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https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-28 17:26:47 +08:00
update: state, event, condition, data.event.types
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@@ -0,0 +1,212 @@
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import type { Talent } from '@remake/data/talent'
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import type { Event } from '@remake/data/event'
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import type { Achievement } from '@remake/data/achievement'
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import { produce, enableMapSet } from 'immer'
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import { sum } from '@remake/vitex'
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enableMapSet()
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/** 基础的属性 */
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export interface Properties {
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age: number
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charm: number
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intelligence: number
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strength: number
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money: number
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spirit: number
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}
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export type Allocation = Omit<Properties, 'age' | 'spirit'>
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export interface GameState {
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properties: Properties // 本局属性
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highest: Properties // 本局最高属性
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lowest: Properties // 本局最低属性
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life: number // 本局生命值
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talents: Set<Talent['id']> // 本局拥有的天赋
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events: Set<Event['id']> // 本局触发过的事件
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achievements: Set<Achievement['id']> // 本局达成的成就
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}
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/** 持久化存储的数据 */
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export interface ProfileState {
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times: number // 游戏次数
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external?: Talent['id'] // 继承的天赋
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talents: Set<Talent['id']> // 拥有过的天赋
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events: Set<Event['id']> // 触发过的事件
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achievements: Set<Achievement['id']> // 达成的成就
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highest?: Properties // 历史最高属性
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lowest?: Properties // 历史最低属性
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}
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export function createState(
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allocation: Allocation,
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talents?: Iterable<Talent['id']>,
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): GameState {
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const properties = { ...allocation, age: -1, spirit: 0 }
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return {
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properties,
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highest: { ...properties },
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lowest: { ...properties },
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life: 1,
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talents: new Set(talents),
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events: new Set(),
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achievements: new Set(),
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}
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}
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export interface FlatState {
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AGE: GameState['properties']['age']
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CHR: GameState['properties']['charm']
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INT: GameState['properties']['intelligence']
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STR: GameState['properties']['strength']
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MNY: GameState['properties']['money']
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SPR: GameState['properties']['spirit']
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LIF: GameState['life']
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TLT: GameState['talents']
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EVT: GameState['events']
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LAGE: GameState['lowest']['age']
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HAGE: GameState['highest']['age']
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LCHR: GameState['lowest']['charm']
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HCHR: GameState['highest']['charm']
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LINT: GameState['lowest']['intelligence']
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HINT: GameState['highest']['intelligence']
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LSTR: GameState['lowest']['strength']
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HSTR: GameState['highest']['strength']
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LMNY: GameState['lowest']['money']
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HMNY: GameState['highest']['money']
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LSPR: GameState['lowest']['spirit']
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HSPR: GameState['highest']['spirit']
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TMS: ProfileState['times']
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AEVT: ProfileState['events']
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ATLT: ProfileState['talents']
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AACH: ProfileState['achievements']
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SUM: number
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}
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interface FlatPropertiesTarget {
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game: GameState
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profile: ProfileState
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}
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const FlatMappers = {
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AGE: (state: FlatPropertiesTarget) => state.game.properties.age,
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CHR: (state: FlatPropertiesTarget) => state.game.properties.charm,
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INT: (state: FlatPropertiesTarget) => state.game.properties.intelligence,
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STR: (state: FlatPropertiesTarget) => state.game.properties.strength,
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MNY: (state: FlatPropertiesTarget) => state.game.properties.money,
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SPR: (state: FlatPropertiesTarget) => state.game.properties.spirit,
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LIF: (state: FlatPropertiesTarget) => state.game.life,
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TLT: (state: FlatPropertiesTarget) => state.game.talents,
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EVT: (state: FlatPropertiesTarget) => state.game.events,
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LAGE: (state: FlatPropertiesTarget) => state.game.lowest.age,
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HAGE: (state: FlatPropertiesTarget) => state.game.highest.age,
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LCHR: (state: FlatPropertiesTarget) => state.game.lowest.charm,
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HCHR: (state: FlatPropertiesTarget) => state.game.highest.charm,
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LINT: (state: FlatPropertiesTarget) => state.game.lowest.intelligence,
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HINT: (state: FlatPropertiesTarget) => state.game.highest.intelligence,
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LSTR: (state: FlatPropertiesTarget) => state.game.lowest.strength,
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HSTR: (state: FlatPropertiesTarget) => state.game.highest.strength,
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LMNY: (state: FlatPropertiesTarget) => state.game.lowest.money,
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HMNY: (state: FlatPropertiesTarget) => state.game.highest.money,
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LSPR: (state: FlatPropertiesTarget) => state.game.lowest.spirit,
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HSPR: (state: FlatPropertiesTarget) => state.game.highest.spirit,
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TMS: (state: FlatPropertiesTarget) => state.profile.times,
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AEVT: (state: FlatPropertiesTarget) => state.profile.events,
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ATLT: (state: FlatPropertiesTarget) => state.profile.talents,
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AACH: (state: FlatPropertiesTarget) => state.profile.achievements,
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SUM: (state: FlatPropertiesTarget) => {
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const { age, ...others } = state.game.highest
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const s = sum(Object.values(others))
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return Math.floor(s * 2 + age / 2)
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},
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}
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const flatPropertiesHandle = {
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get(target: FlatPropertiesTarget, prop: string) {
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if (prop in FlatMappers) {
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return FlatMappers[prop as keyof typeof FlatMappers](target)
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}
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},
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set() {
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return true
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},
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}
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export function createFlatState(game: GameState, profile: ProfileState) {
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return new Proxy(
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{ game, profile },
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flatPropertiesHandle,
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) as unknown as FlatState
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}
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export interface Effect {
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properties?: Partial<Properties>
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life?: number
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talents?: Iterable<Talent['id']>
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events?: Iterable<Event['id']>
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achievements?: Iterable<Achievement['id']>
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}
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export function stateEffect(state: GameState, effect: Effect) {
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return produce(state, draft => {
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for (const key in effect.properties) {
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const prop = key as keyof Properties
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const value = effect.properties[prop]!
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draft.properties[prop] += value
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draft.highest[prop] = Math.max(
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draft.highest[prop],
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draft.properties[prop],
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)
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draft.lowest[prop] = Math.min(
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draft.lowest[prop],
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draft.properties[prop],
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)
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}
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if (effect.life) draft.life += effect.life
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if (effect.talents)
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draft.talents = new Set([...draft.talents, ...effect.talents])
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if (effect.events)
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draft.events = new Set([...draft.events, ...effect.events])
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if (effect.achievements)
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draft.achievements = new Set([
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...draft.achievements,
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...effect.achievements,
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])
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})
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}
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function highestProperties(a: Properties, b?: Properties): Properties {
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if (!b) return { ...a }
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const result = {} as Properties
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for (const key of Object.keys(a) as (keyof Properties)[]) {
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result[key] = Math.max(a[key], b[key])
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}
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return result
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}
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function lowestProperties(a: Properties, b?: Properties): Properties {
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if (!b) return { ...a }
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const result = {} as Properties
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for (const key of Object.keys(a) as (keyof Properties)[]) {
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result[key] = Math.min(a[key], b[key])
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}
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return result
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}
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export function nextProfile(
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profile: ProfileState,
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state: GameState,
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external?: Talent['id'],
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) {
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return {
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times: profile.times + 1,
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talents: profile.talents.union(state.talents),
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events: profile.events.union(state.events),
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achievements: profile.achievements.union(state.achievements),
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highest: highestProperties(state.highest, profile.highest),
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lowest: lowestProperties(state.lowest, profile.lowest),
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external: external ?? profile.external,
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}
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}
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