refactor: replace stat system with variable system
Replaces the specialized `stat` system with a more general-purpose
variable system. This includes:
- Renaming `ReactiveStatManager` to `ReactiveVariableManager`
- Changing template syntax from `${key}` to `{{$key}}`
- Replacing `StatsView` with `VariableView` to show declared, plain,
and tag-typed variables
- Updating command `/stat` to `/set`
- Refactoring the reactivity engine to support variable declarations
and tag modifiers via `csv role=declare` blocks
This commit is contained in:
@@ -10,14 +10,9 @@ import { createSignal } from "solid-js";
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import { parseInput } from "./command-parser";
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import { resolveRollPayload } from "./types/roll";
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import { resolveSparkPayload } from "./types/spark";
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import {
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resolveStatRoll,
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resolveTemplateSet,
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canModifyStat,
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fullKey,
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findStatDef,
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} from "./stat-helpers";
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import type { StatDef, StatTemplate } from "./completions";
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import { evaluateExpression, expressionIsTag } from "./variable-expression";
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import { computeCascade } from "./var-reactivity";
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import type { VarDeclaration, TagModifier } from "./declare-parser";
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// ---------------------------------------------------------------------------
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// Result
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@@ -48,12 +43,12 @@ export interface DispatchContext {
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command: string;
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/** Spark table lookup data (from completions) */
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sparkTables: { slug: string; csvPath?: string; remix?: boolean }[];
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/** Current runtime stat values */
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statValues: Record<string, string>;
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/** Stat definitions */
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statDefs: StatDef[];
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/** Stat templates */
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statTemplates: StatTemplate[];
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/** Current runtime variable values */
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variables: Record<string, string>;
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/** Variable declarations (from role=declare blocks) */
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declarations: VarDeclaration[];
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/** Tag modifiers (from role=declare blocks) */
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tagModifiers: TagModifier[];
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}
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/**
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@@ -76,18 +71,18 @@ export async function dispatchCommand(
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const parsed = parseInput(prefixed);
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if (parsed.error) return finish({ ok: false, error: parsed.error });
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// Players: chat + stat commands only
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// Players: chat + set commands only
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if (ctx.role === "player") {
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if (parsed.type === "chat") {
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const result = sendMessage("chat", { text: raw });
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return finish(unwrap(result));
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}
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if (parsed.type === "stat") {
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return finish(dispatchStat(parsed.payload as Record<string, unknown>, ctx));
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if (parsed.type === "set" || parsed.type === "rolltag") {
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return finish(dispatchSet(parsed.payload as Record<string, unknown>, ctx));
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}
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return finish({ ok: false, error: "玩家只能发送聊天消息或使用 /stat 命令" });
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return finish({ ok: false, error: "玩家只能发送聊天消息或使用 /set 命令" });
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}
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// GM: all commands
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@@ -116,8 +111,8 @@ export async function dispatchCommand(
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}
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}
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if (parsed.type === "stat") {
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return finish(dispatchStat(parsed.payload as Record<string, unknown>, ctx));
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if (parsed.type === "set" || parsed.type === "rolltag") {
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return finish(dispatchSet(parsed.payload as Record<string, unknown>, ctx));
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}
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const result = sendMessage(parsed.type, parsed.payload);
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@@ -131,76 +126,67 @@ function finish(r: DispatchResult): DispatchResult {
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}
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// ---------------------------------------------------------------------------
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// Stat dispatch
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// Set dispatch
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// ---------------------------------------------------------------------------
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function dispatchStat(
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function dispatchSet(
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payload: Record<string, unknown>,
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ctx: DispatchContext,
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): DispatchResult {
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const p = payload as { action?: string; key?: string; value?: string };
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const p = payload as { key?: string; expr?: string; tags?: string[] };
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if (p.action === "roll" && p.key) {
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const resolved = resolveStatRoll(
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p.key,
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ctx.statDefs,
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ctx.statValues,
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ctx.myName,
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ctx.statTemplates,
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);
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if (resolved.error) return { ok: false, error: resolved.error };
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if (!p.key) {
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return { ok: false, error: "缺少变量名" };
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}
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const result = sendMessage("stat", {
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action: "set",
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key: resolved.fullKey,
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value: resolved.value,
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});
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const r = unwrap(result);
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if (!r.ok) return r;
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const key = p.key;
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const oldValue = ctx.variables[key] ?? undefined;
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let newValue: string;
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if (resolved.modifiers) {
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for (const [mk, mv] of Object.entries(resolved.modifiers)) {
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sendMessage("stat", { action: "set", key: mk, value: mv });
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}
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try {
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if (p.tags && p.tags.length > 0) {
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// Rolltag: pick random tag
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const idx = Math.floor(Math.random() * p.tags.length);
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newValue = p.tags[idx];
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} else if (p.expr && expressionIsTag(p.expr)) {
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// Bare tag value
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newValue = p.expr.trim();
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} else if (p.expr) {
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// Numeric expression — evaluate
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const result = evaluateExpression(p.expr, {
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lookup: (name: string) => {
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const k = "$" + name;
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return ctx.variables[k] ?? undefined;
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},
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});
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newValue = String(result.value);
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} else {
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return { ok: false, error: "缺少表达式" };
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}
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return { ok: true };
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} catch (e) {
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return {
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ok: false,
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error: e instanceof Error ? e.message : "表达式求值失败",
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};
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}
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if (!p.action || !p.key) {
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return { ok: false, error: "无效的 stat 命令" };
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}
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// Send the direct set
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const r1 = sendMessage("var", { action: "set", key, value: newValue });
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const u1 = unwrap(r1);
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if (!u1.ok) return u1;
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const fk = resolveKey(p.key, ctx.statDefs, ctx.myName);
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// Build working variable store for cascade
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const workingVars = { ...ctx.variables, [key]: newValue };
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if (!canModifyStat(ctx.role, ctx.myName, fk, ctx.statDefs)) {
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return { ok: false, error: `无权修改属性: ${p.key}` };
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}
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const result = sendMessage("stat", {
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action: p.action,
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key: fk,
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value: p.value,
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});
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const r = unwrap(result);
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if (!r.ok) return r;
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if (p.action === "set" && p.value) {
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const def = findStatDef(fk, ctx.statDefs, ctx.myName);
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if (def) {
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const modifiers = resolveTemplateSet(
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def,
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p.value,
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ctx.statDefs,
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ctx.statValues,
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ctx.myName,
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ctx.statTemplates,
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);
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if (modifiers) {
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for (const [mk, mv] of Object.entries(modifiers)) {
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sendMessage("stat", { action: "set", key: mk, value: mv });
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}
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}
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// Compute cascade (tag activation/deactivation + declaration re-eval)
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try {
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const cascade = computeCascade(key, oldValue, workingVars);
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for (const change of cascade) {
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sendMessage("var", { action: "set", key: change.key, value: change.value });
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}
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} catch (e) {
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// Cascade errors are non-fatal — the direct set already succeeded
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console.warn("[dispatch] cascade error:", e);
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}
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return { ok: true };
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@@ -210,21 +196,9 @@ function dispatchStat(
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// Helpers
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// ---------------------------------------------------------------------------
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/** Resolve a bare or full key to the actual runtime key. */
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function resolveKey(
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inputKey: string,
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statDefs: StatDef[],
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playerName: string,
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): string {
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if (statDefs.some((d) => fullKey(d, playerName) === inputKey)) return inputKey;
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const def = statDefs.find((d) => d.key === inputKey);
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if (def) return fullKey(def, playerName);
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return inputKey;
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}
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/** Unwrap a sendMessage result into DispatchResult. */
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function unwrap<R>(
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r: { success: true; msg: R } | { success: false; error: string },
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): DispatchResult {
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return r.success ? { ok: true } : { ok: false, error: r.error };
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}
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}
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