250 lines
4.9 KiB
Lua
250 lines
4.9 KiB
Lua
local HeroEntity = class("HeroEntity", BaseData)
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function HeroEntity:ctor(cfgId, lv)
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self.id = cfgId
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self.cfgId = cfgId
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self.data.lv = lv
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self.attrDirty = false
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self.config = ConfigManager:getConfig("hero")[self.cfgId]
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self.beginLv = self.config.begin_lv -- 初始等级
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self.baseAttrOriginal = {}
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self.allAttr = {}
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self:initAttr()
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self:updateAttr()
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end
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function HeroEntity:initAttr()
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self.allAttr[GConst.ATTR_TYPE.hp] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_red] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_yellow] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_green] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_blue] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_purple] = 0
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end
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function HeroEntity:setLv(lv)
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if not lv then
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return
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end
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if self.data.lv == lv then
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return
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end
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self.data.lv = lv
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self:setDirty()
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end
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function HeroEntity:getCfgId()
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return self.cfgId
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end
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function HeroEntity:getLv()
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return self.data.lv
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end
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function HeroEntity:getQlt()
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return self.config.qlt
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end
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function HeroEntity:getBeginLv()
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return self.beginLv
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end
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function HeroEntity:getMatchType()
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return self.config.position
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end
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function HeroEntity:setAttrDirty()
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self.attrDirty = true
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end
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function HeroEntity:getAllAttr()
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if self.attrDirty == true then
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self.attrDirty = false
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self:updateAttr()
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end
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return self.allAttr
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end
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function HeroEntity:updateAttr()
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self:updateBaseAttr()
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self:updateAllAttr()
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end
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function HeroEntity:updateBaseAttr()
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self.baseAttrOriginal[GConst.ATTR_TYPE.hp] = self:getCfgHp()
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_red] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_yellow] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_green] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_blue] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_purple] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE[GConst.MATCH_ATTACK_NAME[self.config.position]]] = self:getCfgAtk()
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end
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function HeroEntity:getCfgHp(lv)
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lv = lv or self.data.lv
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if lv > self:getMaxLv() then
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lv = self:getMaxLv()
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end
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if self.config and self.config.hp then
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return self.config.hp[lv] or 0
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end
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return 0
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end
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function HeroEntity:getCfgAtk(lv)
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lv = lv or self.data.lv
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if lv > self:getMaxLv() then
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lv = self:getMaxLv()
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end
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if self.config and self.config.atk then
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return self.config.atk[lv] or 0
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end
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return 0
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end
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function HeroEntity:updateAllAttr()
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for k, v in pairs(self.baseAttrOriginal) do
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self.allAttr[k] = v
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end
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end
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function HeroEntity:getAtk()
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return self.allAttr[GConst.ATTR_TYPE.atk] or 0
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end
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function HeroEntity:getHp()
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return self.allAttr[GConst.ATTR_TYPE.hp] or 0
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end
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function HeroEntity:setDirty()
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self.attrDirty = true
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end
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function HeroEntity:isMaxLv()
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return self.data.lv >= self:getMaxLv()
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end
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function HeroEntity:getMaxLv()
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if not self.maxLv then
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self.maxLv = ConfigManager:getConfigNum("hero_level")
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end
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return self.maxLv
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end
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function HeroEntity:canLvUp()
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if self:isMaxLv() then
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return false
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end
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local cost = self:getLvUpMaterials()
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if not cost then
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return false
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end
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local fragmentCost = cost[1] or 0
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if not GFunc.checkCost(self:getFramentId(), fragmentCost, false) then
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return false
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end
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local goldCost = cost[2] or 0
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if not GFunc.checkCost(GConst.ItemConst.ITEM_ID_GOLD, goldCost, false) then
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return false
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end
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return true
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end
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function HeroEntity:isActived()
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return self.data.lv >= self:getBeginLv()
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end
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function HeroEntity:getLvUpMaterials()
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local lv = self.data.lv + 1
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if lv < self:getBeginLv() then
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lv = self:getBeginLv()
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end
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local nextLvInfo = ConfigManager:getConfig("hero_level")[lv]
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if not nextLvInfo then
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return
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end
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local fieldName = "cost_" .. self:getQlt()
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return nextLvInfo[fieldName]
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end
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function HeroEntity:getConfig()
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return self.config
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end
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function HeroEntity:getModelId()
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return self.config.model_id
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end
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function HeroEntity:getActiveSkill()
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return self.config.base_skill
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end
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function HeroEntity:getAssistingSkill()
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return self.config.support_skill
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end
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function HeroEntity:getHurtSkill()
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return self.config.hurt_skill
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end
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function HeroEntity:getFramentId()
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return self.config.item_id
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end
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function HeroEntity:getIcon()
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return self.config.icon
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end
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function HeroEntity:getHurtNum()
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return self.config.hurt_num
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end
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function HeroEntity:getName()
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return I18N:getConfig("hero")[self:getCfgId()].name
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end
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function HeroEntity:getActiveRogueCount()
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local lvInfo = ConfigManager:getConfig("hero_level")[self.data.lv]
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if not lvInfo then
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return 0
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end
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return lvInfo.unlock_skill
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end
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function HeroEntity:getRogueSkillList()
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if not self.rogueSkillList then
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self.rogueSkillList = {}
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for i = 1, 3 do
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local id = self.config["rouge_skill_" .. i]
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if id then
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table.insert(self.rogueSkillList, id)
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else
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break
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end
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end
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end
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return self.rogueSkillList
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end
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function HeroEntity:getActiveTogueSkills()
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local list = {}
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for i = 1, self:getActiveRogueCount() do
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local id = self:getRogueSkillList()[i]
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if id then
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table.insert(list, id)
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else
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return
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end
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end
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return list
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end
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return HeroEntity |