The target dropdown starts on the likeliest subject
One module decides where a spell most likely goes given the field (a fireball at an ice elemental, charm monster at their strongest creature, remove enchantment at the wizard only if enchanted); the bot and the dropdown both use it. The dropdown lists that subject first and marks creatures by whose they are. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5.1
parent
dd6ff93606
commit
81acbd2172
+4
-35
@@ -16,6 +16,7 @@ import {
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type TurnGestures
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} from './gestures';
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import { allowedGestures, forcedGesture } from './resolve';
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import { likelyTarget } from './targets';
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import { GESTURES, HANDS, HOSTILE_SPELLS, MAGIC_GESTURES, SPELLS, SPELL_BY_ID, isElemental, type Gesture, type Hand, type Spell, type SpellId } from './spells';
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import {
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MAX_HP,
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@@ -330,41 +331,9 @@ function foeDangerousHand(s: Situation): Hand {
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}
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function targetFor(s: Situation, spell: Spell, choice: CastChoice): void {
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const meW = s.state.wizards[s.me];
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const foeMonsters = s.state.monsters.filter((m) => m.owner === s.foe);
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const strongestFoeMonster = [...foeMonsters].sort((a, b) => b.attack - a.attack)[0];
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const iceEl = s.state.monsters.find((m) => m.kind === 'ice_elemental');
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const fireEl = s.state.monsters.find((m) => m.kind === 'fire_elemental');
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switch (spell.id) {
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case 'fireball':
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choice.target = iceEl ? iceEl.id : s.foe;
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break;
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case 'resist_cold':
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choice.target = iceEl ? iceEl.id : s.me;
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break;
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case 'resist_heat':
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choice.target = fireEl ? fireEl.id : s.me;
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break;
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case 'charm_monster':
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choice.target = strongestFoeMonster?.id ?? s.foe;
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break;
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case 'remove_enchantment': {
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const foeW = s.state.wizards[s.foe];
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choice.target = isEnchanted(foeW) || !strongestFoeMonster ? s.foe : strongestFoeMonster.id;
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break;
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}
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case 'summon_elemental':
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choice.target = s.me;
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choice.elemental = meW.resistCold ? 'ice' : 'fire';
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break;
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case 'paralysis':
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case 'charm_person':
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choice.target = s.foe;
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choice.chosenHand = foeDangerousHand(s);
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break;
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default:
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choice.target = spell.usualTarget === 'self' ? s.me : s.foe;
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}
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choice.target = likelyTarget(s.state, s.me, spell);
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if (spell.id === 'summon_elemental') choice.elemental = s.state.wizards[s.me].resistCold ? 'ice' : 'fire';
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if (spell.id === 'paralysis' || spell.id === 'charm_person') choice.chosenHand = foeDangerousHand(s);
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if (spell.category === 'summons') choice.monsterTarget = s.foe;
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}
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@@ -14,6 +14,7 @@ import {
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} from './gestures';
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import { glyph } from './glyphs';
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import { allowedGestures, forcedGesture, resolveTurn } from './resolve';
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import { likelyTarget } from './targets';
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import {
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GESTURES,
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HANDS,
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@@ -72,11 +73,6 @@ export interface PlannedCast {
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turnCount: number;
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}
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function defaultTarget(spell: Spell | undefined): TargetId | '' {
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if (!spell) return '';
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return spell.usualTarget === 'self' ? YOU : FOE;
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}
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function blankDraft(): HandDraft {
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return { gesture: null, spellId: '', target: '', elemental: 'fire', chosenHand: 'left' };
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}
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@@ -541,12 +537,22 @@ export class Duel {
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);
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bankedSpell = $derived(this.you.banked ? SPELL_BY_ID[this.you.banked.spellId] : undefined);
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/** Where a spell goes unless the player says otherwise. */
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defaultTarget(spell: Spell | undefined): TargetId | '' {
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return spell ? likelyTarget(this.state, YOU, spell) : '';
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}
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/** Every possible subject, the likeliest first, creatures marked by whose they are. */
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targetsFor(spell: Spell | undefined): { id: TargetId; label: string }[] {
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const list: { id: TargetId; label: string }[] = [
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{ id: YOU, label: 'yourself' },
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{ id: FOE, label: this.foe.name }
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];
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for (const m of this.state.monsters) list.push({ id: m.id, label: m.name });
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for (const m of this.state.monsters) {
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list.push({ id: m.id, label: `${m.name} (${m.owner === YOU ? 'yours' : `${this.foe.name}'s`})` });
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}
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const likely = this.defaultTarget(spell);
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list.sort((a, b) => Number(b.id === likely) - Number(a.id === likely));
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if (spell && spell.id !== 'fire_storm' && spell.id !== 'ice_storm') list.push({ id: NOWHERE, label: 'nowhere (let it fade)' });
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return list;
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}
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@@ -563,13 +569,13 @@ export class Duel {
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const options = this.completions[set][hand];
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if (!options.some((c) => c.spell.id === draft.spellId)) {
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draft.spellId = options[0]?.spell.id ?? '';
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draft.target = defaultTarget(options[0]?.spell);
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draft.target = this.defaultTarget(options[0]?.spell);
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}
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}
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setSpell(set: SetName, hand: Hand, id: SpellId | ''): void {
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this.sets[set][hand].spellId = id;
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this.sets[set][hand].target = defaultTarget(id ? SPELL_BY_ID[id] : undefined);
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this.sets[set][hand].target = this.defaultTarget(id ? SPELL_BY_ID[id] : undefined);
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}
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private castFor(p: PlannedCast): CastChoice {
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@@ -578,7 +584,7 @@ export class Duel {
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hand: p.hand,
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spellId: spell.id,
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seqIndex: p.completion.seqIndex,
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target: p.draft.target || defaultTarget(spell)
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target: p.draft.target || this.defaultTarget(spell)
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};
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if (spell.id === 'summon_elemental') cast.elemental = p.draft.elemental;
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if (spell.id === 'paralysis' || spell.id === 'charm_person') cast.chosenHand = p.draft.chosenHand;
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@@ -0,0 +1,28 @@
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import { describe, expect, it } from 'vitest';
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import { SPELL_BY_ID } from './spells';
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import { createGame } from './state';
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import { likelyTarget } from './targets';
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import { runSequence } from './test-helpers';
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describe('the likeliest target', () => {
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it('sends a fireball and resist cold at an ice elemental when one is out', () => {
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let s = createGame({ A: 'Black', B: 'White' }, 1);
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expect(likelyTarget(s, 'A', SPELL_BY_ID.fireball)).toBe('B');
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s = runSequence(s, 'B', 'CSWWS', 'C----', { casts: [{ hand: 'left', spellId: 'summon_elemental', elemental: 'ice' }] });
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const elemental = s.monsters.find((m) => m.kind === 'ice_elemental')!;
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expect(likelyTarget(s, 'A', SPELL_BY_ID.fireball)).toBe(elemental.id);
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expect(likelyTarget(s, 'A', SPELL_BY_ID.resist_cold)).toBe(elemental.id);
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expect(likelyTarget(s, 'A', SPELL_BY_ID.resist_heat)).toBe('A');
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});
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it('aims remove enchantment at the wizard only when they carry an enchantment', () => {
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let s = createGame({ A: 'Black', B: 'White' }, 1);
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s = runSequence(s, 'B', 'SFW', '---', { casts: [{ hand: 'left', spellId: 'summon_goblin' }] });
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const goblin = s.monsters[0];
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expect(likelyTarget(s, 'A', SPELL_BY_ID.remove_enchantment)).toBe(goblin.id);
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expect(likelyTarget(s, 'A', SPELL_BY_ID.charm_monster)).toBe(goblin.id);
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s = runSequence(s, 'B', 'WWFP', '----', { casts: [{ hand: 'left', spellId: 'resist_heat' }] });
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expect(likelyTarget(s, 'A', SPELL_BY_ID.remove_enchantment)).toBe('B');
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expect(likelyTarget(s, 'A', SPELL_BY_ID.counter_spell)).toBe('A');
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});
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});
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@@ -0,0 +1,28 @@
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// Where a spell most likely goes, given what is on the field. Both the bot and
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// the target dropdown start from this; the player can always aim elsewhere.
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import { isElemental, type Spell } from './spells';
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import { enemyOf, isEnchanted, type GameState, type TargetId, type WizardId } from './state';
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export function likelyTarget(state: GameState, me: WizardId, spell: Spell): TargetId {
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const foe = enemyOf(me);
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const monsters = state.monsters;
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const foeMonsters = monsters.filter((m) => m.owner === foe && !isElemental(m.kind));
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const strongestFoeMonster = [...foeMonsters].sort((a, b) => b.attack - a.attack)[0];
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const iceElemental = monsters.find((m) => m.kind === 'ice_elemental');
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const fireElemental = monsters.find((m) => m.kind === 'fire_elemental');
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switch (spell.id) {
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case 'fireball':
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return iceElemental?.id ?? foe;
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case 'resist_cold':
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return iceElemental?.id ?? me;
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case 'resist_heat':
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return fireElemental?.id ?? me;
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case 'charm_monster':
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return strongestFoeMonster?.id ?? foe;
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case 'remove_enchantment':
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return isEnchanted(state.wizards[foe]) || !strongestFoeMonster ? foe : strongestFoeMonster.id;
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default:
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return spell.usualTarget === 'self' ? me : foe;
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}
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}
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