feat(conditions): report the current value behind each condition
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@@ -280,4 +280,38 @@ describe('GameConditionService', () => {
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expect(outcomes.map((outcome) => outcome.met)).toEqual([true, false]);
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});
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it('reports the current value behind each requirement', async () => {
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const service = createService({ renown: 1, reputation: 14 });
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const outcomes = await service.describe({ characterId: CHARACTER_ID }, [
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{
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type: GameConditionType.REGION_REPUTATION,
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key: 'border-guard',
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operator: ComparisonOperator.GTE,
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value: 25,
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},
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{
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type: GameConditionType.WORLD_RENOWN,
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operator: ComparisonOperator.GTE,
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value: 3,
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},
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]);
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// "Current: 14" against "Requires 25" is the whole point of showing a
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// locked offer rather than hiding it (slice §5).
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expect(outcomes[0]).toMatchObject({ met: false, actual: 14 });
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expect(outcomes[1]).toMatchObject({ met: false, actual: 1 });
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});
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it('reports a null current value for a condition with no scale', async () => {
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const service = createService({ renown: 1, reputation: 100 });
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const outcomes = await service.describe(
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{ characterId: CHARACTER_ID, npcId: NPC_ID },
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[{ type: GameConditionType.FLAG_SET, key: 'met', value: true }],
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);
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expect(outcomes[0].actual).toBeNull();
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});
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});
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@@ -27,9 +27,21 @@ export interface ConditionContext {
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type RepositoryScope = Pick<DataSource, 'getRepository'>;
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/**
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* One condition's result, plus the number it was measured against.
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*
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* `actual` is null for conditions with no scale -- a flag is set or it is not,
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* and "Current: 0" would be a lie about a boolean.
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*/
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interface ConditionEvaluation {
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met: boolean;
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actual: number | null;
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}
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export interface ConditionOutcome {
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condition: GameCondition;
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met: boolean;
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actual: number | null;
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}
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/**
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@@ -59,7 +71,8 @@ export class GameConditionService {
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const scope: RepositoryScope = manager ?? this.dataSource;
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for (const condition of conditions) {
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if (!(await this.evaluateOne(context, condition, scope))) {
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const evaluation = await this.evaluateOne(context, condition, scope);
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if (!evaluation.met) {
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return false;
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}
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}
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@@ -83,9 +96,11 @@ export class GameConditionService {
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const scope: RepositoryScope = manager ?? this.dataSource;
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const outcomes: ConditionOutcome[] = [];
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for (const condition of conditions) {
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const evaluation = await this.evaluateOne(context, condition, scope);
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outcomes.push({
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condition,
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met: await this.evaluateOne(context, condition, scope),
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met: evaluation.met,
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actual: evaluation.actual,
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});
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}
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return outcomes;
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@@ -95,9 +110,9 @@ export class GameConditionService {
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context: ConditionContext,
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condition: GameCondition,
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scope: RepositoryScope,
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): Promise<boolean> {
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): Promise<ConditionEvaluation> {
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if (!SUPPORTED_CONDITION_TYPES.has(condition.type)) {
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return false;
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return { met: false, actual: null };
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}
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switch (condition.type) {
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@@ -110,7 +125,7 @@ export class GameConditionService {
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case GameConditionType.HAS_ITEM:
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return this.evaluateHasItem(context, condition, scope);
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default:
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return false;
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return { met: false, actual: null };
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}
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}
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@@ -118,16 +133,16 @@ export class GameConditionService {
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context: ConditionContext,
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condition: GameCondition,
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scope: RepositoryScope,
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): Promise<boolean> {
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): Promise<ConditionEvaluation> {
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if (!condition.key) {
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return false;
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return { met: false, actual: null };
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}
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const faction = await scope
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.getRepository(ReputationFaction)
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.findOneBy({ key: condition.key, enabled: true });
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if (!faction) {
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return false;
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return { met: false, actual: null };
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}
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const row = await scope.getRepository(CharacterReputation).findOneBy({
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@@ -137,32 +152,39 @@ export class GameConditionService {
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// A faction the character never interacted with reads as 0, not as absent
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// -- the same rule ReputationService.getCharacterReputation applies.
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return this.compareNumeric(row?.reputation ?? 0, condition);
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const reputation = row?.reputation ?? 0;
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return {
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met: this.compareNumeric(reputation, condition),
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actual: reputation,
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};
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}
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private async evaluateWorldRenown(
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context: ConditionContext,
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condition: GameCondition,
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scope: RepositoryScope,
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): Promise<boolean> {
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): Promise<ConditionEvaluation> {
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const character = await scope
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.getRepository(Character)
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.findOneBy({ id: context.characterId });
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if (!character) {
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return false;
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return { met: false, actual: null };
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}
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return this.compareNumeric(character.renown, condition);
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return {
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met: this.compareNumeric(character.renown, condition),
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actual: character.renown,
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};
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}
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private async evaluateFlag(
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context: ConditionContext,
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condition: GameCondition,
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scope: RepositoryScope,
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): Promise<boolean> {
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): Promise<ConditionEvaluation> {
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// Flags are per-NPC player state (spec §7). Without an NPC in context
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// there is nothing to read, so the gate stays shut.
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if (!condition.key || !context.npcId) {
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return false;
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return { met: false, actual: null };
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}
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const state = await scope.getRepository(CharacterNpcState).findOneBy({
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@@ -171,23 +193,26 @@ export class GameConditionService {
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});
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const expected = condition.value ?? true;
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return (state?.flags?.[condition.key] ?? false) === expected;
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return {
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met: (state?.flags?.[condition.key] ?? false) === expected,
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actual: null,
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};
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}
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private async evaluateHasItem(
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context: ConditionContext,
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condition: GameCondition,
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scope: RepositoryScope,
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): Promise<boolean> {
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): Promise<ConditionEvaluation> {
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if (!condition.key) {
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return false;
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return { met: false, actual: null };
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}
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const definition = await scope
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.getRepository(ItemDefinition)
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.findOneBy({ key: condition.key });
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if (!definition) {
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return false;
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return { met: false, actual: null };
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}
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const owned = await scope.getRepository(CharacterItem).findOneBy({
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@@ -196,11 +221,15 @@ export class GameConditionService {
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});
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// "Has item" without an explicit comparison means "at least one".
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return this.compareNumeric(owned?.quantity ?? 0, {
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...condition,
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operator: condition.operator ?? ComparisonOperator.GTE,
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value: condition.value ?? 1,
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});
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const quantity = owned?.quantity ?? 0;
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return {
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met: this.compareNumeric(quantity, {
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...condition,
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operator: condition.operator ?? ComparisonOperator.GTE,
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value: condition.value ?? 1,
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}),
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actual: quantity,
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};
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}
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private compareNumeric(actual: number, condition: GameCondition): boolean {
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