
		{ id = "GetAPCost", 
			editor = "func", default = function (self, unit, args)
if self.CostBasedOnWeapon then
	local weapon = self:GetAttackWeapons(unit, args)	
	return weapon and unit:GetAttackAPCost(self, weapon, nil, args and args.aim or 0, self.ActionPointDelta) or -1
end
return self.ActionPoints
end, params = "self, unit, args", },
		{ id = "GetMinAimRange", 
			editor = "func", default = function (self, unit, weapon)
return false
end, params = "self, unit, weapon", },
		{ id = "GetActionResults", 
			editor = "func", default = function (self, unit, args)
return {}
end, params = "self, unit, args", },
		{ id = "GetActionDamage", help = "Currently only used for display purposes, but that could change.", 
			editor = "func", default = function (self, unit, target, args)
return 0
end, params = "self, unit, target, args", },
		{ id = "GetMaxAimRange", 
			editor = "func", default = function (self, unit, weapon)
return false
end, params = "self, unit, weapon", },
		{ id = "GetAttackWeapons", 
			editor = "func", default = function (self, unit, args)
return args and args.weapon or unit:GetActiveWeapons()
end, params = "self, unit, args", },
		{ id = "GetActionDescription", 
			editor = "func", default = function (self, units)
local description = self.Description
if (description or "") == "" then
	description = self:GetActionDisplayName()
end
return description
end, params = "self, units", },
		{ id = "GetActionDisplayName", 
			editor = "func", default = function (self, units)
local name = self.DisplayName
if (name or "") == "" then
	name = Untranslated(self.id)
end
return name
end, params = "self, units", },
		{ id = "GetActionIcon", 
			editor = "func", default = function (self, units)
return self.Icon
end, params = "self, units", },
		{ id = "IdDefault", 
			editor = "text", default = false, },
		{ id = "ResolveAction", 
			editor = "func", default = function (self, context)
return self
end, params = "self, context", },
		{ id = "GetAimParams", 
			editor = "func", default = function (self, unit, weapon)
if self.AimType == "cone" then
	return weapon:GetAreaAttackParams(self.id, unit)
elseif self.AimType == "mobile" then
	local shots = self:ResolveValue("mobile_num_shots") or 1
	local move_ap = self:ResolveValue("mobile_move_ap")
	assert(move_ap)
	return { num_shots = shots, move_ap = move_ap * const.Scale.AP}
elseif self.AimType == "parabola aoe" or self.AimType == "line aoe" then	
	return weapon.AreaOfEffect
end

return 0
end, params = "self, unit, weapon", },
		{ id = "IsToggledOn", 
			editor = "func", default = function (self, unit)
return false
end, no_edit = function(self) return self.ActionType ~= "Toggle" end, params = "self, unit", },
	},
	HasSortKey = true,
	HasParameters = true,
	GlobalMap = "CombatActions",
	EditorMenubarName = "Combat Actions",
	EditorIcon = "CommonAssets/UI/Icons/focus goal marketing target.png",
	EditorMenubar = "Combat",
	EditorMenubarSortKey = "-9",
}

function CombatAction:OnPreSave(by_user_request, ged)
	self.IdDefault = self.id .. "default"
	Preset.OnPreSave(self, by_user_request, ged)
end

function CombatAction:GetError()
	if not self.DisplayName then return "CombatActions must have a DisplayName" end
end

----- CombatAction 

function CombatActionAttacksCombo()
	local items = { "Any Attack", "Any Melee Attack", "Any Ranged Attack" }
	ForEachPreset("CombatAction", function(item)
		if item.ActionType ~= "Other" then
			items[#items + 1] = item.id
		end
	end)
	return items
end

function GetConfigurableKeybindCombatActions()
	local ids = table.keys2(CombatActions)
	return table.ifilter(ids, function(idx, id)
		return CombatActions[id].ConfigurableKeybind or CombatActions[id].ActionShortcut
	end)
end

DefineClass.CombatStance = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "display_name", name = "Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "idle_anim", name = "Stance Anim", 
			editor = "text", default = false, },
		{ id = "move_anim", name = "Movement Anim", 
			editor = "text", default = false, },
		{ id = "Noise", help = "Range (in tiles) in which the unit alerts unaware enemies when moving in this stance", 
			editor = "number", default = 3, min = 0, max = 100, },
	},
	EditorIcon = "CommonAssets/UI/Icons/human male man people person.png",
	EditorMenubar = "Combat",
}

DefineClass.ConflictDescription = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "description", name = "Description", help = "Will fallback to default if missing.", 
			editor = "text", default = false, translate = true, },
		{ id = "title", name = "Title", help = "Will fallback to default if missing.", 
			editor = "text", default = false, translate = true, },
	},
	GlobalMap = "ConflictDescriptionDefs",
	EditorMenubarName = "Satellite Conflict Descriptions",
	EditorIcon = "CommonAssets/UI/Icons/info large outline",
	EditorMenubar = "Scripting",
}

DefineClass.ContainerNames = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", name = "Display Name", 
			editor = "text", default = false, translate = true, },
	},
}

DefineClass.Conversation = {
	__parents = { "Preset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Preset", id = "Id", 
			editor = "combo", default = false, validate = function(self, value) return ValidateIdentifier(self, value) end, items = function (self) return GetConversationCharactersCombo end, },
		{ id = "DefaultActor", name = "Default actor", help = "The default non-player unit talking in this conversation.", 
			editor = "preset_id", default = false, preset_class = "UnitDataCompositeDef", },
		{ id = "AssignToGroup", name = "Assign to group", help = "Assign the conversation to units from this group.", 
			editor = "combo", default = false, items = function (self) return GetUnitGroups() end, },
		{ id = "DefaultActorPortraitOverride", name = "Override Default Actor Portrait", 
			editor = "ui_image", default = false, },
		{ id = "Conditions", name = "Conditions", help = "Assign the conversation only if these are true.", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
		{ id = "Enabled", help = "To disable conversation for test purposes.", 
			editor = "bool", default = true, },
		{ id = "disabledInConflict", name = "Do not play during conflict", help = "Disable conversation while in conflict. NotNow VR plays instead.", 
			editor = "bool", default = false, },
		{ id = "StartOnMsg", name = "Start OnMsg", help = "Starts when any of these messages is invoked.", 
			editor = "string_list", default = {}, item_default = "", items = false, arbitrary_value = true, },
		{ id = "IncludeInVoiceScripts", name = "Include in voice recording scripts", 
			editor = "bool", default = true, no_edit = function(self) return config.ModdingToolsInUserMode end, },
	},
	HasParameters = true,
	SingleFile = false,
	GlobalMap = "Conversations",
	ContainerClass = "ConversationPhrase",
	GedEditor = "ConversationEditor",
	EditorMenubarName = "Conversations",
	EditorIcon = "CommonAssets/UI/Icons/baloon chat conversation texting.png",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "3010",
	FilterClass = "ConversationEditorFilter",
	SubItemFilterClass = "ConversationEditorPhraseFilter",
	EditorCustomActions = {
	{
		Name = "Test",
	},
	{
		FuncName = "TestConversation",
		Icon = "CommonAssets/UI/Ged/play",
		Menubar = "Test",
		Name = "Test conversation",
		Shortcut = "Ctrl-T",
		Toolbar = "main",
	},
},
	EditorView = Untranslated("<id><color 0 128 0><opt(u(Comment),' ','')><color 128 128 128><opt(u(save_in),' - ','')>"),
	Documentation = "Allows adding a new conversation triggered by an actor or a group of actors. See the New Quest sample mod in the Sample Mods section for an example on how to build a conversation.",
	DocumentationLink = "Docs/ModTools/index.md.html",
}

function Conversation:OnEditorNew(parent, ged, is_paste, duplicate_id)
	if is_paste  then
		if duplicate_id then		
			for _, condition in ipairs(self.Conditions or empty_table) do
				if rawget(condition, "Conversation")==duplicate_id then 
					condition.Conversation = self.Id
				end
			end
			self:ForEachSubObject("ConversationPhrase", function(obj, parents)
				for _, condition in ipairs(obj.Conditions or empty_table) do
					if rawget(condition, "Conversation")==duplicate_id then 
						condition.Conversation = self.id
					end
				end
				for _, effect in ipairs(obj.Effects or empty_table) do
					if rawget(effect, "Conversation")==duplicate_id then 
						effect.Conversation = self.id
					end
				end
			end)
		end
		return	
	end
	
	self[1] = ConversationPhrase:new { id = "Greeting", Keyword = "Greeting", KeywordT = T(774381032385, "Greeting") }
	self[2] = ConversationPhrase:new { id = "Goodbye", Keyword = "Goodbye", KeywordT = T(557225474228, "Goodbye") }
	self[1]:OnAfterEditorNew()
	self[2]:OnAfterEditorNew()
end

function Conversation:OnEditorSetProperty(prop_id, old_value, ged)
	if prop_id == "DefaultActor" then
		self:ForEachSubObject("ConversationLine", function(obj, parents)
			if obj.Character == old_value or obj.Character == self.id then
				obj.Character = self.DefaultActor
			end
		end)
	end
	
	if prop_id == "Id" then
		CreateRealTimeThread(function()
			local msg = "This will update the references to this conversation from within itself,\nbut external references will NOT be updated!"
			if ged:WaitQuestion("Rename", msg, "Yes", "No") ~= "ok" then
				self:SetId(old_value)
				ObjModified(self)
				return
			end
			
			self:ForEachSubObject(function(obj)
				for _, prop in ipairs(obj:GetProperties()) do
					if prop.editor == "preset_id" and prop.preset_class == "Conversation" and 
						obj:GetProperty(prop.id) == old_value
					then
						obj:SetProperty(prop.id, self.id)
					end
				end
			end)
			ObjModified(self)
		end)
	end
end

function Conversation:OnPreSave(user_requested)
	self:ForEachSubObject("ConversationLine", function(obj, parents)
		if self.DefaultActor and (obj.Character == "<default>" or obj.Character == self.id) then
			obj.Character = self.DefaultActor
		end
	end)
	
	RebuildGroupToConversation()
end

function Conversation:GetError()
	if not self.DefaultActor then
		return "Please specify the default actor."
	end
	local has_end_phrase
	self:ForEachSubObject("ConversationPhrase", function(phrase)
		if phrase.GoTo == "<end conversation>" then
			has_end_phrase = true
		end
	end)
	if not has_end_phrase then
		return "Conversation doesn't have any phrase with <end conversation> GoTo property."
	end
end

function Conversation:GetWarning()
	--using default portrait for goldmaster is only a warning (mods)
	if not config.ModdingToolsInUserMode then return end
	return self:UsingDefaultBigPortrait()
end

function Conversation:UsingDefaultBigPortrait()
	local defaults = {}
	self:ForEachSubObject("ConversationLine", function(obj, parents, key,  defaults)
		local unit_def = UnitDataDefs[obj.Character]
		if obj.Character and unit_def and 
			unit_def:IsDefaultPropertyValue("BigPortrait", unit_def:GetPropertyMetadata("BigPortrait"), unit_def:GetProperty("BigPortrait")) then
			table.insert_unique(defaults, obj.Character)
		end
	end, defaults)
	if next(defaults) then
		return "Using default BigPortrait property for: " .. table.concat(defaults, ",")
	end
end

function Conversation:GetSaveData(file_path, presets, ...)
	for idx, preset in ipairs(presets) do
		self:CreatePresetDiffFile(preset, string.gsub(file_path, ".lua", ".diff.txt"))
	end
	return Preset.GetSaveData(self, file_path, presets, ...)
end

function Conversation:CreatePresetDiffFile(preset, diff_path)
	local diffText = { }
	for _, conv in ipairs(preset) do
		diffText[#diffText + 1] =  conv:GetReadableText(0)
	end
	
	SaveSVNFile(diff_path, table.concat(diffText, "\n"))
end

DefineClass.ConversationInterjection = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Lines", 
			editor = "nested_list", default = false, base_class = "ConversationLine", },
		{ id = "Conditions", help = "All conditions must be true for the phrase to be available.", 
			editor = "nested_list", default = false, base_class = "Condition", },
		{ id = "Effects", help = "Effects that are executed after the phrase is displayed.", 
			editor = "nested_list", default = false, base_class = "Effect", },
		{ id = "AlwaysInterject", help = "Allows the interjection to be played again, even if the player has already heard it.", 
			editor = "bool", default = false, },
	},
	StoreAsTable = true,
}

function ConversationInterjection:GetEditorView()
	local actors = {}
	for _, line in ipairs(self.Lines or empty_table) do
		if line.Character ~= "<default>" then
			table.insert_unique(actors, line.Character)
		end
	end
	return "<color 160 64 160>" .. table.concat(actors, " & ") .. "</color>"
end

function ConversationInterjection:GetReadableText(indentation_level)
	local diffText = { }
	
	for _,line in ipairs(self.Lines) do
		diffText[#diffText + 1] = line:GetReadableText(indentation_level + 1)
	end
	
	return table.concat(diffText, "\n")
end

DefineClass.ConversationInterjectionList = {
	__parents = { "ConversationLineBase", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "MaxPlayed", name = "Max played", 
			editor = "number", default = 1, },
		{ id = "Interjections", 
			editor = "nested_list", default = false, base_class = "ConversationInterjection", inclusive = true, auto_expand = true, },
	},
	StoreAsTable = true,
	EditorView = Untranslated(""),
}

function ConversationInterjectionList:GetEditorView()
	local list = { "Interjections" }
	if self.MaxPlayed > 1 then
		list[#list + 1] = string.format("(max %d)", self.MaxPlayed)
	end
	for _, item in ipairs(self.Interjections or empty_table) do
		list[#list + 1] = "["..item:GetEditorView().."]"
	end
	return table.concat(list, " ")
end

function ConversationInterjectionList:OnAfterEditorNew(root, ged, is_paste)
	if not is_paste then
		self.Interjections = { ConversationInterjection:new() }
	end
end

function ConversationInterjectionList:GetReadableText(indentation_level)
	local diffText = { }
	
	for _,i in ipairs(self.Interjections) do
		diffText[#diffText + 1] = i:GetReadableText(indentation_level)
	end
	
	return table.concat(diffText, "\n")
end

DefineClass.ConversationKeyword = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	GlobalMap = "ConversationKeywords",
	GedEditor = "",
}

DefineClass.ConversationLine = {
	__parents = { "ConversationLineBase", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Character", help = "The character that says this line.", 
			editor = "choice", default = "<default>", items = function (self) return GetConversationCharactersCombo end, },
		{ id = "Annotation", help = 'Extra context for voice actors, e.g. "angry", "sad", etc.', 
			editor = "combo", default = false, items = function (self) return PresetsPropCombo("Conversation", "Annotation", "", "recursive") end, },
		{ id = "SoundBefore", name = "Sound before", help = "Play sound before line and line voice over", 
			editor = "browse", default = false, folder = "Sounds/ConversationEffects/", },
		{ id = "SoundAfter", name = "Sound after", help = "Play sound after line and line voice over", 
			editor = "browse", default = false, folder = "Sounds/ConversationEffects/", },
		{ id = "SoundType", name = "Sound Type", 
			editor = "preset_id", default = "ConversationsSFX", preset_class = "SoundTypePreset", preset_group = "VoiceoverConversations", },
		{ id = "Text", 
			editor = "text", default = false, 
			context = ConversationLineContext("Character", "Annotation"), translate = true, lines = 1, max_lines = 7, },
		{ id = "AlwaysInterject", help = "Allows the interjection to be played again, even if the player has already heard it.", 
			editor = "bool", default = false, },
	},
	StoreAsTable = true,
	EditorView = Untranslated("<if(not_eq(Character,'<default>'))><Character>:</if> \"<Text>\""),
}

function ConversationLine:GetReadableText(indentation_level)
	return self.Text and string.format("%s%s: %s", string.rep("\t", indentation_level), self.Character, TDevModeGetEnglishText(self.Text, nil, false)) or ""
end

DefineClass.ConversationLineBase = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

}

DefineClass.ConversationPhrase = {
	__parents = { "PropertyObject", "Container", },
	__generated_by_class = "ClassDef",

	properties = {
		{ category = "General", id = "id", name = "Id", 
			editor = "text", default = false, read_only = true, buttons = { {name = "Copy Id", func = "CopyFullIdToClipboard"},  {name = "Change", func = "ChangeId"}, }, },
		{ category = "General", id = "Keyword", 
			editor = "combo", default = "", buttons = { {name = "Add to combo", func = "AddKeywordToCombo"}, }, items = function (self) return PresetsCombo("ConversationKeyword") end, },
		{ category = "General", id = "KeywordT", 
			editor = "text", default = false, no_edit = true, translate = true, },
		{ category = "General", id = "Tag", help = "Tags are used to automatically aggregate several keywords in a sub-menu (named after the Tag) if there are too many keywords. Keywords with tags are by default aligned left.", 
			editor = "combo", default = "", items = function (self) return PresetsPropCombo("Conversation", "Tag", "", "recursive") end, },
		{ category = "General", id = "TagT", 
			editor = "text", default = false, no_edit = true, translate = true, },
		{ category = "General", id = "Align", 
			editor = "choice", default = "left", items = function (self) return { "left", "right" } end, },
		{ category = "General", id = "StoryBranchIcon", 
			editor = "preset_id", default = "conversation_chat", preset_class = "ConversationStoryBranchIcons", },
		{ category = "General", id = "Comment", 
			editor = "text", default = false, lines = 1, },
		{ category = "Activation", id = "Enabled", help = "Is this keyword initially enabled.", 
			editor = "bool", default = true, },
		{ category = "Activation", id = "AutoRemove", name = "Auto remove", help = "Is this phrase auto-removed once it is displayed to the player.", 
			editor = "bool", default = false, },
		{ category = "Activation", id = "VariantPhrase", name = "Variant phrase", help = "A random phrase from the active variant phrases is picked. Variant phrases have lower priority than non-variant phrases that have not yet been seen, so they can be activated only after all the non-variant phrases have been seen by the player.", 
			editor = "bool", default = false, },
		{ category = "Activation", id = "ShowDisabled", name = "Show disabled", help = "Displays the phrase dimmed if the conditions are not met, and there are no other enabled phrases with the same Keyword.", 
			editor = "bool", default = false, },
		{ category = "Activation", id = "ShowPhraseRollover", name = "Show Phrase Rollover", help = "Shows phrase rollover - autogenerated or overwritten if available. If false is set no rollover is displaed even if there is atogenerated.", 
			editor = "bool", default = true, },
		{ category = "Activation", id = "PhraseRolloverText", name = "Phrase rollover text", help = "Show that text when rollover the phrase. That text will override the automatically generated one from conditions.", 
			editor = "text", default = false, translate = true, lines = 2, max_lines = 4, },
		{ category = "Activation", id = "PhraseRolloverTextAuto", name = "Phrase rollover text autogenerated", help = "Show that text when the phrase is rollovered. That text is auto-generated from conditions via GetUIText.", 
			editor = "text", default = false, dont_save = true, read_only = true, lines = 2, max_lines = 4, },
		{ category = "Activation", id = "PhraseConditionRolloverText", name = "Current phrase rollover text for executed phrase", help = "Show that text when the phrase is displayed. That text will override the automatically generated one from conditions.", 
			editor = "text", default = false, translate = true, lines = 2, max_lines = 4, },
		{ category = "Activation", id = "PhraseConditionRolloverTextAuto", name = "Current Phrase Rollover Text Autogenerated", help = "Show that text when the phrase is displayed. That text is auto-generated from conditions via GetConditionPhraseTopRolloverText.", 
			editor = "text", default = false, dont_save = true, read_only = true, lines = 2, max_lines = 4, },
		{ category = "Activation", id = "Conditions", help = "All conditions must be true for the phrase to be available.", 
			editor = "nested_list", default = false, base_class = "Condition", },
		{ category = "Activation", id = "NoBackOption", name = "No Back option", help = "Do not add a 'Back' option to the list of child phrases.", 
			editor = "bool", default = false, 
			no_edit = function(obj) return #obj == 0 end, },
		{ category = "Execution", id = "Lines", help = "The list of conversation lines to display when this phrase is activated.", 
			editor = "nested_list", default = false, base_class = "ConversationLineBase", },
		{ category = "Execution", id = "Effects", help = "Effects that are executed after the phrase is displayed.", 
			editor = "nested_list", default = false, base_class = "Effect", },
		{ category = "Execution", id = "CompleteQuests", name = "Complete quests", help = "Sets quests status to 'completed'", 
			editor = "preset_id_list", default = {}, preset_class = "QuestsDef", item_default = "", },
		{ category = "Execution", id = "GiveQuests", name = "Give quests", help = "Sets quests status to 'given'", 
			editor = "preset_id_list", default = {}, preset_class = "QuestsDef", item_default = "", },
		{ category = "Execution", id = "GoTo", name = "Go to", help = "Next phrase tree to jump to after this one - by default stay in the same tree.", 
			editor = "choice", default = "", items = function (self) return GetPhraseIdsCombo(GetParentTableOfKindNoCheck(self, "Conversation"), "skip_greetings", { "", "<back>", "<root>", "<end conversation>" }) end, },
		{ category = "Execution", id = "PlayGoToPhrase", name = 'Play "Go to" phrase', help = 'If set, plays all lines from the phrase jumped to with the "Go to" property and executes its Effects.', 
			editor = "bool", default = false, },
	},
	StoreAsTable = true,
	ComboFormat = Untranslated("<Keyword>"),
	ContainerClass = "ConversationPhrase",
	EditorName = "Phrase",
}

function ConversationPhrase:GetFullId(root)
	return ComposePhraseId(root:FindSubObjectParentList(self), self, 2)
end

function ConversationPhrase:CopyFullIdToClipboard(root, prop_id, ged)
	local full_id = self:GetFullId(root)
	CopyToClipboard(full_id)
	ged:ShowMessage("Phrase ID Copied to Clipboard", full_id)
end

function ConversationPhrase:ChangeId(root, prop_id, ged)
	local old_id = self.id
	local new_id = ged:WaitUserInput("Enter new Id", self.id)
	if not new_id then return end
	
	-- this phrase and all children phrases have their ids changed
	local id_changes = {} -- old_id => new_id
	self:ForEachSubObject("ConversationPhrase", function(phrase)
		local old_full_id = phrase:GetFullId(root)
		self.id = new_id
		id_changes[old_full_id] = phrase:GetFullId(root)
		self.id = old_id
	end)
	self.id = new_id
	
	-- enumerate all references, updating matching ids
	local count = 0
	ForEachPhraseReferenceInPresets(root, function(parents, obj, phrase_id_prop)
		local new_id = id_changes[obj[phrase_id_prop]]
		if new_id then
			obj[phrase_id_prop] = new_id
			count = count + 1
		end
	end)
	
	ged:ShowMessage("Information", string.format("A total of %d references to this phrase (or children phrases) were updated to use the new ids.", count))
	ObjModified(self)
end

function ConversationPhrase:AddKeywordToCombo()
	if self.Keyword ~= "" and not table.find(Presets.ConversationKeyword.Default, "id", self.Keyword) then
		local keyword = ConversationKeyword:new()
		keyword:SetGroup("Default")
		keyword:SetId(self.Keyword)
		ConversationKeyword:SaveAll("force")
	end
end

function ConversationPhrase:GetEditorView()
	local texts = {}
	texts[#texts+1] = Untranslated("<color 100 100 200><if(Enabled)>+</if><def(Keyword,'[new phrase]')></color>")
	
	local condition = self.Conditions and self.Conditions[1]
	local txt  = condition and _InternalTranslate(condition:GetEditorView(), condition) or ""
	if txt and txt~="" then	
		txt = utf8.len(txt) <= 30 and txt or (utf8.sub(txt, 1, 30) .. "...")
		texts[#texts+1] = Untranslated(" <color 150 150 100>["..txt.."]</color> ")
	end
	
	local txt
	local interjections, line_interjections = {}, {}
	local default_actor = GetParentTableOfKind(self, "Conversation").DefaultActor
	for _, line in ipairs(self.Lines) do
		if line:IsKindOf("ConversationLine") then
			txt = txt or line and line.Text
			if line.Character ~= "<default>" and line.Character ~= default_actor then
				table.insert(line_interjections, string.format("[%s]", line.Character))
			end
		elseif line:IsKindOf("ConversationInterjectionList") then
			table.insert(interjections, "\t\t" .. line:GetEditorView())
		end
	end
	if next(line_interjections) then
		table.insert(interjections, 1, "\t\tLine interjections: " .. table.concat(line_interjections, " ") )
	end
	if txt and txt ~= "" then
		txt = TDevModeGetEnglishText(txt)
		txt = utf8.len(txt) <= 50 and txt or (utf8.sub(txt, 1, 50) .. "...")
		texts[#texts+1] = Untranslated(" "..string.format("<literal %s>%s", #txt, txt).." ")
	end
	
	local comment = self.Comment
	if #(comment or "") > 0 then
		comment = comment:match("^([^\n]*)")
		comment = utf8.len(comment) <= 20 and comment or (utf8.sub(comment, 1, 20) .. "...")
		texts[#texts+1] = Untranslated("<color 0 128 0>-- ".. comment .."</color>")
	end
	
	local phrase_text = table.concat(texts, "")
	if self.Effects or self.Conditions or next(interjections) then
		local text_lines = {phrase_text}
		if next(interjections) then
			text_lines[#text_lines+1] = Untranslated("<color 160 64 160>" .. table.concat(interjections, "\n") .. "</color>")
		end
		GetEditorConditionsAndEffectsText(text_lines, self)	
		GetEditorStringListPropText(text_lines, self, "CompleteQuests")
		GetEditorStringListPropText(text_lines, self, "GiveQuests")
		phrase_text = table.concat(text_lines, "\n")
	end
	
	if self.GoTo ~= "" and self.Keyword ~= "Goodbye" then
		local command = self.GoTo:starts_with("<end") and "" or "Go to "
		phrase_text = phrase_text .. Untranslated(string.format("\n\t\t<color 191 124 28>%s%s</color>", command, self.GoTo))
	end
	return phrase_text
end

function ConversationPhrase:GenerateId(conversation)
	local id = self.Keyword:gsub("[^%w_+-]", "")
	local parent_list = conversation:FindSubObjectParentList(self)
	local parent = parent_list[#parent_list]
	local orig_id, idx = id, 1
	while table.find(parent, "id", id) or id == "" do
		idx = idx + 1
		id = orig_id .. tostring(idx)
	end
	self.id = id
end

function ConversationPhrase:OnAfterEditorNew(root, ged, is_paste)
	if is_paste then
		self:GenerateId(root)
		self.KeywordT = g_ConversationTs[self.Keyword] or T(RandomLocId(), self.Keyword)
	else
		self.Lines = { ConversationLine:new() }
	end
end

function ConversationPhrase:OnEditorSetProperty(prop_id, old_value, ged)
	local conversation = GetParentTableOfKind(self, "Conversation")
	if prop_id == "Keyword" and self.Keyword ~= "" then
		if not self.id then
			self:GenerateId(conversation)
		end
		self.KeywordT = g_ConversationTs[self.Keyword] or T(RandomLocId(), self.Keyword)
	elseif prop_id == "Tag" then
		self.Align = self.Tag == "" and "right" or "left"
		self.TagT = self.Tag == "" and "" or g_ConversationTs[self.Tag] or T(RandomLocId(), self.Tag)
	end
end

function ConversationPhrase:GetError()
	if self.VariantPhrase and self.ShowDisabled then
		return "Variant phrases can't have the 'Show disabled' property"
	end
end

function ConversationPhrase:GetPhraseRolloverTextAuto(game)
	 local rollover_texts = {}
	 for _, cond in ipairs(self.Conditions or empty_table) do
		 local text = cond:HasMember("GetUIText") and not cond:GetError() and cond:GetUIText(self, false, game)
		 if text and text~="" then 
			table.insert(rollover_texts, 1, text)
		 end	
	 end
	 for _, eff in ipairs(self.Effects or empty_table) do
		 local text = eff:HasMember("GetUIText") and not eff:GetError() and eff:GetUIText(self, false, game)
		 if text and text~="" then 
			table.insert(rollover_texts, 1, text)
		 end	
	 end
	 if next(rollover_texts) then
		if  game then
			return table.concat(rollover_texts, "\n")
		else	
			return _InternalTranslate(table.concat(rollover_texts, "\n"))
		end	
	 else
		return ""
	 end
end

function ConversationPhrase:GetPhraseConditionRolloverTextAuto(game)
	 local rollover_texts = {}
	 for _, cond in ipairs(self.Conditions or empty_table) do
		 local text = cond:HasMember("GetPhraseTopRolloverText") and not cond:GetError() and cond:GetPhraseTopRolloverText(self, false, game)
		 if text and text~="" then 
			table.insert(rollover_texts, 1, text)
		 end	
	 end
	 for _, eff in ipairs(self.Effects or empty_table) do
		 local text = eff:HasMember("GetPhraseTopRolloverText") and not eff:GetError() and eff:GetPhraseTopRolloverText(self, false, game)
		 if text and text~="" then 
			table.insert(rollover_texts, 1, text)
		 end	
	 end
	 if next(rollover_texts) then
		if  game then
			return table.concat(rollover_texts, "\n")
		else	
			return _InternalTranslate(table.concat(rollover_texts, "\n"))
		end	
	 else
		return ""
	 end
end

function ConversationPhrase:__fromluacode(table, arr)
	local obj = PropertyObject.__fromluacode(self, table, arr)
	if g_ConversationTs[obj.Keyword] then obj.KeywordT = g_ConversationTs[obj.Keyword] end
	if g_ConversationTs[obj.Tag] then obj.TagT = g_ConversationTs[obj.Tag] end
	if obj.Keyword ~= "" then g_ConversationTs[obj.Keyword] = obj.KeywordT end
	if obj.Tag ~= "" then g_ConversationTs[obj.Tag] = obj.TagT end
	return obj
end

function ConversationPhrase:GetReadableText(indentation_level)
	local diffText = { }
	diffText[#diffText + 1] = string.format("%s[Keyword: %s]", string.rep("\t", indentation_level), TDevModeGetEnglishText(self.KeywordT))
	
	if self.Lines then
		for _,line in ipairs(self.Lines) do
			diffText[#diffText + 1] = line:GetReadableText(indentation_level + 1)
		end
	end
		
	for _,phrase in ipairs(self) do
			diffText[#diffText + 1] = phrase:GetReadableText(indentation_level + 1)
	end
	return table.concat(diffText, "\n")
end

----- ConversationPhrase a global allowing T ID reuse; see OnAfterEditorNew

if FirstLoad then
	g_ConversationTs = {}
end

DefineClass.ConversationStoryBranchIcons = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Preset", id = "icon", 
			editor = "ui_image", default = false, image_preview_size = 20, },
	},
	GlobalMap = "StoryBranchIcons",
}

DefineClass.CraftOperationId = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	GlobalMap = "CraftOperationIds",
	GedEditor = "",
}

DefineClass.CraftOperationsRecipeDef = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "CraftOperationId", help = "which craft operation displays that recipe", 
			editor = "combo", default = false, buttons = { {name = "Add to combo", func = "AddCraftOperationIdToCombo"}, }, items = function (self) return PresetsCombo("CraftOperationId") end, show_recent_items = 5,},
		{ id = "Ingredients", name = "Ingredients", 
			editor = "nested_list", default = false, base_class = "RecipeIngredient", },
		{ id = "ResultItem", name = "Result Item", 
			editor = "nested_obj", default = false, base_class = "RecipeIngredient", },
		{ id = "CraftTime", name = "Craft Time", help = "The time in hours needed to craft the item from a crafter with skill 50", 
			editor = "number", default = false, slider = true, min = 0, max = 360000, },
		{ category = "Conditions", id = "RequiredCrafter", name = "RequiredCrafter", help = "Required Crafter", 
			editor = "preset_id", default = false, preset_class = "UnitDataCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return IsMerc(gv_UnitData[preset.id])
end, 
},
		{ category = "Conditions", id = "QuestConditions", 
			editor = "nested_list", default = false, base_class = "QuestConditionBase", },
		{ category = "General", id = "btnAddItem", 
			editor = "buttons", default = false, buttons = { {name = "Add Ingredients To Current Unit", func = "UIPlaceIngredientsInInventory"}, }, template = true, },
	},
	HasSortKey = true,
	HasParameters = true,
	GlobalMap = "CraftOperationsRecipes",
	EditorMenubarName = "Craft Operations Recipes Editor",
	EditorShortcut = "",
	EditorIcon = "CommonAssets/UI/Icons/auction court hammer judge justice law.png",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4061",
	Documentation = "Creates a new Crafting Operation Recipe that is accessed through the sector operations menu.",
}

DefineModItemPreset("CraftOperationsRecipeDef", { EditorName = "Crafting operation recipe", EditorSubmenu = "Satellite" })

function CraftOperationsRecipeDef:AddCraftOperationIdToCombo()
	if self.CraftOperationId ~= "" and not table.find(CraftOperationIds, "id", self.CraftOperationId) then
		local id = CraftOperationId:new()
		id:SetGroup("Default")
		id:SetId(self.CraftOperationId)
		CraftOperationId:SaveAll("force")
	end
end

DefineClass.EliteEnemyName = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "name", name = "Name", 
			editor = "text", default = false, translate = true, },
	},
	GlobalMap = "EliteEnemyNames",
}

DefineClass.Email = {
	__parents = { "MsgReactionsPreset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Email", id = "title", name = "Title", 
			editor = "text", default = false, translate = true, },
		{ category = "Email", id = "sender", name = "Sender", 
			editor = "text", default = false, translate = true, },
		{ category = "Email", id = "body", name = "Body", 
			editor = "text", default = false, translate = true, lines = 4, max_lines = 20, },
		{ category = "Email", id = "label", name = "Label", 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("EmailLabel", "Default") end, },
		{ category = "Email", id = "attachments", name = "Attachments", 
			editor = "nested_list", default = false, base_class = "EmailAttachment", },
		{ category = "Reactions", id = "sendConditions", name = "Send Conditions", help = "If these conditions exist they will be evaluated periodically for one time emails.", 
			editor = "nested_list", default = false, base_class = "Condition", },
		{ category = "Reactions", id = "repeatable", name = "Repeatable", 
			editor = "bool", default = false, },
		{ category = "Reactions", id = "delayAfterCombat", name = "Delay After Combat", help = "When an email should be send during combat. It is instead send after the combat ends.", 
			editor = "bool", default = true, },
	},
	GlobalMap = "Emails",
	EditorMenubarName = "Emails",
	EditorIcon = "CommonAssets/UI/Icons/email envelope mail message.png",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4000",
	Documentation = "Allows creating new emails received in the Email tab.",
}

DefineClass.EmailLabel = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "name", name = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "hiddenWhenEmpty", name = "Hidden when empty", help = "Hides the label if there are no received emails marked with it", 
			editor = "bool", default = false, },
	},
	GlobalMap = "EmailLabels",
}

DefineClass.EmploymentHistoryLine = {
	__parents = { "MsgReactionsPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Preset", id = "help", help = "Caution:\n1. Renaming Ids or deleting presets will invalidate the related history logs from older saves.\n2. Do NOT add Translations to the save(inside AddEmploymentHistoryLog) or else when switching langauages those words/phrases won't be translated.\n\t Instead add ids and other indicative vars to the context and then use them in the GetText function.", 
			editor = "help", default = false, },
		{ id = "text", name = "Text", 
			editor = "text", default = false, translate = true, },
		{ id = "GetText", name = "GetText", 
			editor = "func", default = function (self, context)
return T{self.text, context}
end, params = "self, context", },
	},
	GlobalMap = "EmploymentHistoryLines",
	EditorMenubarName = "Employment History Line",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "5010",
}

DefineClass.EnemyRole = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", name = "DisplayName", 
			editor = "text", default = false, translate = true, },
		{ id = "Icon", name = "Icon", 
			editor = "ui_image", default = false, },
		{ id = "BadgeIcon", name = "BadgeIcon", 
			editor = "ui_image", default = false, },
	},
}

DefineClass.EnemySquads = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "displayName", name = "Squad Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "SquadPowerRange", name = "Squad Power Range", help = "Shows min squad power: lowestPowerUnits * lowestAmountSpawned. And max squad power: highestPowerUnits * higestAmountSpawned", 
			editor = "text", default = false, dont_save = true, read_only = true, },
		{ id = "Units", 
			editor = "nested_list", default = false, base_class = "EnemySquadUnit", auto_expand = true, },
		{ category = "Bombard", id = "Bombard", 
			editor = "bool", default = false, },
		{ category = "Diamond Briefcase", id = "DiamondBriefcase", name = "Has Diamond Shipment", 
			editor = "bool", default = false, },
		{ category = "Diamond Briefcase", id = "DiamondBriefcaseCarrier", name = "Carrier", help = "Valid carries are unit defs with only a single unit to be spawned from them. The chance to spawn should be set to 100%", 
			editor = "choice", default = false, items = function (self) return self:GetValidCarriers() end, },
		{ category = "Bombard", id = "BombardOrdnance", name = "Ordnance", 
			editor = "preset_id", default = false, 
			no_edit = function(self) return not self.Bombard end, preset_class = "InventoryItemCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.object_class == "Ordnance"
end, 
},
		{ category = "Bombard", id = "BombardShots", name = "Num Shells", 
			editor = "number", default = 1, 
			no_edit = function(self) return not self.Bombard end, min = 1, },
		{ category = "Bombard", id = "BombardAreaRadius", name = "Area Radius", help = "in tiles", 
			editor = "number", default = 3, 
			no_edit = function(self) return not self.Bombard end, min = 1, max = 99, },
		{ category = "Bombard", id = "BombardLaunchOffset", name = "Launch Offset", help = "defines the direction of the fall together with Launch Angle; if left as 0 the shells will fall directly down", 
			editor = "number", default = 5000, 
			no_edit = function(self) return not self.Bombard end, scale = "m", },
		{ category = "Bombard", id = "BombardLaunchAngle", name = "Launch Angle", help = "defines the direction of the fall together with Launch Offset", 
			editor = "number", default = 1200, 
			no_edit = function(self) return not self.Bombard end, scale = "deg", },
		{ category = "Patrol", id = "patrolling", name = "Patrolling", help = "The squad will be set to travel between the specified waypoints when spawned.", 
			editor = "bool", default = false, },
		{ category = "Patrol", id = "waypoints", name = "Waypoints", 
			editor = "string_list", default = {}, no_edit = function(self) return not self.patrolling end, item_default = "", items = function (self) return GetCampaignSectorsCombo() end, },
		{ category = "AutoResolveTest", id = "playerSquadAutoTest", name = "Player Squad", help = "Leave as false to use current squad.", 
			editor = "combo", default = false, items = function (self) return EnemySquadsComboItems() end, },
		{ category = "AutoResolveTest", id = "buttonTestInAutoResolve", 
			editor = "buttons", default = false, buttons = { {name = "Test in AutoResolve", func = "TestInAutoResolve"}, }, template = true, },
	},
	GlobalMap = "EnemySquadDefs",
	EditorIcon = "CommonAssets/UI/Icons/group",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4010",
	EditorPreview = Untranslated("<Preview>"),
}

function EnemySquads:GetError()
	if #(self.Units or "") == 0 then
		return "Add units in squad"
	end
end

function EnemySquads:GetValidCarriers()
	local arr = { { } }
	for i, u in ipairs(self.Units) do
		if u.UnitCountMax == 1 and u.UnitCountMin == 1 then
			local name = u:GetEditorView()
			local item = { name = name, value = i }
			arr[#arr + 1] = item
		end
	end
	
	return arr
end

function EnemySquads:GetPreview()
	local texts = {}
	for _, squad_unit_def in ipairs(self.Units) do
		texts[#texts + 1] = squad_unit_def:GetEditorView()
	end
	return table.concat(texts, ", ")
end

function EnemySquads:GetSquadPowerRange()
	local minSquadPower = 0
	local maxSquadPower = 0
	for _, unitGroups in ipairs(self.Units) do
		local lowestPower
		local highestPower
		local minCount = unitGroups.UnitCountMin
		local maxCount = unitGroups.UnitCountMax
		for _, unitData in ipairs(unitGroups.weightedList) do
			local unitPreset = UnitDataDefs[unitData.unitType]
			if unitPreset then
				local power = GetPowerOfUnit(unitPreset, "noMods")
				if not lowestPower or lowestPower > power then
					lowestPower = power
				end
				if not highestPower or highestPower < power then
					highestPower = power
				end
			end
		end
		minSquadPower = minSquadPower + (lowestPower and (lowestPower * minCount) or 0)
		maxSquadPower = maxSquadPower + (highestPower and (highestPower * maxCount) or 0)
	end
	return tostring(minSquadPower) .. " - " .. tostring(maxSquadPower)
end

function EnemySquads:TestInAutoResolve(root, prop_id, ged)
	if not gv_SatelliteView then 
		print("Must be in sat view")
		return
	end
	RevealAllSectors()
	local dlg = GetSatelliteDialog()
	local selected_squad = dlg.selected_squad
	
	if not self.playerSquadAutoTest then
		NetEchoEvent("CheatSatelliteTeleportSquad", selected_squad.UniqueId, "B1")
	end
	
	local sector = gv_Sectors["A1"]
	sector.Side = "player1"
	local allySquads, enemySquads = GetSquadsInSector(sector.Id, nil, "includeMilitia")
	
	for _, squad in ipairs(enemySquads) do
		RemoveSquad(squad)
	end
	for _, squad in ipairs(allySquads) do
		RemoveSquad(squad)
	end
	
	GenerateEnemySquad(self.id, sector.Id, "Effect", nil, "enemy1")
	
	if self.playerSquadAutoTest then
		local isMilitia = EnemySquadDefs[self.playerSquadAutoTest] and EnemySquadDefs[self.playerSquadAutoTest].group == "MilitiaAutoresolveTest"
		GenerateEnemySquad(self.playerSquadAutoTest, sector.Id, "Effect", nil, isMilitia and "ally" or "player1", isMilitia)
	else
		NetEchoEvent("CheatSatelliteTeleportSquad", selected_squad.UniqueId, sector.Id)
	end
end

DefineClass.EntityVariation = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Entities", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return table.keys(EntityData) end, },
	},
}

DefineClass.GameTerm = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "Description", 
			editor = "text", default = false, translate = true, },
	},
}

DefineClass.GameUpdate = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "General", id = "Title", 
			editor = "text", default = false, translate = true, },
		{ category = "General", id = "Text", 
			editor = "text", default = false, translate = true, wordwrap = true, lines = 3, },
		{ category = "General", id = "open_as_read", name = "Mark as read on open", 
			editor = "bool", default = false, },
	},
	HasGroups = false,
	HasSortKey = true,
	GlobalMap = "GameUpdates",
	EditorMenubarName = "Game Updates Editor",
	EditorIcon = "CommonAssets/UI/Icons/appointment calendar date day event month schedule.png",
	EditorMenubar = "Editors.Other",
	EditorMenubarSortKey = "4130",
	StoreAsTable = true,
}

DefineClass.GuardpostObjective = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Sector", name = "Sector", help = "The sector on which badges should be placed. (optional)", 
			editor = "combo", default = false, items = function (self) return GetGuardpostCampaignSectorsCombo() end, },
		{ id = "Description", name = "Description", 
			editor = "text", default = false, translate = true, max_lines = 2, },
		{ id = "DescriptionCompleted", name = "DescriptionCompleted", 
			editor = "text", default = false, translate = true, max_lines = 2, },
		{ id = "DescriptionFailed", name = "DescriptionFailed", 
			editor = "text", default = false, translate = true, max_lines = 2, },
		{ id = "OnComplete", name = "OnComplete", 
			editor = "nested_list", default = false, base_class = "Effect", },
		{ id = "OnRegenerate", name = "OnRegenerate", 
			editor = "nested_list", default = false, base_class = "Effect", },
	},
	GlobalMap = "GuardpostObjectives",
	EditorMenubarName = "Guardpost Objectives",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4040",
}

DefineClass.HistoryOccurence = {
	__parents = { "MsgReactionsPreset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "text", name = "Text", 
			editor = "text", default = false, translate = true, },
		{ id = "repeatable", name = "Repeatable", 
			editor = "bool", default = false, },
		{ id = "GetText", name = "GetText", 
			editor = "func", default = function (self, context)
return T{self.text, context}
end, params = "self, context", },
		{ id = "conditions", name = "Conditions", 
			editor = "nested_list", default = false, no_edit = function(self) return self.repeatable end, base_class = "Condition", },
		{ id = "sector", name = "Sector", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
	},
	GlobalMap = "HistoryOccurences",
	EditorMenubarName = "History Occurence",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "5000",
	Documentation = "Setting up conditions for new history occurrences in the History tab.",
}

DefineClass.IMPErrorNetClientTexts = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "text", 
			editor = "text", default = false, translate = true, },
	},
}

DefineClass.IMPErrorPswdTexts = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "text", 
			editor = "text", default = false, translate = true, },
	},
}

DefineClass.IdleStyle = {
	__parents = { "AnimationStyle", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Animations", id = "Animations", 
			editor = "nested_list", default = false, base_class = "AnimationStyleAnim", format = "<Animation> <color 45 138 138>(Weight: <Weight>)"},
		{ category = "Animations", id = "Start", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ category = "Animations", id = "Stop", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
	},
	PresetClass = "AnimationStyle",
}

function IdleStyle:GetRandomAnim(unit)
	return self:GetRandomAnimId("Animations", unit)
end

function IdleStyle:GetMainAnim()
	return self:GetMainAnimId("Animations")
end

function IdleStyle:OnPreSave()
	self:GenerateTotalWeight("Animations")
end

function IdleStyle:HasAnimation(anim)
	return table.find(self.Animations, "Animation", anim) and true or false
end

----- IdleStyle GetIdleStyleCombo(set)

function GetIdleStyleCombo(set)
	return GetAnimationStyleCombo(set, "IdleStyle")
end

DefineClass.ImpAnswer = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "answer", name = "Text", 
			editor = "text", default = false, translate = true, lines = 1, max_lines = 5, },
		{ id = "is_default", name = "Default answer", 
			editor = "bool", default = false, },
		{ id = "stats_changes", name = "Stat changes", 
			editor = "nested_list", default = false, base_class = "ImpStatChange", },
		{ id = "perk_changes", name = "Perk changes", 
			editor = "nested_list", default = false, base_class = "ImpPerkChange", },
	},
}

function ImpAnswer:GetEditorView()
	local texts = {}
	local txt  = _InternalTranslate(self.answer or "")
	if txt and txt~="" then	
		txt = utf8.len(txt) <= 30 and txt or (utf8.sub(txt, 1, 30) .. "...")
		texts[#texts+1] = Untranslated(" <color 150 150 100>["..txt.."]</color> ")
	end
	for _, stat in ipairs(self.stats_changes) do
		texts[#texts+1] = stat:GetEditorView()
	end
	for _, perk in ipairs(self.perks_changes) do
		texts[#texts+1] = perk:GetEditorView()
	end
	return table.concat(texts, " ")
end

DefineClass.ImpPerkChange = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "perk", name = "Perk", 
			editor = "preset_id", default = false, template = true, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.object_class and IsKindOf(g_Classes[preset.object_class], "Perk")
end, 
},
		{ id = "change", name = "Value change", 
			editor = "number", default = 0, },
	},
}

function ImpPerkChange:GetEditorView()
	return T{202072264314, "<perk>:<change>", self}
end

DefineClass.ImpQuestionDef = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "question", name = "Question", 
			editor = "text", default = false, translate = true, lines = 1, max_lines = 10, },
		{ id = "answers", name = "Answers", 
			editor = "nested_list", default = false, base_class = "ImpAnswer", },
	},
	HasSortKey = true,
	GlobalMap = "ImpQuestions",
	EditorMenubarName = "IMP Questions Editor",
	EditorIcon = "CommonAssets/UI/Icons/conversation discussion language.png",
	EditorMenubar = "Characters",
}

DefineClass.ImpStatChange = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "stat", name = "Stat", 
			editor = "combo", default = false, items = function (self) return GetUnitStatsComboTranslated() end, },
		{ id = "change", name = "Value change", 
			editor = "number", default = 0, },
	},
}

function ImpStatChange:GetEditorView()
	return T{818103125130, "<stat>:<change>", self}
end

DefineClass.IntelPointOfInterestDef = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Text", 
			editor = "text", default = false, translate = true, },
		{ id = "Icon", 
			editor = "ui_image", default = false, },
	},
	GlobalMap = "IntelPOIPresets",
}

DefineClass.LaddersMaterials = {
	__parents = { "SlabMaterials", },
	__generated_by_class = "ClassAsGroupPresetDef",

	group = "LaddersMaterials",
}

DefineClass.LightmodelSelectionRule = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "region", name = "Region", 
			editor = "choice", default = "any", items = function (self) return PresetsCombo("GameStateDef", "region", "any") end, },
		{ id = "weather", name = "Weather", 
			editor = "choice", default = "any", items = function (self) return PresetsCombo("GameStateDef", "weather", "any") end, },
		{ id = "tod", name = "Time of Day", 
			editor = "choice", default = "any", items = function (self) return PresetsCombo("GameStateDef", "time of day", "any") end, },
		{ id = "lightmodel", name = "Lightmodel", 
			editor = "preset_id", default = "ArtPreview", preset_class = "LightmodelPreset", },
		{ id = "priority", name = "Priority", 
			editor = "number", default = 100, step = 100, slider = true, min = 100, max = 500, },
	},
	GlobalMap = "LightmodelSelectionRules",
	EditorMenubarName = "Lightmodel Selection Rules",
	Documentation = "Contains information on use of Light models and tweaking of properties like World Region, Weather Condition and Time Of Day.",
}

DefineModItemPreset("LightmodelSelectionRule", { EditorName = "Lightmodel Selection Rule", EditorSubmenu = "Campaign & Maps" })

function LightmodelSelectionRule:GetEditorView()
	local tag = function(value, preset_table)
		if value == "any" then
			return "any"
		end
		local rgb = table.concat({GetRGB(preset_table[value].Color)}, " ")
		return "<color " .. rgb .. ">" .. value .. "</color>"
	end
	return 
		tag(self.region, GameStateDefs) .. " - " .. 
		tag(self.weather, GameStateDefs) .. " - " .. 
		tag(self.tod, GameStateDefs) .. 
		(self.priority > 100 and string.format(" (priority: %s)", self.priority) or "") ..
		"<tab 300>" .. self.lightmodel
end

function LightmodelSelectionRule:SortPresets()
	local presets = Presets[self.PresetClass or self.class] or empty_table
	local function cmp(a, b) 
		if a == "any" and b == "any" then return false end
		if a == "any" then return true end
		if b == "any" then return false end
		return tostring(a) < tostring(b)
	end
	for _, group in ipairs(presets) do
		table.sort(group, function(a, b)
			if a.priority == b.priority then	
				if a.region == b.region then
					if a.weather == b.weather then
						return cmp(a.tod, b.tod)
					end
					return cmp(a.weather, b.weather)
				end
				return cmp(a.region, b.region)
			end
			return cmp(a.priority, b.priority)
		end)
	end
	ObjModified(presets)
end

function LightmodelSelectionRule:OnEditorSelect(selected, ged)
	local function RebuildAttaches()
			SuspendPassEdits("rebuild autoattaches")
			MapForEach("map", "AutoAttachObject", function(o) 
				o:SetAutoAttachMode(o.auto_attach_mode) 
			end) 
			ResumePassEdits("rebuild autoattaches")
		end
		if selected then
			local state_descr = {}
			if self.tod ~= "any" then
				state_descr[self.tod] = true
			end
			if self.weather ~= "any" then
				state_descr[self.weather] = true
			end
			if self.region ~= "any" then
				state_descr[self.region] = true
			end
			local _, old_values = ChangeGameStateExclusive(state_descr)
			if not LightmodelSelectionRuleGameState then
				LightmodelSelectionRuleGameState = old_values
			end
			gv_ForceWeatherTodRegion = { tod = self.tod, weather = self.weather, region = self.region }
	
			if LightmodelSelectionRuleThread then
				DeleteThread(LightmodelSelectionRuleThread)
			end
			LightmodelSelectionRuleThread = CreateRealTimeThread(function()
				Sleep(300)
				SetLightmodelOverride(false, self.lightmodel)
				RebuildAttaches()
				LightmodelSelectionRuleThread = false
			end)
		else
			if LightmodelSelectionRuleGameState then
				ChangeGameState(LightmodelSelectionRuleGameState)
				LightmodelSelectionRuleGameState = false
				gv_ForceWeatherTodRegion = false
			end
			if LightmodelSelectionRuleThread then
				DeleteThread(LightmodelSelectionRuleThread)
			end
			LightmodelSelectionRuleThread = CreateRealTimeThread(function()
				Sleep(300)
				SetLightmodelOverride(false, false)
				RebuildAttaches()
				LightmodelSelectionRuleThread = false
			end)
	
		end
end

----- LightmodelSelectionRule SelectLightmodel

function SelectLightmodel(region, weather, tod)
	local best_match, best_match_quality = false, 0
	for id, rule in pairs(LightmodelSelectionRules) do
		local match_quality = 0
		if rule.region == region then
			match_quality = match_quality + 100
		elseif rule.region == "any" then
			match_quality = match_quality + 10
		else
			match_quality = match_quality - 100
		end
		if rule.weather == weather then
			match_quality = match_quality + 90
		elseif rule.weather == "any" then
			match_quality = match_quality + 9
		else
			match_quality = match_quality - 100
		end
		if rule.tod == tod then
			match_quality = match_quality + 80
		elseif rule.tod == "any" then
			match_quality = match_quality + 8
		else
			match_quality = match_quality - 100
		end
		match_quality = match_quality * rule.priority / 100
		if match_quality > best_match_quality then
			best_match, best_match_quality = id, match_quality
		end
	end
	assert(best_match)
	return LightmodelSelectionRules[best_match].lightmodel
end

if FirstLoad then
	LightmodelSelectionRuleGameState = false
	LightmodelSelectionRuleThread = false
end

function ChangeGameStateExclusive(state_descr)
	local state_types = {}
	for state_name, set in pairs(state_descr) do
		local map_state = GameStateDefs[state_name]
		if not map_state then
			assert(false, "Game state does not exist!")
			return
		end
		if state_types[map_state.group] then
			assert(false, "State type already encountered!")
		end
		state_types[map_state.group] = true
	end
	for id, state in pairs(GameStateDefs) do
		if state_types[state.group] and not state_descr[id] and not state.AutoSet then
			state_descr[id] = false
		end
	end

	local old_values = {}
	for id in pairs(GameStateDefs) do
		old_values[id] = GameState[id]
	end

	return ChangeGameState(state_descr), old_values
end

DefineClass.LoadingScreenHint = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "text", 
			editor = "text", default = false, translate = true, lines = 4, },
	},
	HasSortKey = true,
	GlobalMap = "LoadingScreenHints",
	EditorMenubarName = "Loading Screen Hints",
	EditorIcon = "CommonAssets/UI/Icons/friends group presentation.png",
	EditorMenubar = "Scripting",
}

DefineClass.LootEntryInventoryItem = {
	__parents = { "LootDefEntry", },
	__generated_by_class = "ClassDef",

	properties = {
		{ category = "Loot", id = "item", name = "Item", 
			editor = "choice", default = "", items = function (self) return InventoryItemCombo end, },
		{ category = "Loot", id = "stack_min", name = "Stack (Min)", 
			editor = "number", default = 0, min = 0, max = 1000000, },
		{ category = "Loot", id = "stack_max", name = "Stack (Max)", 
			editor = "number", default = 0, min = 0, max = 1000000, },
		{ category = "Loot", id = "Condition", name = "Condition", help = "Item's condition in percents", 
			editor = "number", default = 100, slider = true, min = 1, max = 100, },
		{ category = "Loot", id = "RandomizeCondition", name = "Randomize Condition", help = "Randomize  item condition within +/- 30", 
			editor = "bool", default = false, },
		{ category = "Loot", id = "Double", name = "Double", help = "Double or halve the item depending on difficulty and chances (25% on easy to double, 50% on hard to halve)", 
			editor = "bool", default = false, },
		{ category = "Conditions", id = "generate_chance", name = "Generate Chance", help = "Generate chance is used instead of creating new loot def entry with this item and empty table.", 
			editor = "number", default = 100, min = 0, max = 100, },
		{ id = "guaranteed", name = "Guaranteed Drop", 
			editor = "bool", default = false, },
		{ id = "drop_chance_mod", name = "Drop Chance Modifier", 
			editor = "number", default = 100, min = 0, },
		{ id = "BaseDropChance", name = "Base Drop Chance", 
			editor = "number", default = 0, dont_save = true, read_only = true, },
		{ id = "DropChance", 
			editor = "number", default = 0, read_only = true, },
	},
	EntryView = Untranslated("<color 75 105 198><item><stack_suffix>"),
	EditorName = "Item",
}

function LootEntryInventoryItem:Setitem(value)
	self.item = value
	if #(value or "") > 0 and InventoryItemDefs[value].object_class == "QuestItem" then
		self.guaranteed = true
	end
end

function LootEntryInventoryItem:GenerateLoot(looter, looted, seed, items)
	-- exclude this item from generation
	if self.generate_chance <= 0 then
		return
	elseif self.generate_chance < 100 then
		local rand
		rand, seed = BraidRandom(seed, 100)
		if rand >= self.generate_chance then
			return
		end
	end
	
	-- stacks
	local amount
	local min, max = self:GetStackSize()
	if min >= max then
		amount = max
	else
		amount, seed = BraidRandom(seed, max - min + 1)
		amount = min + amount
	end
	
	if self.Double then
		local roll
		roll, seed = BraidRandom(seed, 100)
		local value = GameDifficulties[Game.game_difficulty]:ResolveValue("chanceToHalveDoubleLoot") or 0
		if roll < value then
			amount = amount / 2
		end
	end
	
	local chance = self:GetDropChance()
	local maxPossibleWeaponCondPenalty = Game and GameDifficulties[Game.game_difficulty]:ResolveValue("maxPossibleWeaponCondPenalty") or 0
	local lootConditionRandomization = const.Weapons.LootConditionRandomization
	while amount > 0 do
		local item = PlaceInventoryItem(self.item)
		item.drop_chance = chance
		item.guaranteed_drop = self.guaranteed
		if IsKindOf(item, "InventoryStack") then
			item.Amount = Min(amount, item.MaxStacks)
			amount = amount - item.Amount
		else
			amount = amount - 1
			local condition = self.Condition
			if self.RandomizeCondition then
				local rnd
				rnd, seed = BraidRandom(seed, 2*lootConditionRandomization)
				local diffRnd = 0
				diffRnd, seed = - (BraidRandom(seed, maxPossibleWeaponCondPenalty))
				condition = Clamp(condition - lootConditionRandomization + rnd + diffRnd ,1, 100)
			end
			item.Condition = condition
			NetUpdateHash("ItemGenerated", item.class, item.Condition)
		end
		items[#items + 1] = item
	end
end

function LootEntryInventoryItem:ListChances(items, env, chance)
	local item
	local min, max = self:GetStackSize()
	if min > 1 or max > 1 then
		item = string.format("Item: %s (%d-%d)", self.item, Max(1, self.stack_min), Max(self.stack_min, self.stack_max))
	else
		item = string.format("Item: %s", self.item)
	end
	items[item] = (items[item] or 0.0) + chance
end

function LootEntryInventoryItem:GetBaseDropChance()
	local template = InventoryItemDefs[self.item]
	local class = template and g_Classes[template.object_class]
	
	return class and class.base_drop_chance or 0
end

function LootEntryInventoryItem:GetDropChance()
	if self.guaranteed then
		return 100
	end
	local base = self:GetBaseDropChance()
	return MulDivRound(base, self.drop_chance_mod, 100)
end

function LootEntryInventoryItem:Getstack_suffix()
	local min, max = self:GetStackSize()
	if min > 1 or max > 1 then
		return T{819375042261, "(<min>-<max>)", min = min, max = max}
	end
	return ""
end

function LootEntryInventoryItem:GetStackSize()
	local min = Max(1, self.stack_min)
	local max = Max(min, self.stack_max)
	return min, max
end

DefineClass.LootEntryUpgradedWeapon = {
	__parents = { "LootDefEntry", },
	__generated_by_class = "ClassDef",

	properties = {
		{ category = "Loot", id = "weapon", name = "Weapon", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.group and preset.group:starts_with("Firearm")
end, 
},
		{ category = "Loot", id = "Condition", name = "Condition", help = "Item's condition in percents", 
			editor = "number", default = 100, slider = true, min = 1, max = 100, },
		{ category = "Loot", id = "RandomizeCondition", name = "Randomize Condition", help = "Randomize  item condition within +/- 30", 
			editor = "bool", default = false, },
		{ category = "Loot", id = "upgrades", name = "Upgrades", 
			editor = "preset_id_list", default = {}, preset_class = "WeaponComponent", item_default = "", },
		{ id = "guaranteed", name = "Guaranteed Drop", 
			editor = "bool", default = false, },
		{ id = "drop_chance_mod", name = "Drop Chance Modifier", 
			editor = "number", default = 100, min = 0, },
		{ id = "BaseDropChance", name = "Base Drop Chance", 
			editor = "number", default = 0, dont_save = true, read_only = true, },
		{ id = "DropChance", 
			editor = "number", default = 0, read_only = true, },
	},
	EntryView = Untranslated("Upgraded <weapon>"),
	EditorName = "Upgraded Weapon",
}

function LootEntryUpgradedWeapon:ListChances(items, env, chance)
	local item = "Weapon " .. (self.weapon or "")
	for i, upgrade in ipairs(self.upgrades) do
		item = string.format("%s%s%s", item, i == 1 and " with upgrades " or ", ", upgrade)
	end
	items[item] = (items[item] or 0.0) + chance
end

function LootEntryUpgradedWeapon:GenerateLoot(looter, looted, seed, items)
	local weapon_items, upgrades = {}, {}
	local weapon = self.weapon
	
	if not weapon then return end
	
	local item = PlaceInventoryItem(self.weapon)
	local condition = self.Condition
	if self.RandomizeCondition then
		local rnd
		rnd, seed = BraidRandom(seed, 2*const.Weapons.LootConditionRandomization)
		condition = Clamp(condition - const.Weapons.LootConditionRandomization + rnd ,1, 100)
		local diffRnd = 0
		diffRnd, seed = - (BraidRandom(seed, GameDifficulties[Game.game_difficulty]:ResolveValue("maxPossibleWeaponCondPenalty") or 0))
		condition = Clamp(condition + diffRnd ,1, 100)
	end
	item.Condition = condition
	NetUpdateHash("ItemGenerated", item.class, item.Condition)
	item.drop_chance = self:GetDropChance()
	item.guaranteed_drop = self.guaranteed
		
	for _, id in ipairs(self.upgrades) do
		item:SetWeaponComponent(false, id)
	end
	table.insert(items,  item)
end

function LootEntryUpgradedWeapon:GetBaseDropChance()
	local template = InventoryItemDefs[self.weapon]
	local class = template and g_Classes[template.object_class]
	
	return class and class.base_drop_chance or 0
end

function LootEntryUpgradedWeapon:GetDropChance()
	if self.guaranteed then
		return 100
	end
	local base = self:GetBaseDropChance()
	return MulDivRound(base, self.drop_chance_mod, 100)
end

function LootEntryUpgradedWeapon:GetError()
	local compatible
	
	for _, slot in ipairs(g_Classes[self.weapon] and g_Classes[self.weapon].ComponentSlots) do
		for _, component in ipairs(slot.AvailableComponents) do
			compatible = compatible or {}
			compatible[component] = slot	
		end
	end
	
	local slots
	
	local errors
	for _, component in ipairs(self.upgrades) do
		if not WeaponComponents[component] then
			errors = errors or {}
			errors[#errors+1] = "Invalid component: " .. component
		end
		local slot = compatible[component]
		if not slot then
			errors = errors or {}
			errors[#errors+1] = "Incompatible component: " .. component
		else
			slots = slots or {}
			if slots[slot] then
				errors = errors or {}
				errors[#errors+1] = "More than one upgrade for slot " .. slot
			end
			slots[slot] = component
		end
	end
	if next(errors) then
		return table.concat(errors, "\n")
	end
end

DefineClass.LootEntryWeaponComponent = {
	__parents = { "LootDefEntry", },
	__generated_by_class = "ClassDef",

	properties = {
		{ category = "Loot", id = "item", name = "Item", 
			editor = "choice", default = "", items = function (self) return PresetGroupCombo("WeaponComponent", "Default") end, },
	},
	EntryView = Untranslated("<color 75 105 198><item>"),
	EditorName = "Weapon Component",
}

function LootEntryWeaponComponent:GenerateLoot(looter, looted, seed, items)
	items[#items + 1] = self.item
end

function LootEntryWeaponComponent:ListChances(items, env, chance)
	local item = string.format("Item: %s", self.item)
	items[item] = (items[item] or 0.0) + chance
end

DefineClass.MercHireStatus = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "RolloverText", 
			editor = "text", default = false, translate = true, },
		{ id = "icon", 
			editor = "ui_image", default = false, },
	},
}

DefineClass.MercNationalities = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", name = "Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "Icon", name = "Icon", 
			editor = "ui_image", default = false, },
	},
}

DefineClass.MercSpecializations = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "icon", 
			editor = "ui_image", default = false, },
		{ id = "name", 
			editor = "text", default = false, translate = true, },
		{ id = "rolloverText", 
			editor = "text", default = false, translate = true, },
	},
}

DefineClass.MercStat = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "ShortenedName", 
			editor = "text", default = false, translate = true, },
		{ id = "Icon", 
			editor = "ui_image", default = false, },
	},
}

DefineClass.MercTiers = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "name", 
			editor = "text", default = false, translate = true, },
	},
}

DefineClass.MercTrackedStat = {
	__parents = { "MsgReactionsPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "name", name = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "description", name = "Description", 
			editor = "text", default = false, translate = true, },
		{ id = "hide", name = "Hide", help = "Don't show in AIM Evaluation Page.", 
			editor = "bool", default = false, },
		{ category = "Reactions", id = "DisplayValue", name = "Display Value", 
			editor = "func", default = function (self, merc)
local value = GetTrackedStat(merc, self.id)
return value and T{227251647374, "<value>", value = value} or T(555613400236, "-")
end, params = "self, merc", },
	},
	HasSortKey = true,
	GlobalMap = "MercTrackedStats",
	EditorMenubarName = "Merc Tracked Stats",
	EditorMenubar = "Scripting",
}

DefineClass.MoraleEffect = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Weight", 
			editor = "number", default = 100, min = 1, },
		{ id = "Cooldown", help = "in turns", 
			editor = "number", default = -1, },
		{ id = "GlobalCooldown", help = "in turns", 
			editor = "number", default = -1, },
		{ id = "Activation", 
			editor = "choice", default = "positive", items = function (self) return { "positive", "negative" } end, },
		{ id = "AppliedTo", 
			editor = "choice", default = "ally", items = function (self) return { "ally", "teammate", "enemy", "custom"} end, },
		{ id = "GetTargetUnit", 
			editor = "func", default = function (self, team)  end, 
			no_edit = function(self) return self.AppliedTo ~= "custom" end, params = "self, team", },
		{ id = "Activate", 
			editor = "func", default = function (self, unit)  end, params = "self, unit", },
	},
	GlobalMap = "MoraleEffects",
	EditorMenubar = "Combat",
}

DefineClass.MoveStyle = {
	__parents = { "AnimationStyle", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Animations", id = "Move", 
			editor = "nested_list", default = false, base_class = "AnimationStyleAnim", format = "<Animation> <color 45 138 138>(Weight: <Weight>)"},
		{ category = "Animations", id = "Idle", 
			editor = "nested_list", default = false, base_class = "AnimationStyleAnim", format = "<Animation> <color 45 138 138>(Weight: <Weight>)"},
		{ category = "Animations", id = "MoveStart", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ category = "Animations", id = "MoveStart_Left", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ category = "Animations", id = "MoveStart_Right", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ category = "Animations", id = "MoveStop_FootLeft", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ category = "Animations", id = "MoveStop_FootRight", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ category = "Animations", id = "TurnOnSpot_Left", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ category = "Animations", id = "TurnOnSpot_Right", 
			editor = "combo", default = false, items = function (self) return self:AnimationsCombo() end, },
		{ id = "StepFX", 
			editor = "combo", default = "", items = function (self) return {"", "StepWalk", "StepRun"} end, },
	},
	PresetClass = "AnimationStyle",
}

function MoveStyle:GetRandomMoveAnim(unit)
	return self:GetRandomAnimId("Move", unit)
end

function MoveStyle:GetMainMoveAnim()
	return self:GetMainAnimId("Move")
end

function MoveStyle:HasMoveAnim(anim)
	return table.find(self.Move, "Animation", anim) and true or false
end

function MoveStyle:OnPreSave()
	self:GenerateTotalWeight("Move")
end

----- MoveStyle GetMoveStyleCombo(set)

function GetMoveStyleCombo(set)
	return GetAnimationStyleCombo(set, "MoveStyle")
end

DefineClass.MultiplayerGameType = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, translate = true, },
	},
	GlobalMap = "MultiplayerGameTypes",
}

DefineClass.PlayerColor = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "color", 
			editor = "color", default = 4278190080, },
	},
	GlobalMap = "PlayerColors",
}

DefineClass.PopupNotification = {
	__parents = { "Preset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Title", 
			editor = "text", default = false, translate = true, },
		{ id = "Image", 
			editor = "ui_image", default = false, image_preview_size = 100, },
		{ id = "Text", 
			editor = "text", default = false, translate = true, wordwrap = true, lines = 5, },
		{ id = "GamepadText", 
			editor = "text", default = false, translate = true, wordwrap = true, lines = 5, },
		{ id = "Actor", 
			editor = "combo", default = "narrator", items = function (self) return VoiceActors end, },
		{ id = "OnceOnly", help = "The popup will be shown only once no matter how many times it is called for in effects", 
			editor = "bool", default = false, },
		{ id = "btn_test", help = "Shows the pop-up in game", 
			editor = "buttons", default = false, buttons = { {name = "Test", func = "Test"}, }, },
		{ id = "Test", 
			editor = "func", default = function (self)
ShowPopupNotification(self.id)
end, no_edit = true, },
		{ id = "Quest", help = "For which quest we store how many times the popup has been shown", 
			editor = "preset_id", default = false, preset_class = "QuestsDef", },
		{ id = "QuestVariable", help = "In which quest variable we store how many times the popup has been shown", 
			editor = "combo", default = "", items = function (self) return GetQuestsVarsCombo(self.Quest, "Num") end, },
	},
	GlobalMap = "PopupNotifications",
	EditorIcon = "CommonAssets/UI/Icons/blog news newspaper page",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4020",
	Documentation = "Allows adding of new presets with tile, text and image that are used mainly in tutorials and starting help.",
}

DefineModItemPreset("PopupNotification", { EditorName = "Popup notification", EditorSubmenu = "Campaign & Maps" })

DefineClass.QuestBadgePlacement = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ 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", 
			editor = "combo", default = "DefaultQuestBadge", items = function (self) return PresetsCombo("BadgePresetDef")() end, },
		{ id = "Sector", name = "Sector", help = "The sector on which badges should be placed. (optional)", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "PlaceOnAllOfGroup", help = "By default the badge is only placed on the first match.", 
			editor = "bool", default = false, },
	},
}

function QuestBadgePlacement:GetEditorView()
	return (self.Sector and Untranslated("Sector: <u(Sector)>", self) or Untranslated("")) .. (self.BadgeUnit and Untranslated(" Unit: <u(BadgeUnit)>", self) or Untranslated(""))
end

DefineClass.QuestNote = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Text", 
			editor = "text", default = "", translate = true, lines = 3, max_lines = 8, },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "Idx", 
			editor = "number", default = 1, read_only = true, },
		{ id = "Scouting", help = "If set to true then this note can be uncovered by the scouting operation.", 
			editor = "bool", default = false, },
		{ id = "ShowWhenCompleted", help = "(NO EFFECT AT THE MOMENT)If set to true the note will become visible, once completed.", 
			editor = "bool", default = false, },
		{ id = "AddInHistory", help = "Adds the note in the History when completed.", 
			editor = "bool", default = false, },
		{ category = "Conditionals", id = "ShowConditions", name = "Show Condition", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
		{ category = "Conditionals", id = "HideConditions", name = "Hide Condition", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
		{ category = "Conditionals", id = "CompletionConditions", name = "Completion Condition", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
		{ id = "Badges", name = "Badges", 
			editor = "nested_list", default = false, base_class = "QuestBadgePlacement", inclusive = true, },
	},
}

function QuestNote:GetEditorView()
	return Untranslated("(<Idx>)")..Untranslated(_InternalTranslate(self.Text))
end

function QuestNote:GetWarning()
	if not self.Scouting and  not next(self.ShowConditions) and not self.ShowWhenCompleted then
		return "Note without 'scouting' and  'show conditions'."
	end
	
	if not next(self.HideConditions) and not next(self.CompletionConditions) then
		return "Note without 'hide' and  'complete' conditions."
	end
end

function QuestNote:OnEditorNew(parent, ged, is_paste)
	local maxidx = parent.LastNoteIdx or 0
	self.Idx = maxidx +1
	parent.LastNoteIdx = self.Idx
end

DefineClass.QuestVarBool = {
	__parents = { "QuestVarDeclaration", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, },
		{ id = "Value", 
			editor = "bool", default = false, },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function QuestVarBool:GetEditorView()
	return Untranslated("bool <Name> = ")..Untranslated(tostring(self.Value))
end

DefineClass.QuestVarDeclaration = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function QuestVarDeclaration:GetEditorView()
	
end

function QuestVarDeclaration:GetError()
	local quest_def = GetParentTableOfKind(self, "QuestsDef")
	local id = quest_def.id
	local variables = quest_def.Variables
	local found_self_name = 0
	for idx,var in ipairs(variables) do
		if  var.Name and var.Name == self.Name then
			found_self_name = found_self_name + 1
		end
	end
	if found_self_name>1 then
		return "Duplicated  variable name.Place choose another!"
	end
end

function QuestVarDeclaration:GetWarning()
	if not LocalStorage.QuestEditorFilter or not LocalStorage.QuestEditorFilter.CheckVars then
		return
	end
	if self.Name == "Completed" or self.Name == "Given" or self.Name == "Failed" or self.Name == "NotStarted" then
		return 
	end
	local quest_def = GetParentTableOfKind(self, "QuestsDef")
	local id = quest_def.id
	local res = QuestGatherGameDepending({}, id, self.Name)
	if not res then
		return "Variable not used (checked: conversation, maps, quests, sector events)"
	end
end

function QuestVarDeclaration:OnEditorSetProperty(prop_id, old_value, ged)
	local quest_def = GetParentTableOfKind(self, "QuestsDef")
	local id = quest_def.id
	local quest = QuestGetState(id)
	if rawget(quest, self.Name) == nil then
		SetQuestVar(quest,self.Name,self.Value)		
		ObjModified(quest)
	end
end

DefineClass.QuestVarNum = {
	__parents = { "QuestVarDeclaration", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, },
		{ id = "Value", name = "Value, min", 
			editor = "number", default = 0, },
		{ id = "RandomRangeMax", name = "Value, max (optional)", help = 'If set the starting value will be random number between "Value, min" and this number. Both values are inclusive. Leave blank to set value to exactly "Value, min".', 
			editor = "number", default = false, },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function QuestVarNum:GetEditorView()
	return Untranslated("int <Name> = ")..Untranslated(tostring(self.Value))
end

function QuestVarNum:GetError()
	if self.RandomRangeMax and self.RandomRangeMax <= self.Value then
		return "Value max must be greater than min"
	end
end

DefineClass.QuestVarTCEState = {
	__parents = { "QuestVarDeclaration", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "Value", name = "Value", 
			editor = "choice", default = false, no_edit = true, items = function (self) return {true, false, "done"} end, },
	},
}

function QuestVarTCEState:GetEditorView()
	return string.format("TCE %s = %s",self.Name,tostring(self.Value))
end

function QuestVarTCEState:GetWarning()
	if not self.Name then return end
	
	local quest_def = GetParentTableOfKind(self, "QuestsDef")
	local tces = quest_def.TCEs
	local used_tce = false 
	for _, tce in ipairs(tces) do
		if tce.ParamId==self.Name then
			used_tce = true
			break
		end	
	end
	if not used_tce then
		return "TCE var is declared but not used ("..self.Name..")" 
	end
end

DefineClass.QuestVarText = {
	__parents = { "QuestVarDeclaration", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, },
		{ id = "Value", 
			editor = "text", default = "", },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function QuestVarText:GetEditorView()
	return Untranslated("str <Name> = <Value>")
end

DefineClass.QuestsDef = {
	__parents = { "Preset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Preset", id = "Chapter", 
			editor = "combo", default = "Landing", 
			sort_order = -1, items = function (self) return PresetsPropCombo("QuestsDef", "Chapter", "Landing") end, },
		{ category = "Preset", id = "QuestGroup", 
			editor = "combo", default = false, items = function (self) return QuestGroups end, },
		{ category = "Preset", id = "Variables", 
			editor = "nested_list", default = false, base_class = "QuestVarDeclaration", },
		{ category = "Preset", id = "NoteDefs", name = "NoteDefs", 
			editor = "nested_list", default = false, 
			no_edit = function(self) return self.Hidden end, base_class = "QuestNote", inclusive = true, no_descendants = true, },
		{ category = "General", id = "DevNotes", name = "Developer Notes", 
			editor = "text", default = false, wordwrap = true, lines = 5, },
		{ category = "General", id = "DisplayName", name = "Display Name", 
			editor = "text", default = false, translate = true, },
		{ category = "General", id = "Image", name = "Image", 
			editor = "ui_image", default = "UI/PDA/Quest/tasks_img_01", 
			no_edit = function(self) return not self.Main end, image_preview_size = 200, },
		{ category = "General", id = "Hidden", name = "Hidden", help = "If true the quest is never shown in the quest log.", 
			editor = "bool", default = false, },
		{ category = "General", id = "Main", name = "Main", help = "Whether this quest is part of the main quest line.", 
			editor = "bool", default = false, },
		{ id = "Author", 
			editor = "preset_id", default = false, no_edit = function(self) return config.ModdingToolsInUserMode end, preset_class = "HGMember", },
		{ category = "Status", id = "LineVisibleOnGive", name = "Line visible on 'given'", help = 'Showing which log line is automatically set to visible when the quest enters "given"', 
			editor = "choice", default = 0, items = function (self) return GetQuestNoteLinesCombo(self.id) end, },
		{ category = "Status", id = "EffectOnChangeVarValue", name = "Effect On rise bool var", 
			editor = "nested_list", default = false, base_class = "QuestEffectOnStatus", inclusive = true, format = "<Prop>"},
		{ category = "Triggered Conditional Event", id = "TCEs", name = "Triggered Conditional Event", 
			editor = "nested_list", default = false, base_class = "TriggeredConditionalEvent", inclusive = true, },
		{ category = "Triggered Conditional Event", id = "KillTCEsConditions", name = "Kill TCEs Conditions", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
	},
	SingleFile = false,
	GlobalMap = "Quests",
	GedEditor = "QuestsEditor",
	EditorMenubarName = "Quests Editor",
	EditorShortcut = "Ctrl-Alt-Q",
	EditorIcon = "CommonAssets/UI/Icons/magnifier microbes research.png",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "3020",
	FilterClass = "QuestEditorFilter",
	Documentation = "Allows adding of new quests, as well as setting up variables in them. Each quest can be set up with its conditions as Given, Completed or Failed. See the New Quest sample mod in the Sample Mods section for an example on how to build a quest.",
}

function QuestsDef:OnChangeVarValue(var_id, prev_val, new_val)
	local rise_flag = not prev_val and new_val
	if rise_flag then
		if var_id=="Given" and self.LineVisibleOnGive>0 then
			local quest = QuestGetState(self.id or "")
			local note_idx = quest.LineVisibleOnGive
			if table.find(quest.NoteDefs or empty_table, "Idx", note_idx) then
				quest.note_lines[note_idx] = GetQuestNoteCampaignTimestamp(quest.note_lines)
			end
			ObjModified(gv_Quests)
		end
		for _, status_effect in ipairs(self.EffectOnChangeVarValue or empty_table) do
			if status_effect.Prop == var_id then
				ExecuteEffectList(status_effect.Effects, QuestGetState(self.id), var_id)
			end
		end
	end
end

function QuestsDef:GetEditorView()
	local quest = gv_Quests and QuestGetState(self.id)
	local texts = { Untranslated(self.id) }
	if GedQuestRefData then
		local data = GedQuestRefData[self.id]
		if data then
			texts = { Untranslated("<color 212 180 64>"), Untranslated(self.id), Untranslated("</color>") }
			if data.from then table.insert(texts, Untranslated("<color 0 128 0><literal 1><</color>")) end
			if data.to then table.insert(texts, Untranslated("<color 196 64 64><literal 1>></color>")) end
		end
	end
	local color
	local status = "not_started"
	
	local given =  QuestIsBoolVar(quest,"Given", true)
	local completed =QuestIsBoolVar(quest,"Completed", true)
	local failed  =  QuestIsBoolVar(quest,"Failed", true)
	
	if given and not completed and not failed then
		color = RGB(75, 105, 198)
		status = "given"
	end
	if completed and not failed then
		color = RGB(0, 128, 0)
		status = "completed"
	end
	if failed then
		color =RGB( 250,10,10)
		status = "failed"
	end
	local clr = color and string.format("<color %d %d %d>", GetRGB(color)) or ""
	local uclr = color and "</color>" or ""
	texts[#texts+1] = Untranslated(clr .. " ("..status..")" .. uclr)
	
	if self.NoteDefs and #self.NoteDefs > 0 then
		if self.Hidden then
			texts[#texts+1] = Untranslated("<color 255 0 0> (Notes: " .. #self.NoteDefs .. " " .. " (hidden))</color> ")
		else
			texts[#texts+1] = Untranslated(" (Notes: " .. #self.NoteDefs .. ")")
		end
	end
	
	if self.Comment ~= "" then
		texts[#texts+1] = Untranslated("<color 0 128 0> -- " .. self.Comment)
	end
	
	return table.concat(texts, "")
end

function QuestsDef:GetError()
	if not gv_Quests then
		return "Please start this editor on a map with gameplay"
	end
	
	local used = {}
	if self.TCEs then
		for _, tce in ipairs(self.TCEs) do
			if not tce.ParamId then
				return "Add unique Variable to store triggered conditions/effects state in"
			end
			if used[tce.ParamId] then
				return "Variable "..(tce.ParamId).. " is already used choose another one"
			end
			used[tce.ParamId] = true
		end
	end
	
	if self.PlaceBadge and not self.BadgeUnit then
		return "Place Badge is true, but no target unit provided"
	end
	
	local duplicateIdx = {}
	local idxSet = {}
	for i, n in ipairs(self.NoteDefs) do
		if idxSet[n.Idx] then
			duplicateIdx[#duplicateIdx + 1] = n.Idx
		end
		idxSet[n.Idx] = true
	end
	
	if #duplicateIdx > 0 then
		return "Duplicate note ids (merge conflict?) Indices: " .. table.concat(duplicateIdx, ", ")
	end
end

function QuestsDef:OnEditorNew(parent, ged, is_paste, old_id)
	if not is_paste then
		-- default kill tce condition
		self.KillTCEsConditions = {QuestKillTCEsOnCompleted:new{}}
		-- default status variables
		self.Variables = {QuestVarBool:new{Name = "Completed"}, 
									QuestVarBool:new{Name = "Given"},
									QuestVarBool:new{Name = "Failed"},
									QuestVarBool:new{Name = "NotStarted", Value = true},}
	else -- is_paste
		self:ChangeQuestId(old_id, self.id)
	end
end

function QuestsDef:OnEditorSetProperty(prop_id, old_value, ged)
	if prop_id == "Id" then
		self:ChangeQuestId(old_value, self.id)
	end
end

function QuestsDef:ChangeQuestId(old_id, new_id)
	self:ForEachSubObject("PropertyObject", function(obj)
		if obj:GetProperty("QuestId") == old_id then
			obj:SetProperty("QuestId", new_id)
		end
	end)
end

----- QuestsDef build parent table cache, used by QuestKillTCEsOnCompleted

function OnMsg.DataLoaded()
	PopulateParentTableCache(Presets.QuestsDef)
end

DefineClass.RecipeDef = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Ingredients", name = "Ingredients", 
			editor = "nested_list", default = false, base_class = "RecipeIngredient", },
		{ id = "ResultItems", name = "Result Items", 
			editor = "nested_list", default = false, base_class = "RecipeIngredient", },
		{ id = "Difficulty", 
			editor = "number", default = 45, },
		{ id = "MechanicalRoll", name = "Mechanical Roll", 
			editor = "bool", default = false, },
		{ id = "ExplosivesRoll", name = "Explosives Roll", 
			editor = "bool", default = false, },
		{ id = "RevertCondition", name = "Revert Condition", 
			editor = "choice", default = "none", items = function (self) return {"none", "attacks", "damage"} end, },
		{ id = "RevertConditionValue", name = "Revert Condition Value", 
			editor = "number", default = 5, 
			no_edit = function(obj) return obj.RevertCondition=="none" end, },
		{ category = "General", id = "btnAddItem", 
			editor = "buttons", default = false, buttons = { {name = "Add Ingredients To Current Unit", func = "UIPlaceIngredientsInInventory"}, }, template = true, },
	},
	HasParameters = true,
	GlobalMap = "Recipes",
	EditorMenubarName = "Recipes Editor",
	EditorIcon = "CommonAssets/UI/Icons/appliance electrical juicer kitchen mixer.png",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4060",
	Documentation = "Defines a new recipe with ingredients and result items that can be performed in the inventory.",
}

DefineModItemPreset("RecipeDef", { EditorName = "Combine recipe", EditorSubmenu = "Item" })

DefineClass.RecipeIngredient = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "item", name = "Item ID", 
			editor = "preset_id", default = false, template = true, preset_class = "InventoryItemCompositeDef", },
		{ id = "amount", name = "Amount", 
			editor = "number", default = 1, },
	},
}

function RecipeIngredient:GetEditorView()
	return T{422241156445, "<item> : <amount>", self}
end

DefineClass.RuleAutoPlaceSoundSources = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Placement", id = "DeleteOld", name = "Delete Old Markers", help = "Requires EmitterType to be select so it knows which markers to delete", 
			editor = "bool", default = true, },
		{ category = "Placement", id = "EmitterType", name = "Emitter Type", help = "Type of the emitter to place", 
			editor = "combo", default = "", items = function (self) return EmitterTypeCombo end, },
		{ category = "Placement", id = "ClassPatterns", name = "Class Patterns", 
			editor = "nested_list", default = false, base_class = "ClassPattern", },
		{ category = "Placement", id = "MinDist", name = "Minimum Distance", help = "The minimum distance to keep among placed sound sources which are of the same EmitteryType or listed in EmittersAway or from objects of class OriginAwayClass", 
			editor = "number", default = 10000, scale = "m", },
		{ category = "Placement", id = "EmittersAway", name = "Emitters Away", help = "Types of the emitters to keep away from(using MinDist), e.g. Animals will not be placed close to Animals", 
			editor = "nested_list", default = false, base_class = "EmitterTypeClass", },
		{ category = "Placement", id = "OriginAwayClass", name = "Origin Away from  Class", help = "Type of objects to keep away from(using MinDist)", 
			editor = "text", default = false, },
		{ category = "Placement", id = "BeachPoints", name = "Beach Points", help = "In addition to class patterns below matches beach points too(using MinDist as grid tile step)", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.OnWater end, },
		{ category = "Placement", id = "BeachPointsWaterStep", name = "Beach Points Water Step", help = "Step used to check for water around point - if a point is on ground and at least one of its 4 neighbours is water it is considered as a Beach Point", 
			editor = "number", default = 10000, 
			no_edit = function(self) return not self.BeachPoints end, scale = "m", },
		{ category = "Placement", id = "BorderRelation", 
			editor = "combo", default = "any", items = function (self) return {"any", "Inside Border Area", "Outside Border Area"} end, },
		{ category = "Placement", id = "BorderTolerance", name = "Border Tolerance", help = "Border area extension/shrinkage", 
			editor = "number", default = 0, 
			no_edit = function(self) return self.BorderRelation == "any" end, scale = "voxelSizeX", },
		{ category = "Requirements", id = "OnWater", name = "On Water", help = "requires the sample position to be on water", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.BeachPoints or self.OnLand end, },
		{ category = "Requirements", id = "OnLand", name = "On Land", help = "requires the sample position to be on land", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.BeachPoints or self.OnWater end, },
		{ category = "Requirements", id = "WaterNearBy", name = "Water Near By", help = "Water around required in this distance, 0 if not required", 
			editor = "number", default = 0, 
			no_edit = function(self) return self.OnWater end, scale = "m", },
		{ category = "Requirements", id = "LandNearBy", name = "Land Near By", help = "Land around required in this distance, 0 if not required", 
			editor = "number", default = 0, 
			no_edit = function(self) return self.BeachPoints or self.OnLand end, scale = "m", },
		{ category = "Requirements", id = "Regions", help = "Works only on maps from specific regions", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return PresetsCombo("GameStateDef", "region") end, },
		{ category = "Requirements", id = "Terrain", 
			editor = "texture_picker", default = false, items = function (self) return GetTerrainTexturesItems end, multiple = true, thumb_width = 128, thumb_height = 128, base_color_map = true, },
		{ category = "Requirements", id = "ClassCountAround", name = "Class Count Around", 
			editor = "nested_list", default = false, base_class = "ClassCountAround", },
		{ category = "Requirements", id = "Filter", help = "returns true whether this object should emit a sound source", 
			editor = "func", default = function (self, obj)
return true
end, params = "self, obj", },
		{ category = "Emmiters", id = "SoundSamples", name = "Sound Banks", help = "How many sound samples to choose randomly(by weight) from sound candidates", 
			editor = "number", default = 3, },
		{ category = "Emmiters", id = "SoundCandidates", name = "Sound Bank Candidates", help = "Sound candidates each with its own weight used by randomization", 
			editor = "nested_list", default = false, base_class = "AutoPlacedSoundSourceWeight", },
	},
	EditorMenubarName = "AutoRuledEmitters Editor",
	EditorMenubar = "Editors.Audio",
	EditorCustomActions = {
	{
		FuncName = "RunSingleRule",
		Icon = "CommonAssets/UI/Ged/play",
		Menubar = "Process",
		Name = "Run Singe Rule",
		Toolbar = "main",
	},
},
}

function RuleAutoPlaceSoundSources:OnEditorSetProperty(prop_id, old_value, ged)
	if prop_id == "EmitterType" then
		self.EmittersAway = self.EmittersAway or {}
		if self.EmitterType ~= "" and not table.find_value(self.EmittersAway, "EmitterType", self.EmitterType) then
			table.insert(self.EmittersAway, PlaceObj("EmitterTypeClass",{'EmitterType',self.EmitterType}))
		end
		table.remove_value(self.EmittersAway, "EmitterType", old_value)
		if #self.EmittersAway == 0 then
			self.EmittersAway = false
		end
	end
end

function RuleAutoPlaceSoundSources:GetPlacePos(rand, spot_pos, spot_radius)
	local rand_pos = point(rand(spot_radius), 0, 0)
	rand_pos = RotateAxis(rand_pos, point(4096, 0, 0), rand(360 * 60))
	rand_pos = RotateAxis(rand_pos, point(0, 4096, 0), rand(360 * 60))
	rand_pos = RotateAxis(rand_pos, point(0, 0, 4096), rand(360 * 60))
	local pos = spot_pos + rand_pos
	local x, y, z = pos:xyz()
	local w, h = terrain.GetMapSize()
	x = Clamp(x, 0, w - 1)
	y = Clamp(y, 0, h - 1)
	local terrain_z = terrain.GetHeight(pos)
	z = (z < terrain_z) and terrain_z or z
	
	return point(x, y, z)
end

function RuleAutoPlaceSoundSources:MatchBorderRelation(pos)
	if self.BorderRelation == "any" then
		return true
	end
	
	local border_area = GetBorderAreaLimits():grow(self.BorderTolerance)
	local pos_inside = pos:InBox2D(border_area)
	
	if self.BorderRelation == "Inside Border Area" then
		return pos_inside
	else
		return not pos_inside
	end
end

function RuleAutoPlaceSoundSources:GetError()
	local text, delim = "", ""
	
	if #(self.ClassPatterns or empty_table) == 0 and not self.BeachPoints then
		text = "Either 'Class Patterns'  must be non-empty or 'Beach Points' must be checked"
		delim = "\n"
	end
	
	if #(self.SoundCandidates or empty_table) == 0 and self.SoundSamples > 0 then
		text = string.format("%s%sNo 'Sound Samples' specified but spawning %d of them is required!", text, delim, self.SoundSamples)
		delim = "\n"
	end
	
	for idx, sample in ipairs(self.SoundCandidates or empty_table) do
		if not sample.Sound or sample.Sound == "" then
			text = string.format("%s%sNo Sound Bank specified for sound candidate %d.", text, delim, idx)
			delim = "\n"
		end
	end
	
	local class = self.OriginAwayClass
	if class and class ~= "" then
		local classes = ExpandRuleClasses(class)
		if #classes == 0 then
			text = string.format("%s%sNo classes expanded for OriginAwayClass='%s'!", text, delim, class)
			delim = "\n"
		end
	end
	
	if self.DeleteOld and self.id == "" then
		text = string.format("%s%sDeleteOld requires id set!", text, delim)
		delim = "\n"
	end
	
	return text ~= "" and text
end

DefineClass.SatelliteShortcutPreset = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "start_sector", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "end_sector", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "shortcut_direction_entrance_sector", help = "The sector which denotes the direction in which the start sector is being entered from", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "shortcut_direction_exit_sector", help = "The sector which denotes the direction in which the exit sector is being entered from", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "speed_const", help = "The constant denoting the shortcut's speed", 
			editor = "combo", default = "RiverTravelTime", items = function (self) return ConstCategoryToCombo(const.SatelliteShortcut) end, },
		{ id = "terrain", name = "Travel Breakdown Terrain Description", 
			editor = "combo", default = "Shortcut_River", items = function (self) return PresetsCombo("SectorTerrain") end, },
		{ id = "entry_direction_start", name = "Deployment Entry At Start Sector", 
			editor = "combo", default = false, items = function (self) return { false, "North", "South", "East", "West" } end, },
		{ id = "entry_direction_end", name = "Deployment Entry At End Sector", 
			editor = "combo", default = false, items = function (self) return { false, "North", "South", "East", "West" } end, },
		{ id = "one_way", name = "One way", 
			editor = "bool", default = false, },
		{ id = "disabled", name = "Disabled By Default", 
			editor = "bool", default = false, },
		{ id = "GetEditorView", 
			editor = "func", default = function (self)
return self.id .. " (" .. tostring(self.start_sector) .. " - " .. tostring(self.end_sector) .. ")"
end, no_edit = true, },
		{ id = "GetPath", help = "The points to draw the shortcut curve", 
			editor = "func", default = function (self)
return empty_table
end, },
		{ id = "GetShortcutVisibilitySectors", 
			editor = "func", default = function (self)
return self.VisibilitySectors
end, no_edit = true, },
		{ id = "VisibilitySectors", help = "Sectors which are visible while travelling on the shortcut", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "TravelTimeInSectors", help = "How many sectors this shortcut is long. This is multiplied by const.Satellite.RiverTravelTime", 
			editor = "number", default = false, },
		{ id = "water_shortcut", 
			editor = "bool", default = false, },
	},
	GlobalMap = "SatelliteShortcuts",
}

function SatelliteShortcutPreset:GetShortcutEnabled()
	gv_SatelliteShortcutState = gv_SatelliteShortcutState or {}
	
	local runtimeState = gv_SatelliteShortcutState[self.id]
	if runtimeState and runtimeState.enabled then
		return runtimeState.enabled
	end
	
	return not self.disabled
end

function SatelliteShortcutPreset:GetTravelTime()
	gv_SatelliteShortcutState = gv_SatelliteShortcutState or {}
	
	local runtimeState = gv_SatelliteShortcutState[self.id]
	local constName = runtimeState and runtimeState.speed_const or self.speed_const or "RiverTravelTime"
	
	local timeConst = const.SatelliteShortcut[constName]
	return self.TravelTimeInSectors * timeConst
end

DefineClass.SatelliteTimelineEventDef = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Title", 
			editor = "text", default = false, translate = true, },
		{ id = "Text", 
			editor = "text", default = false, translate = true, },
		{ id = "Hint", 
			editor = "text", default = false, translate = true, },
		{ id = "GetIcon", name = "GetIcon", 
			editor = "func", default = function (self,eventCtx)  end, params = "self,eventCtx", },
		{ id = "GetTextContext", name = "GetTextContext", 
			editor = "func", default = function (self,eventCtx)  end, params = "self,eventCtx", },
		{ id = "GetDescriptionText", name = "GetDescriptionText", 
			editor = "func", default = function (self,eventCtx)
return self.Text, self.Title, self.Hint
end, params = "self,eventCtx", },
		{ id = "GetMapLocation", name = "GetMapLocation", 
			editor = "func", default = function (self,eventCtx)  end, params = "self,eventCtx", },
		{ id = "GetAssociatedMercs", name = "GetAssociatedMercs", 
			editor = "func", default = function (self,eventCtx)  end, params = "self,eventCtx", },
		{ id = "OnClick", name = "OnClick", 
			editor = "func", default = function (self,eventCtx)  end, params = "self,eventCtx", },
	},
	GlobalMap = "SatelliteTimelineEvents",
}

DefineClass.SatelliteWarning = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Title", 
			editor = "text", default = T(998836062590, --[[PresetDef SatelliteWarning default]] "Warning"), translate = true, },
		{ id = "Body", 
			editor = "text", default = false, translate = true, },
		{ id = "OkText", 
			editor = "text", default = T(357769680740, --[[PresetDef SatelliteWarning default]] "OK"), translate = true, },
	},
	GlobalMap = "SatelliteWarnings",
}

DefineClass.SectorTerrain = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "TravelMod", name = "Travel Modifier", help = "Modifies travel times through this sector", 
			editor = "number", default = 100, scale = "%", slider = true, min = 0, max = 500, },
		{ id = "DisplayName", 
			editor = "text", default = false, template = true, translate = true, },
	},
	GlobalMap = "SectorTerrainTypes",
}

DefineClass.SkinDecalData = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ category = "Decal", id = "DecEntity", name = "Decal Entity", 
			editor = "choice", default = "", items = function (self) return ClassDescendantsCombo("SkinDecal") end, },
		{ category = "Decal", id = "DecType", 
			editor = "preset_id", default = "", preset_class = "SkinDecalType", },
		{ category = "Placement", id = "Spot", name = "Attach Spot", 
			editor = "choice", default = "", no_validate = true, items = function (self) return EntitySpotsCombo end, },
		{ category = "Placement", id = "DecOffsetX", name = "Offset X (red axis)", 
			editor = "number", default = 0, scale = "cm", slider = true, min = -5000, max = 5000, },
		{ category = "Placement", id = "DecOffsetY", name = "Offset Y (green axis)", 
			editor = "number", default = 0, scale = "cm", slider = true, min = -5000, max = 5000, },
		{ category = "Placement", id = "DecOffsetZ", name = "Offset Z (blue axis)", 
			editor = "number", default = 0, scale = "cm", slider = true, min = -5000, max = 5000, },
		{ category = "Placement", id = "InvertFacing", name = "Invert Facing (along red axis)", 
			editor = "bool", default = false, },
		{ category = "Placement", id = "DecAttachAxis", name = "Rotation Axis", 
			editor = "choice", default = "+X", items = function (self) return table.keys(SkinDecalAttachAxis, "sorted") end, },
		{ category = "Placement", id = "DecAttachAngleRange", name = "Rotation Range", 
			editor = "range", default = range(0, 360), 
			slider = true, min = 0, max = 360, },
		{ category = "Placement", id = "DecScale", name = "Scale", 
			editor = "number", default = 100, slider = true, min = 1, max = 500, },
		{ category = "Placement", id = "ClrMod", name = "Color Modifier", 
			editor = "color", default = 4284769380, },
	},
}

DefineClass.SkinDecalMetadata = {
	__parents = { "Preset", "SkinDecalData", },
	__generated_by_class = "PresetDef",

	EditorMenubarName = "Skin decal presets",
	EditorMenubar = "Editors.Art",
}

DefineClass.SkinDecalType = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "ClearedByWater", name = "Cleared By Water", 
			editor = "bool", default = true, },
		{ id = "DefaultEntity", name = "Default Entity", 
			editor = "choice", default = "", items = function (self) return ClassDescendantsCombo("Decal") end, },
		{ id = "DefaultScale", name = "Default Scale", 
			editor = "number", default = 100, scale = "%", min = 1, max = 1000, },
	},
	GlobalMap = "SkinDecalTypes",
}

function SkinDecalType:GetError()
	if not IsValidEntity(self.DefaultEntity) then
		return "Invalid entity"
	end
end

DefineClass.StanceToStanceAP = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "start_stance", name = "Starting Stance", 
			editor = "choice", default = false, items = function (self) return PresetGroupCombo("CombatStance", "Default") end, },
		{ id = "end_stance", name = "End Stance", 
			editor = "choice", default = false, items = function (self) return PresetGroupCombo("CombatStance", "Default") end, },
		{ id = "ap_cost", name = "AP Cost", 
			editor = "number", default = 0, scale = "AP", },
	},
}

DefineClass.StatGainingPrerequisite = {
	__parents = { "MsgReactionsPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "StatGaining", id = "parameters", name = "Parameters", 
			editor = "nested_list", default = false, base_class = "PresetParam", },
		{ category = "StatGaining", id = "relatedStat", name = "Related Stat", 
			editor = "combo", default = false, items = function (self) return UnitPropertiesStats:GetProperties() end, },
		{ category = "StatGaining", id = "failChance", name = "Fail Chance", help = "Chance to fail on top of all other checks.", 
			editor = "number", default = 0, scale = "%", min = 0, max = 100, },
		{ category = "StatGaining", id = "oncePerMapVisit", name = "Once Per Map Visit", 
			editor = "bool", default = false, },
	},
	GlobalMap = "StatGainingPrerequisites",
	EditorMenubarName = "Stat Gaining Prerequisites",
	EditorMenubar = "Scripting",
}

function StatGainingPrerequisite:ResolveValue(key)
	local value = self:GetProperty(key)
	if value then return value end
	
	if self.parameters then
		local found = table.find_value(self.parameters, "Name", key)
		if found then
			return found.Value
		end
	end
end

DefineClass.TacticalNotification = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "text", name = "Text", 
			editor = "text", default = false, translate = true, },
		{ id = "secondaryText", name = "SecondaryText", 
			editor = "text", default = false, translate = true, },
		{ id = "removalGroup", name = "Group", 
			editor = "text", default = false, },
		{ id = "duration", name = "Duration", 
			editor = "number", default = 1500, },
		{ id = "style", name = "Style", 
			editor = "combo", default = "red", items = function (self) return { "red", "yellow", "blue" } end, },
		{ id = "combatLog", name = "Log in Combat Log", 
			editor = "bool", default = false, },
		{ id = "combatLogType", 
			editor = "combo", default = "short", no_edit = function(self) return not self.combatLog end, items = function (self) return { "short", "important", "debug" } end, },
	},
}

DefineClass.TargetBodyPart = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "display_name", name = "Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "description", name = "Description", 
			editor = "text", default = false, translate = true, },
		{ id = "display_name_caps", name = "Display Name Caps", 
			editor = "text", default = false, translate = true, },
		{ id = "damage_mod", name = "Damage Modifier", 
			editor = "number", default = 0, scale = "%", },
		{ id = "tohit_mod", name = "Chance To Hit Modifier", 
			editor = "number", default = 0, scale = "%", },
		{ id = "applied_effect", name = "Applied Effect", 
			editor = "combo", default = "", items = function (self) return PresetGroupCombo("CharacterEffectCompositeDef", "Default") end, },
		{ id = "default", name = "Default target", 
			editor = "bool", default = false, },
		{ id = "Icon", 
			editor = "ui_image", default = false, },
		{ id = "armorPart", name = "ArmorPart", help = "The inventory slot which serves as armor for this body part.", 
			editor = "text", default = false, },
	},
}

function TargetBodyPart:GetError()
	local duplicated_default
	if self.default then
		--check to see if a second one is set as default
		ForEachPresetInGroup("TargetBodyPart", "Default", function(preset)
			if preset.id ~= self.id and preset.default then
				duplicated_default = true
			end
		end)
	end
	if duplicated_default then return "More than one body part is set as default target" end
end

DefineClass.TestCombat = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "show_in_cheats", name = "Show in Cheats", help = "Can be tested from main menu cheats", 
			editor = "bool", default = false, },
		{ id = "SortKey", name = "SortKey", help = "The lower the number, the earlier it occurs in the list", 
			editor = "number", default = 0, },
		{ id = "skip_deployment", name = "Skip Deployment", help = "Directly in combat mode", 
			editor = "bool", default = false, },
		{ id = "sector_id", name = "Sector Id", help = "Sector id", 
			editor = "combo", default = "A1", 
			no_edit = function(self) return self.map end, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "map", name = "Map", help = "Use this property if you want to test combat in a test map (which is not defined as a sector map)", 
			editor = "combo", default = false, items = function (self) return ListMaps() end, },
		{ id = "TimeOfDay", name = "Time of Day", 
			editor = "combo", default = "Day", items = function (self) return PresetsCombo("GameStateDef", "time of day", "Any") end, },
		{ id = "Weather", name = "Weather", 
			editor = "combo", default = "Default", items = function (self) return PresetsCombo("GameStateDef", "weather", "Default") end, },
		{ id = "real_gameplay", name = "Real Gameplay", help = "Attack or defend the sector, using real gameplay spawning logic (Entrance and Defender markers)", 
			editor = "bool", default = true, },
		{ id = "DisplayText", name = "DisplayText", 
			editor = "text", default = false, translate = true, },
		{ id = "Alt_Shortcut", help = "Alt + [shortcut] will quickstart this test", 
			editor = "number", default = false, min = 1, max = 5, },
		{ id = "reveal_intel", name = "Reveal Intel", 
			editor = "bool", default = true, },
		{ id = "squads", 
			editor = "nested_list", default = false, base_class = "TestCombatSquad", inclusive = true, },
		{ id = "player_role", name = "Player Role", help = "The player attacks or defends the sector", 
			editor = "combo", default = "attack", 
			no_edit = function(self) return not self.real_gameplay end, items = function (self) return {"attack", "defend"} end, },
		{ id = "attacker_dir", name = "Attacker Dir", help = "Direction from which the attacker (player or enemy - determined by Player Role prop) enters the sector", 
			editor = "combo", default = "North", 
			no_edit = function(self) return not self.real_gameplay end, items = function (self) return const.WorldDirections end, },
		{ id = "trigger_enemy_spawners", name = "Trigger Enemy Spawners", help = "Spawn all units from there spawner markers, ignoring their conditions", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return TriggerEnemySpawnersCombo(self:GetCombatMap()) end, },
		{ id = "disable_enemy_spawners", name = "Disable Enemy Spawners", help = "Do not spawn units from these markers", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return TriggerEnemySpawnersCombo(self:GetCombatMap()) end, },
		{ id = "OnMapLoaded", help = 'Use this to customize conditions in the test combat. \nCalled in a real time thread OnMsg("PostNewMapLoaded")', 
			editor = "func", default = function (self)  end, },
		{ id = "OnCombatStart", help = 'Use this to customize conditions in the test combat. \nCalled in a real time thread OnMsg("CombatStart")', 
			editor = "func", default = function (self)  end, },
		{ id = "combatTask", name = "Combat Task", help = "Preselect a Combat Task for the combat.", 
			editor = "preset_id", default = false, preset_class = "CombatTask", },
		{ id = "enter_sector_btn", 
			editor = "buttons", default = false, dont_save = true, read_only = true, buttons = { {name = "Test", func = "TestCombatTest"}, }, },
	},
	HasSortKey = true,
	EditorIcon = "CommonAssets/UI/Icons/outline starburst.png",
	EditorMenubar = "Combat",
	EditorMenubarSortKey = "-10",
	FilterClass = "TestCombatFilter",
}

function TestCombat:GetError()
	local err = self:VerifyPlayerSquad()
	if err then
		return err
	end
	
	local map = GetMapName()
	local combat_map = self:GetCombatMap()
	if not combat_map or map ~= combat_map or GameState.loading then
		return
	end
	if self.real_gameplay then
		if not next(MapGetMarkers("ExitZoneInteractable", self.attacker_dir)) then
			return string.format("No %s Entrance markers on the map", self.attacker_dir)
		end
		if not next(MapGetMarkers("Defender", false, function(m) return m:IsMarkerEnabled() end)) and not next(MapGetMarkers("DefenderPriority", false, function(m) return m:IsMarkerEnabled() end)) then
			return "No Enabled Defender markers on the map"
		end
	end
	
	for _, squad in ipairs(self.squads) do
		if squad.spawn_location == "On Marker" then
			if not next(MapGetMarkers(squad.spawn_marker_type, squad.spawn_marker_group)) then
				return string.format("No %s %s markers on the map", squad.spawn_marker_type, squad.spawn_marker_group)
			end
		end
	end
end

function TestCombat:VerifyPlayerSquad()
	local player_squads = 0
	for _, squad in ipairs(self.squads) do
		if squad.squad_type ~= "NPC" then
			player_squads = player_squads + 1
		end
	end
	
	if player_squads == 0 then
		return "No Player squad defined"
	elseif player_squads > 1 then
		return "More than one Player squad defined"
	end
end

function TestCombat:GetCombatMap()
	local sector = table.find_value(CampaignPresets[DefaultCampaign].Sectors, "Id", self.sector_id)
	local map = self.map or sector and sector.Map
	
	return map
end

function TestCombat:GetEditorView()
	return self.id .. " <color 0 128 0>" .. (self.map or self.sector_id)
end

DefineClass.TestCombatSquad = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "squad_type", 
			editor = "choice", default = "CurrentPlayerSquad", items = function (self) return {"CurrentPlayerSquad", "Custom", "NPC"} end, },
		{ id = "Mercs", name = "Mercs", help = "List of your team to deploy", 
			editor = "preset_id_list", default = {}, 
			no_edit = function(self) return self.squad_type ~= "Custom" end, preset_class = "UnitDataCompositeDef", preset_filter = function (preset, obj, prop_meta)
	if IsMerc(preset) then 
		return true 
	end
end, 
item_default = "", },
		{ id = "npc_squad_id", 
			editor = "preset_id", default = false, 
			no_edit = function(self) return self.squad_type ~= "NPC" end, preset_class = "EnemySquads", preset_filter = function (preset, obj, prop_meta)
	if preset.group ~= "Test Encounters" then return obj end
end, 
},
		{ id = "side", 
			editor = "choice", default = "player1", 
			read_only = function(self) return self.squad_type ~= "NPC" end, items = function (self) return Sides end, },
		{ id = "spawn_location", 
			editor = "choice", default = "Standard", items = function (self) return {"Standard", "On Marker"} end, },
		{ id = "tier", name = "Tier", help = "Level up, give more perks and more expensive weapons for higher tiers.", 
			editor = "choice", default = 1, items = function (self) return {1,2,3} end, },
		{ id = "spawn_marker_type", name = "Marker Type", help = "For enemies: Defender marker type and no marker group places enemies using defender priority logic", 
			editor = "combo", default = "Defender", 
			no_edit = function(self) return self.spawn_location == "Standard" end, items = function (self) return GetGridMarkerTypesCombo() end, },
		{ id = "spawn_marker_group", name = "Marker Group", help = "Where to spawn squad", 
			editor = "combo", default = false, 
			no_edit = function(self) return self.spawn_location == "Standard" end, items = function (self) return GridMarkerGroupsCombo() end, },
	},
}

function TestCombatSquad:SetProperty(id, value)
	local prev = self[id]
	PropertyObject.SetProperty(self, id,value)
	if id == "squad_type" then
		if value == "NPC" then
			if prev ~= "NPC" then
				self:SetProperty("side", "enemy1")
			end
		else
			self:SetProperty("side", "player1")
		end
	end
end

function TestCombatSquad:GetEditorView()
	if self.squad_type == "CurrentPlayerSquad" then
		return "Current Player Squad"
	elseif self.squad_type == "Custom" then
		return "Custom Player Squad"
	end
	local def = EnemySquadDefs[self.npc_squad_id]
	return string.format("[%s] %s\n%s", self.side, tostring(self.npc_squad_id), def and def:GetPreview() or "")
end

DefineClass.TriggeredConditionalEvent = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "QuestId", name = "QuestId", 
			editor = "preset_id", default = false, read_only = true, no_edit = true, },
		{ id = "ParamId", name = "Param id", help = "The name of the param in the quest table which will be used to store the state of the TriggeredConditionalEvent", 
			editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "TCEState") end, },
		{ id = "Trigger", name = "Trigger", 
			editor = "choice", default = "activation", items = function (self) return {"always", "activation", "deactivation", "change"} end, },
		{ id = "Once", name = "Once", 
			editor = "bool", default = false, },
		{ id = "Conditions", name = "Conditions", 
			editor = "nested_list", default = false, base_class = "Condition", },
		{ id = "SequentialEffects", name = "Execute Effects Sequentially", help = "Whether effects should wait for each other when executing in order.", 
			editor = "bool", default = true, },
		{ id = "Effects", name = "Effects", 
			editor = "nested_list", default = false, base_class = "Effect", },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "requiredSectors", 
			editor = "string_list", default = {}, read_only = true, item_default = "", items = function (self) return GetCampaignSectorsCombo() end, },
	},
	EditorView = Untranslated("<u(ParamId)>"),
}

function TriggeredConditionalEvent:Update()
	if not self.Effects then
		return
	end
	
	local questId = self.QuestId
	local paramId = self.ParamId
	local quest = QuestGetState(questId)
	if not quest then
		return
	end
	
	local state = quest[paramId]
	if self.Once and state == "done" then
		return
	end
	
	-- evaluate
	local evaluation
	if next(self.requiredSectors) then
		local weAreHere = not gv_SatelliteView
		weAreHere = weAreHere and table.find(self.requiredSectors, gv_CurrentSectorId)
		evaluation = weAreHere and EvalConditionList(self.Conditions) or false
	else
		evaluation = EvalConditionList(self.Conditions)
	end
	
	-- trigger
	local exec = false
	local trigger = self.Trigger
	
	if trigger == "always" then
		exec = evaluation
	elseif (trigger == "activation" or trigger == "change") and not state then
		exec = evaluation
	elseif (trigger == "deactivation" or trigger == "change") and state == true and not evaluation then
		exec = true
	end
	
	local done = false
	
	if exec then
		if self.Once then
			rawset(quest, paramId, "done")
			done = true
		end
	
		if self.SequentialEffects then
			ExecuteSequentialEffects(self.Effects, "QuestAndState", questId, paramId)
		else
			ExecuteEffectList(self.Effects, quest, state)
		end
	end
	
	if not done then
		rawset(quest, paramId, evaluation)
	end
	
	return exec
end

function TriggeredConditionalEvent:GetError()
	if not self.ParamId then
		return "Add unique Variable to store triggered conditions/effects state in"
	end
	if not self.Effects then 
		return "Add at least one effect to execute"
	end
	for _, eff in ipairs(self.Effects) do
		if next(eff.RequiredObjClasses) then
			if table.find(eff.RequiredObjClasses, "Unit") then
				return "Can't use effects that require a unit ("..eff.class..")"
			end
			return "Can't use effects that require an object ("..eff.class..")"
		end
	end
end

function TriggeredConditionalEvent:OnAfterEditorNew(parent, ged, is_paste)
	local quest_def = GetParentTableOfKind(self, "QuestsDef")
	self.QuestId = quest_def.id
end

DefineClass.TutorialHint = {
	__parents = { "Preset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "PopupId", help = "Popup notification preset id.", 
			editor = "preset_id", default = false, preset_class = "PopupNotification", },
		{ category = "Popup Preview", id = "PopupTitle", 
			editor = "text", default = false, dont_save = true, read_only = true, translate = true, },
		{ category = "Popup Preview", id = "PopupText", 
			editor = "text", default = false, dont_save = true, read_only = true, translate = true, wordwrap = true, lines = 5, },
		{ id = "TutorialPopupTitle", 
			editor = "text", default = T(767566189526, --[[PresetDef TutorialHint default]] "Tutorial"), no_edit = function(self) return self.group ~= "TutorialPopups" end, translate = true, },
		{ id = "Text", 
			editor = "text", default = "", translate = true, lines = 3, max_lines = 8, },
		{ id = "GamepadText", 
			editor = "text", default = false, translate = true, lines = 3, max_lines = 8, },
		{ id = "StoreAsTable", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "StaticPopup", help = "Static popups show in the left corner under snype.", 
			editor = "bool", default = false, },
		{ category = "Conditionals", id = "ShowConditions", name = "Show Condition", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
		{ category = "Conditionals", id = "HideConditions", name = "Hide Condition", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
		{ category = "Conditionals", id = "CompletionConditions", name = "Completion Condition", 
			editor = "nested_list", default = false, base_class = "Condition", inclusive = true, },
	},
	HasSortKey = true,
	GlobalMap = "TutorialHints",
	EditorMenubarName = "Tutorial Hints Editor",
	EditorIcon = "CommonAssets/UI/Icons/alert attention danger error warning.png",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4030",
	Documentation = "Allows adding new tutorial hint pop-up in the HUD or setting up a pop-up window preset created in the Popup Notification mod item.",
}

function TutorialHint:GetWarning()
	
end

function TutorialHint:GetPopupTitle(id)
	local id = self.PopupId
	local preset = PopupNotifications[id]
	return preset and preset.Title
end

function TutorialHint:GetPopupText(id)
	local id = self.PopupId
	local preset = PopupNotifications[id]
	return preset and preset.Text
end

DefineClass.UnitBodyPartCollider = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "id", 
			editor = "choice", default = false, items = function (self) return {"Head","Arms","Torso","Groin","Legs"} end, },
		{ id = "TargetSpots", 
			editor = "string_list", default = {}, no_validate = true, item_default = "", items = function (self) return {"Head","Neck","Torso","Groin","Shoulderl","Shoulderr","Elbowl","Elbowr","Wristl","Wristr","Pelvisl","Pelvisr","Kneel","Kneer","Ribsupperl","Ribsupperr","Ribslowerl","Ribslowerr","Tail"} end, },
		{ id = "Colliders", 
			editor = "nested_list", default = false, base_class = "UnitColliderBase", format = "<Text>"},
	},
}

DefineClass.UnitCollider = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "BodyParts", 
			editor = "nested_list", default = false, base_class = "UnitBodyPartCollider", format = "<id>"},
	},
	HasSortKey = true,
	HasParameters = true,
	GlobalMap = "UnitColliders",
}

DefineClass.UnitColliderBase = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "TargetSpot", help = "Associate every collider with a target spot", 
			editor = "combo", default = "", no_validate = true, items = function (self) return {"Head","Neck","Torso","Groin","Shoulderl","Shoulderr","Elbowl","Elbowr","Wristl","Wristr","Pelvisl","Pelvisr","Kneel","Kneer","Ribsupperl","Ribsupperr","Ribslowerl","Ribslowerr","Tail"} end, },
		{ id = "Type", 
			editor = "text", default = false, read_only = true, },
	},
}

function UnitColliderBase:Text()
	return ""
end

DefineClass.UnitColliderCapsule = {
	__parents = { "UnitColliderBase", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Spot1", help = "Capsule segment point 1", 
			editor = "combo", default = "", no_validate = true, items = function (self) return {"Head","Neck","Torso","Groin","Shoulderl","Shoulderr","Elbowl","Elbowr","Wristl","Wristr","Pelvisl","Pelvisr","Kneel","Kneer","Ribsupperl","Ribsupperr","Ribslowerl","Ribslowerr","Tail"} end, },
		{ id = "Spot2", help = "Capsule segment point 2", 
			editor = "combo", default = "", no_validate = true, items = function (self) return {"Head","Neck","Torso","Groin","Shoulderl","Shoulderr","Elbowl","Elbowr","Wristl","Wristr","Pelvisl","Pelvisr","Kneel","Kneer","Ribsupperl","Ribsupperr","Ribslowerl","Ribslowerr","Tail"} end, },
		{ id = "Radius", help = "Capsule radius", 
			editor = "number", default = 0, scale = "cm", },
		{ id = "Type", 
			editor = "text", default = "Capsule", read_only = true, },
	},
}

function UnitColliderCapsule:Text()
	return string.format("Capsule, Spot1=%s, Spot2=%s, Radius=%d, TargetSpot=%s", self.Spot1, self.Spot2, self.Radius, self.TargetSpot)
end

DefineClass.UnitColliderSphere = {
	__parents = { "UnitColliderBase", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Spot", help = "Sphere center", 
			editor = "combo", default = "", no_validate = true, items = function (self) return {"Head","Neck","Torso","Groin","Shoulderl","Shoulderr","Elbowl","Elbowr","Wristl","Wristr","Pelvisl","Pelvisr","Kneel","Kneer","Ribsupperl","Ribsupperr","Ribslowerl","Ribslowerr","Tail"} end, },
		{ id = "Radius", help = "Sphere radius", 
			editor = "number", default = 0, scale = "cm", },
		{ id = "Type", 
			editor = "text", default = "Sphere", read_only = true, },
	},
}

function UnitColliderSphere:Text()
	return string.format("Sphere, Spot=%s, Radius=%d, TargetSpot=%s", self.Spot, self.Radius, self.TargetSpot)
end

DefineClass.WeaponComponent = {
	__parents = { "WeaponComponentSharedClass", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", 
			editor = "text", default = false, translate = true, },
		{ category = "General", id = "Icon", 
			editor = "ui_image", default = "", template = true, image_preview_size = 400, },
		{ id = "Slot", 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("WeaponUpgradeSlot", "Default") end, },
		{ id = "Visuals", 
			editor = "nested_list", default = false, base_class = "WeaponComponentVisual", inclusive = true, },
		{ id = "EnableWeapon", 
			editor = "combo", default = false, items = function (self) return InventoryItemCombo end, },
		{ id = "ModificationEffects", 
			editor = "preset_id_list", default = {}, preset_class = "WeaponComponentEffect", item_default = "", },
		{ category = "Costs", id = "Cost", name = "Cost (Parts)", help = "The cost of the upgrade in parts", 
			editor = "number", default = 0, template = true, },
		{ category = "Costs", id = "AdditionalCosts", 
			editor = "nested_list", default = false, template = true, base_class = "WeaponComponentCost", },
		{ category = "Costs", id = "ModificationDifficulty", 
			editor = "combo", default = 46, items = function (self) return const.WeaponModDifficultyPresets end, },
		{ category = "Can Be Attached To", id = "CanBeAttachedTo", name = "Can Be Attached To", 
			editor = "buttons", default = false, dont_save = true, read_only = true, template = true, 
			buttons = function(obj) return WeaponComponentExtraButtons(obj) end, },
		{ category = "Misc", id = "BlockSlots", name = "Block Slots", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return PresetGroupCombo("WeaponUpgradeSlot", "Default") end, },
		{ category = "Misc", id = "ModifyRightHandGrip", name = "Modify the right hand grip", 
			editor = "bool", default = false, },
		{ category = "Misc", id = "EnableAimFX", name = "Enable Aim FX", 
			editor = "bool", default = false, },
	},
	HasParameters = true,
	GlobalMap = "WeaponComponents",
	EditorIcon = "CommonAssets/UI/Icons/cog outline.png",
	EditorMenubar = "Combat",
	FilterClass = "WeaponComponentFilter",
	GetWarning = false,
	Documentation = "Creates a new weapon component that could be used in a weapon as a base component or through the Modify UI screen of a weapon. The Z_Blockings group is used to make certain components incompatible with others at the same time.",
}

DefineModItemPreset("WeaponComponent", { EditorName = "Weapon component", EditorSubmenu = "Item" })

function WeaponComponent:GetWarning()
	local myParams = self.Parameters or empty_table
	
	for i, effId in ipairs(self.ModificationEffects) do
		local effect = WeaponComponentEffects[effId]
		if effect and effect.RequiredParams then
			local requiredParams = effect.RequiredParams
			for i, param in ipairs(requiredParams) do
				if not table.find(myParams, "Name", param) then
					return "Missing param " .. param .. " for effect " .. effId
				end
			end
		end
	end
end

DefineClass.WeaponComponentBlockPair = {
	__parents = { "WeaponComponentSharedClass", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Weapon", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", preset_filter = function (preset, obj, prop_meta)
	local classdef = g_Classes[preset.object_class]
	return IsKindOf(classdef, "Firearm")
end, 
},
		{ id = "ComponentBlockOne", 
			editor = "preset_id", default = false, preset_class = "WeaponComponent", },
		{ id = "ComponentBlockTwo", 
			editor = "preset_id", default = false, preset_class = "WeaponComponent", },
	},
	GlobalMap = "WeaponComponentBlockPairs",
	EditorIcon = "CommonAssets/UI/Icons/cog outline.png",
	EditorMenubar = "Combat",
}

DefineClass.WeaponComponentEffect = {
	__parents = { "MsgActorReactionsPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Display Data", id = "Description", 
			editor = "text", default = false, translate = true, lines = 1, max_lines = 5, },
		{ category = "Params", id = "RequiredParams", 
			editor = "string_list", default = {}, item_default = "", items = false, arbitrary_value = true, },
		{ category = "Stat Modifier", id = "StatToModify", name = "StatToModify", 
			editor = "combo", default = false, items = function (self) return ClassModifiablePropsNonTranslatableCombo(g_Classes.Firearm) end, },
		{ category = "Stat Modifier", id = "ModificationType", 
			editor = "combo", default = "Add", items = function (self) return { "Add", "Multiply", "Subtract" } end, },
		{ category = "Stat Modifier", id = "CaliberChange", 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("Caliber", "Default") end, },
		{ category = "Stat Modifier", id = "Scale", 
			editor = "combo", default = false, items = function (self) return table.keys(const.Scale) end, },
		{ category = "Used In", id = "UsedIn", name = "Used In", 
			editor = "buttons", default = false, dont_save = true, read_only = true, template = true, 
			buttons = function(obj) return WeaponComponentEffectUsedIn(obj) end, },
	},
	HasSortKey = true,
	HasParameters = true,
	GlobalMap = "WeaponComponentEffects",
	EditorIcon = "CommonAssets/UI/Icons/cog outline.png",
	EditorMenubar = "Combat",
	EditorMenubarName = "WeaponComponentEffect",
}

function WeaponComponentEffect:VerifyReaction(event, reaction_def, reaction_actor, ...)
	if IsKindOf(reaction_actor, "BaseWeapon") then
		return reaction_actor:HasComponent(self.id)
	end
	if IsKindOf(reaction_actor, "UnitInventory") then
		if reaction_actor:FindItemInSlot(reaction_actor.current_weapon, function(weapon, id) return IsKindOf(weapon, "FirearmBase") and weapon:HasComponent(id) end, self.id) then
			return true
		end
	end
end

function WeaponComponentEffect:GetReactionActors(event, reaction_def, ...)
	return ZuluReactionGetReactionActors_Light(event, reaction, ...)
end

DefineClass.WeaponComponentSharedClass = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	PresetClass = "WeaponComponentSharedClass",
	EditorMenubarName = "WeaponComponent Editor",
}

DefineClass.WeaponComponentSlot = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "SlotType", 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("WeaponUpgradeSlot", "Default") end, },
		{ id = "Modifiable", 
			editor = "bool", default = true, },
		{ id = "CanBeEmpty", 
			editor = "bool", default = false, },
		{ id = "AvailableComponents", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return WeaponSlotComponentComboItems end, },
		{ id = "DefaultComponent", 
			editor = "combo", default = "", items = function (self) return WeaponSlotDefaultComponentComboItems end, },
	},
}

function WeaponComponentSlot:GetEditorView()
	local mod_text = self.Modifiable and "" or "(non-modifiable)"
	local text = self.SlotType and Presets.WeaponUpgradeSlot.Default[self.SlotType].DisplayName or "Component"
	return Untranslated(text) .. " " .. Untranslated(mod_text)
end

DefineClass.WeaponComponentVisual = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Entity", 
			editor = "combo", default = false, items = function (self) return GetWeaponComponentEntities end, },
		{ id = "Slot", 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("WeaponUpgradeSlot", "Default") end, },
		{ id = "ApplyTo", 
			editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", preset_filter = function (preset, obj, prop_meta)
	local classdef = g_Classes[preset.object_class]
	return IsKindOf(classdef, "Firearm")
end, 
},
		{ id = "OverrideHolsterSlot", 
			editor = "combo", default = "", items = function (self) return { "", "Shoulder", "Leg" } end, },
		{ id = "ModifyRightHandGrip", 
			editor = "bool", default = false, template = true, },
		{ id = "Icon", name = "Custom Icon", help = "icon used for this particular component; leave empty to uae component default", 
			editor = "ui_image", default = "", template = true, image_preview_size = 400, },
	},
	StoreAsTable = true,
}

function WeaponComponentVisual:GetError()
	if not self.Slot then
		return "No slot"
	end
	
	if not self.Entity then
		return "No entity"
	end
end

function WeaponComponentVisual:GetEditorView()
	return string.format("%s component (%s)", self.Slot or "unspecified", self:IsGeneric() and "any weapon" or self.ApplyTo)
end

function WeaponComponentVisual:Match(id)
	return self:IsGeneric() or self.ApplyTo == id
end

function WeaponComponentVisual:IsGeneric()
	return (self.ApplyTo or "") == ""
end

DefineClass.WeaponPropertyDef = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "bind_to", name = "Property", help = "The name of the property to bind to.", 
			editor = "text", default = false, },
		{ id = "display_name", name = "Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "short_display_name", name = "Short Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "description", name = "Description", 
			editor = "text", default = false, translate = true, },
		{ id = "max_progress", name = "Max Progress Bar Value", help = "The max value of the bar", 
			editor = "number", default = 100, },
		{ id = "reverse_bar", name = "Reverse Bar", 
			editor = "bool", default = false, },
		{ id = "show_in_inventory", name = "Show in inventory rollover", 
			editor = "bool", default = false, },
		{ id = "DisplayForContext", 
			editor = "func", default = function (self, context)
return context:IsWeapon()
end, params = "self, context", },
		{ id = "GetProp", 
			editor = "func", default = function (self, item, unit_id)
return item:GetProperty(self.bind_to)
end, params = "self, item, unit_id", },
		{ id = "Getbase_Prop", 
			editor = "func", default = function (self, item,  unit_id)
return item:GetProperty("base_"..self.bind_to)
end, params = "self, item,  unit_id", },
	},
}

DefineClass.WeaponType = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Name", 
			editor = "text", default = false, translate = true, },
		{ id = "Description", 
			editor = "text", default = false, translate = true, lines = 2, max_lines = 100, },
		{ id = "Icon", 
			editor = "ui_image", default = "UI/Icons/Weapons/M16A2", image_preview_size = 100, },
	},
}

DefineClass.WeaponUpgradeSlot = {
	__parents = { "ListPreset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "DisplayName", 
			editor = "text", default = false, translate = true, },
	},
	Documentation = "Creates a new possible weapon slot that could be defined for a weapon preset and referenced in a Weapon Component preset.",
}

DefineModItemPreset("WeaponUpgradeSlot", { EditorName = "Weapon slot", EditorSubmenu = "Item" })