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# pragma once
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# include "IHandlerBase.h"
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# include "../lib/ConstTransitivePtr.h"
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# include "int3.h"
# include "GameConstants.h"
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# include "BattleHex.h"
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# include "HeroBonus.h"
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/*
* CSpellHandler . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
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*/
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class CSpell ;
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class ISpellMechanics ;
class CLegacyConfigParser ;
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class CGHeroInstance ;
class CStack ;
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class CBattleInfoCallback ;
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class BattleInfo ;
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struct CPackForClient ;
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class CRandomGenerator ;
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struct SpellSchoolInfo
{
ESpellSchool id ; //backlink
Bonus : : BonusType damagePremyBonus ;
Bonus : : BonusType immunityBonus ;
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std : : string jsonName ;
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SecondarySkill : : ESecondarySkill skill ;
Bonus : : BonusType knoledgeBonus ;
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} ;
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///callback to be provided by server
class DLL_LINKAGE SpellCastEnvironment
{
public :
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virtual void sendAndApply ( CPackForClient * info ) const = 0 ;
virtual CRandomGenerator & getRandomGenerator ( ) const = 0 ;
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} ;
///helper struct
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struct DLL_LINKAGE BattleSpellCastParameters
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{
public :
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int spellLvl ;
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BattleHex destination ;
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ui8 casterSide ;
PlayerColor casterColor ;
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const CGHeroInstance * caster ;
const CGHeroInstance * secHero ;
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int usedSpellPower ;
ECastingMode : : ECastingMode mode ;
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const CStack * casterStack ;
const CStack * selectedStack ;
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const BattleInfo * cb ;
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} ;
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class DLL_LINKAGE CSpell
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{
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public :
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struct LevelInfo
{
std : : string description ; //descriptions of spell for skill level
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si32 cost ;
si32 power ;
si32 AIValue ;
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bool smartTarget ;
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bool clearTarget ;
bool clearAffected ;
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std : : string range ;
std : : vector < Bonus > effects ;
LevelInfo ( ) ;
~ LevelInfo ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & description & cost & power & AIValue & smartTarget & range & effects ;
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h & clearTarget & clearAffected ;
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}
} ;
/** \brief Low level accessor. Don`t use it if absolutely necessary
*
* \ param level . spell school level
* \ return Spell level info structure
*
*/
const CSpell : : LevelInfo & getLevelInfo ( const int level ) const ;
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public :
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enum ETargetType { NO_TARGET , CREATURE , OBSTACLE , LOCATION } ;
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enum ESpellPositiveness { NEGATIVE = - 1 , NEUTRAL = 0 , POSITIVE = 1 } ;
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struct TargetInfo
{
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ETargetType type ;
bool smart ;
bool massive ;
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bool onlyAlive ;
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///no immunity on primary target (mostly spell-like attack)
bool alwaysHitDirectly ;
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bool clearTarget ;
bool clearAffected ;
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TargetInfo ( const CSpell * spell , const int level ) ;
TargetInfo ( const CSpell * spell , const int level , ECastingMode : : ECastingMode mode ) ;
private :
void init ( const CSpell * spell , const int level ) ;
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} ;
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SpellID id ;
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std : : string identifier ; //???
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std : : string name ;
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si32 level ;
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bool earth ; //deprecated
bool water ; //deprecated
bool fire ; //deprecated
bool air ; //deprecated
std : : map < ESpellSchool , bool > school ; //todo: use this instead of separate boolean fields
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si32 power ; //spell's power
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std : : map < TFaction , si32 > probabilities ; //% chance to gain for castles
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bool combatSpell ; //is this spell combat (true) or adventure (false)
bool creatureAbility ; //if true, only creatures can use this spell
si8 positiveness ; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
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std : : vector < SpellID > counteredSpells ; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs)
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CSpell ( ) ;
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~ CSpell ( ) ;
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//void adventureCast() const;
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void battleCast ( const SpellCastEnvironment * env , BattleSpellCastParameters & parameters ) const ;
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bool isCastableBy ( const IBonusBearer * caster , bool hasSpellBook , const std : : set < SpellID > & spellBook ) const ;
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std : : vector < BattleHex > rangeInHexes ( BattleHex centralHex , ui8 schoolLvl , ui8 side , bool * outDroppedHexes = nullptr ) const ; //convert range to specific hexes; last optional out parameter is set to true, if spell would cover unavailable hexes (that are not included in ret)
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si16 mainEffectAnim ; //main spell effect animation, in AC format (or -1 when none)
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ETargetType getTargetType ( ) const ; //deprecated
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CSpell : : TargetInfo getTargetInfo ( const int level ) const ;
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bool isCombatSpell ( ) const ;
bool isAdventureSpell ( ) const ;
bool isCreatureAbility ( ) const ;
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bool isPositive ( ) const ;
bool isNegative ( ) const ;
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bool isNeutral ( ) const ;
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bool isDamageSpell ( ) const ;
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bool isHealingSpell ( ) const ;
bool isRisingSpell ( ) const ;
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bool isOffensiveSpell ( ) const ;
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bool isSpecialSpell ( ) const ;
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bool hasEffects ( ) const ;
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void getEffects ( std : : vector < Bonus > & lst , const int level ) const ;
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//internal, for use only by Mechanics classes
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ESpellCastProblem : : ESpellCastProblem isImmuneBy ( const IBonusBearer * obj ) const ;
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//checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
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ESpellCastProblem : : ESpellCastProblem isImmuneByStack ( const CGHeroInstance * caster , const CStack * obj ) const ;
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//internal, for use only by Mechanics classes. applying secondary skills
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ui32 calculateBonus ( ui32 baseDamage , const CGHeroInstance * caster , const CStack * affectedCreature ) const ;
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///calculate spell damage on stack taking caster`s secondary skills and affectedCreature`s bonuses into account
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ui32 calculateDamage ( const CGHeroInstance * caster , const CStack * affectedCreature , int spellSchoolLevel , int usedSpellPower ) const ;
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///calculate healed HP for all spells casted by hero
ui32 calculateHealedHP ( const CGHeroInstance * caster , const CStack * stack , const CStack * sacrificedStack = nullptr ) const ;
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///selects from allStacks actually affected stacks
std : : set < const CStack * > getAffectedStacks ( const CBattleInfoCallback * cb , ECastingMode : : ECastingMode mode , PlayerColor casterColor , int spellLvl , BattleHex destination , const CGHeroInstance * caster = nullptr ) const ;
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si32 getCost ( const int skillLevel ) const ;
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/**
* Returns spell level power , base power ignored
*/
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si32 getPower ( const int skillLevel ) const ;
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// /**
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// * Returns spell power, taking base power into account
// */
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// si32 calculatePower(const int skillLevel) const;
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si32 getProbability ( const TFaction factionId ) const ;
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/**
* Calls cb for each school this spell belongs to
*
* Set stop to true to abort looping
*/
void forEachSchool ( const std : : function < void ( const SpellSchoolInfo & , bool & ) > & cb ) const ;
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/**
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* Returns resource name of icon for SPELL_IMMUNITY bonus
*/
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const std : : string & getIconImmune ( ) const ;
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const std : : string & getCastSound ( ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & identifier & id & name & level & power
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& probabilities & attributes & combatSpell & creatureAbility & positiveness & counteredSpells & mainEffectAnim ;
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h & isRising & isDamage & isOffensive ;
h & targetType ;
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h & immunities & limiters & absoluteImmunities & absoluteLimiters ;
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h & iconImmune ;
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h & defaultProbability ;
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h & isSpecial ;
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h & castSound & iconBook & iconEffect & iconScenarioBonus & iconScroll ;
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h & levels ;
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h & school ;
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if ( ! h . saving )
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setup ( ) ;
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}
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friend class CSpellHandler ;
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friend class Graphics ;
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private :
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void setIsOffensive ( const bool val ) ;
void setIsRising ( const bool val ) ;
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//call this after load or deserialization. cant be done in constructor.
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void setup ( ) ;
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void setupMechanics ( ) ;
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private :
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si32 defaultProbability ;
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bool isRising ;
bool isDamage ;
bool isOffensive ;
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bool isSpecial ;
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std : : string attributes ; //reference only attributes //todo: remove or include in configuration format, currently unused
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ETargetType targetType ;
std : : vector < Bonus : : BonusType > immunities ; //any of these grants immunity
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std : : vector < Bonus : : BonusType > absoluteImmunities ; //any of these grants immunity, can't be negated
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std : : vector < Bonus : : BonusType > limiters ; //all of them are required to be affected
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std : : vector < Bonus : : BonusType > absoluteLimiters ; //all of them are required to be affected, can't be negated
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///graphics related stuff
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std : : string iconImmune ;
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std : : string iconBook ;
std : : string iconEffect ;
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std : : string iconScenarioBonus ;
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std : : string iconScroll ;
///sound related stuff
std : : string castSound ;
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std : : vector < LevelInfo > levels ;
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ISpellMechanics * mechanics ; //(!) do not serialize
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} ;
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bool DLL_LINKAGE isInScreenRange ( const int3 & center , const int3 & pos ) ; //for spells like Dimension Door
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class DLL_LINKAGE CSpellHandler : public CHandlerBase < SpellID , CSpell >
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{
public :
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CSpellHandler ( ) ;
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virtual ~ CSpellHandler ( ) ;
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///IHandler base
std : : vector < JsonNode > loadLegacyData ( size_t dataSize ) override ;
void afterLoadFinalization ( ) override ;
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void beforeValidate ( JsonNode & object ) override ;
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/**
* Gets a list of default allowed spells . OH3 spells are all allowed by default .
*
* @ return a list of allowed spells , the index is the spell id and the value either 0 for not allowed or 1 for allowed
*/
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std : : vector < bool > getDefaultAllowed ( ) const override ;
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const std : : string getTypeName ( ) const override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & objects ;
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}
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protected :
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CSpell * loadFromJson ( const JsonNode & json ) override ;
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} ;