2026-05-02 19:35:03 -07:00
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using Godot;
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namespace Theriapolis.GodotHost.Scenes;
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/// <summary>
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/// Character creation wizard shell. Mirrors <c>src/app.jsx</c> per
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/// GODOT_PORTING_GUIDE.md §4: header + stepper + page (step + aside) +
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/// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches
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/// each step's content into the StepHost.
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///
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/// Default theme only at this layer — per guide §12 (build order),
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/// the parchment Theme lands as a final pass once structural correctness
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/// is verified. Until then, font/colour issues are clearly font/colour
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/// issues, not layout issues.
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/// </summary>
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public partial class Wizard : Control
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{
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[Signal] public delegate void BackToTitleEventHandler();
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private static readonly string[] StepKeys =
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{ "clade", "species", "class", "subclass", "background", "stats", "skills", "review" };
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private static readonly string[] StepNames =
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{ "Clade", "Species", "Calling", "Subclass", "History", "Abilities", "Skills", "Sign" };
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public UI.CharacterDraft Character { get; private set; } = null!;
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private UI.Widgets.CodexStepper _stepper = null!;
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private Control _stepHost = null!;
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private Label _folioLabel = null!;
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private Label _validation = null!;
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private Label _navProgress = null!;
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private Button _backBtn = null!;
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private Button _nextBtn = null!;
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2026-05-02 22:24:33 -07:00
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// Scroll preservation: snapshot scroll position when the draft changes
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// (which fires before the active step's Refresh tears down + rebuilds
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// child nodes), then restore on the next _Process frame so the user
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// doesn't get punted to the top of the page when selecting a card.
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private ScrollContainer? _scroll;
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private int _savedScroll = -1;
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private bool _scrollPending;
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2026-05-02 19:35:03 -07:00
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private int _step;
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private Steps.IStep? _activeStep;
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private static readonly System.Type?[] StepTypes =
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{
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typeof(Steps.StepClade), // 0 Clade
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typeof(Steps.StepSpecies), // 1 Species
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typeof(Steps.StepClass), // 2 Calling
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typeof(Steps.StepSubclass), // 3 Subclass
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typeof(Steps.StepBackground), // 4 History
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typeof(Steps.StepStats), // 5 Abilities
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null, // 6 Skills — M6.5
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null, // 7 Sign — M6.6
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};
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public override void _Ready()
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{
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Character = new UI.CharacterDraft();
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_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");
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_stepHost = GetNode<Control>("%StepHost");
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_folioLabel = GetNode<Label>("%FolioLabel");
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_validation = GetNode<Label>("%ValidationLabel");
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_navProgress = GetNode<Label>("%NavProgress");
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_backBtn = GetNode<Button>("%BackButton");
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_nextBtn = GetNode<Button>("%NextButton");
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_scroll = GetNode<ScrollContainer>("%Scroll");
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var aside = GetNode<Aside>("%Aside");
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aside.SetDraft(Character);
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_stepper.StepClicked += OnStepperClicked;
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_backBtn.Pressed += OnBackPressed;
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_nextBtn.Pressed += OnNextPressed;
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Character.Changed += UpdateChrome;
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SwitchToStep(0);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Step lifecycle
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private void SwitchToStep(int index)
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{
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if (index < 0 || index >= StepKeys.Length) return;
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_step = index;
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foreach (var c in _stepHost.GetChildren()) c.QueueFree();
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_activeStep = null;
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var t = StepTypes[index];
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if (t is null)
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{
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_stepHost.AddChild(new Label
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{
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Text = $"{StepNames[index]} step — coming soon.",
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});
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}
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else
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{
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var instance = (Steps.IStep)System.Activator.CreateInstance(t)!;
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_activeStep = instance;
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instance.Bind(Character);
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_stepHost.AddChild((Control)instance);
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}
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UpdateChrome();
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}
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private void OnStepperClicked(int index)
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{
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if (index <= _step) { SwitchToStep(index); return; }
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// Forward jump requires every step in [0..index-1] satisfied — not
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// just the current step. Otherwise picking a clade would let you
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// skip straight to Abilities without picking species/calling/etc.
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for (int i = 0; i < index; i++)
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if (UI.WizardValidation.Validate(i, Character) is not null) return;
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SwitchToStep(index);
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}
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private void OnBackPressed()
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{
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if (_step == 0) { EmitSignal(SignalName.BackToTitle); return; }
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SwitchToStep(_step - 1);
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}
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private void OnNextPressed()
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{
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if (_step < StepKeys.Length - 1) SwitchToStep(_step + 1);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Chrome (header, stepper, nav-bar) refresh
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private void UpdateChrome()
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{
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// Snapshot scroll BEFORE the active step's Refresh handler fires
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// (it's the next subscriber in the Changed chain). The scroll
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// position then survives the rebuild via _Process below.
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if (_scroll is not null)
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{
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_savedScroll = _scroll.ScrollVertical;
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if (_savedScroll > 0) _scrollPending = true;
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}
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2026-05-02 19:35:03 -07:00
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_folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
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// Validate via the static helper so stepper-state propagation and
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// the active-step banner share one source of truth.
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string? err = UI.WizardValidation.Validate(_step, Character);
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bool valid = err is null;
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_validation.Text = err ?? (_step == StepKeys.Length - 1 ? "Ready to sign" : "Folio complete");
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_nextBtn.Disabled = !valid;
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_nextBtn.Visible = _step < StepKeys.Length - 1;
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_backBtn.Text = _step == 0 ? "← Title" : "← Back";
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_navProgress.Text = $"{_step + 1} / {StepKeys.Length}";
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RebuildStepperStates();
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}
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private void RebuildStepperStates()
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{
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// Mirrors app.jsx's lock semantics exactly: a step is Locked iff
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// some EARLIER step's validator fails. Use FirstIncomplete to find
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// the boundary, then state each step accordingly. This is what
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// makes "pick a clade and skip straight to Abilities" impossible —
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// any step after FirstIncomplete is Locked.
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int firstIncomplete = UI.WizardValidation.FirstIncomplete(Character, StepNames.Length);
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var states = new UI.Widgets.CodexStepper.StepState[StepNames.Length];
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for (int i = 0; i < StepNames.Length; i++)
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{
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if (i == _step)
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{
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states[i] = UI.Widgets.CodexStepper.StepState.Active;
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}
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else if (i < _step)
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{
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// Already-visited step. Complete if it still validates,
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// Locked if the user has since invalidated it (e.g. cleared
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// a field). Locked variants past _step also show.
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states[i] = UI.WizardValidation.Validate(i, Character) is null
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? UI.Widgets.CodexStepper.StepState.Complete
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: UI.Widgets.CodexStepper.StepState.Locked;
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}
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else
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{
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// Future step. Locked iff some earlier step is incomplete.
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bool locked = firstIncomplete != -1 && firstIncomplete < i;
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states[i] = locked
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? UI.Widgets.CodexStepper.StepState.Locked
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: UI.Widgets.CodexStepper.StepState.Pending;
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}
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}
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_stepper.SetSteps(StepNames, states);
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}
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public override void _Process(double delta)
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{
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if (_scrollPending && _scroll is not null && IsInstanceValid(_scroll))
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{
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_scroll.ScrollVertical = _savedScroll;
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}
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_scrollPending = false;
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}
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private static string Roman(int n) => n switch
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{
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1 => "I", 2 => "II", 3 => "III", 4 => "IV",
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5 => "V", 6 => "VI", 7 => "VII", 8 => "VIII",
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_ => n.ToString(),
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};
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}
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