fix: 이민족 첫 턴을 정지 시각에 맞춤
통일 대기 중 실시간 투영 시각이 새 이민족 첫 턴으로 새던 경로를 정지된 월 경계로 교정한다. 잘못 추가한 NPC 포상 비용 100배 변경도 되돌린다.
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@@ -290,7 +290,10 @@ const respondToRaiseInvader = async (options: {
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month: state.currentMonth,
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startyear: asNumber(state.meta.startYear, state.currentYear),
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currentEventID: 0,
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turnTime: now,
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// Ref uses the frozen game_env.turntime while unification is paused.
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// `now` is the realtime game projection and can be hours ahead after
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// a long response wait, delaying every newly summoned invader turn.
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turnTime: state.lastTurnTime,
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},
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event
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);
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@@ -314,10 +314,9 @@ export class AutorunNationPolicy {
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const stat = scenarioConfig.stat;
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if (this.reqNpcWarGold === 0 || this.reqNpcWarRice === 0) {
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const crewType = findCrewTypeById(unitSet, env.defaultCrewTypeId);
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// Ref costWithTech() receives a troop count, not a leadership value.
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// The policy funds four complete recruitments at the NPC stat cap.
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const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.npcMax * 100 : 0;
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const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.npcMax * 100 : 0;
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// Ref costWithTech(tech, stat * 100) divides the troop count by 100.
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const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.npcMax : 0;
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const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.npcMax : 0;
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if (this.reqNpcWarGold === 0) {
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this.reqNpcWarGold = roundTo(baseGold * 4, -2);
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}
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@@ -328,8 +327,8 @@ export class AutorunNationPolicy {
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if (this.reqHumanWarUrgentGold === 0 || this.reqHumanWarUrgentRice === 0) {
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const crewType = findCrewTypeById(unitSet, env.defaultCrewTypeId);
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const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.max * 100 : 0;
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const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.max * 100 : 0;
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const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.max : 0;
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const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.max : 0;
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if (this.reqHumanWarUrgentGold === 0) {
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this.reqHumanWarUrgentGold = roundTo(baseGold * 6, -2);
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}
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@@ -157,6 +157,7 @@ export const createRaiseInvaderHandler = (options: {
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world.updateWorldMeta({ isunited: 1, isUnited: 1 });
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const totalGeneralCount = npcEachCount * invaderCities.length + world.listGenerals().length;
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let creationTurnBase = environment.turnTime;
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const maxGeneralsPerMinute =
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options.maxGeneralsPerMinute ?? readNumber(world.getState().meta.maxGeneralsPerMinute, 1_000);
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const currentTurnMinutes = world.getState().tickSeconds / 60;
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@@ -166,6 +167,11 @@ export const createRaiseInvaderHandler = (options: {
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);
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if (nextTerm !== undefined) {
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world.changeTurnTerm(nextTerm);
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// Reprojection preserves the frozen monthly boundary by tick but
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// changes its displayed Date. New generals must join that frozen
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// boundary, not the realtime game clock that kept advancing while
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// unification was waiting for a message response.
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creationTurnBase = world.getState().lastTurnTime;
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world.pushLog({
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scope: LogScope.SYSTEM,
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category: LogCategory.HISTORY,
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@@ -348,7 +354,7 @@ export const createRaiseInvaderHandler = (options: {
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reservedTurns: options.reservedTurns,
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env: options.env,
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rng,
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environment,
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environment: { ...environment, turnTime: creationTurnBase },
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rawName: `${city.name}대왕`,
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nationId,
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cityId: city.id,
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@@ -374,7 +380,7 @@ export const createRaiseInvaderHandler = (options: {
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reservedTurns: options.reservedTurns,
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env: options.env,
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rng,
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environment,
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environment: { ...environment, turnTime: creationTurnBase },
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rawName: `${city.name}장수${index}`,
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nationId,
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cityId: city.id,
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@@ -277,6 +277,9 @@ describe('invader monthly actions', () => {
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it('moves a level-4 capital and scales turn times when the general limit requires a longer term', async () => {
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const cities = [buildCity(1, 1, 4), buildCity(2, 1, 3), buildCity(3, 0, 4)];
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const harness = buildHarness({ cities });
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// A message can be accepted long after the frozen monthly boundary.
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// The realtime projection must not become the new invaders' first turn.
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harness.environment.turnTime = new Date('0200-01-01T01:00:00.000Z');
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const handler = createRaiseInvaderHandler({
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getWorld: () => harness.world,
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reservedTurns: harness.reservedTurns,
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@@ -290,6 +293,11 @@ describe('invader monthly actions', () => {
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expect(harness.world.getGeneralById(1)?.cityId).toBe(2);
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expect(harness.world.getState().tickSeconds).toBe(30 * 60);
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expect(harness.world.getGeneralById(1)?.turnTime.toISOString()).toBe('0200-01-01T00:15:00.000Z');
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const invaderTurnTimes = harness.world
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.peekDirtyState()
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.createdGenerals.map((general) => general.turnTime.getTime());
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expect(Math.min(...invaderTurnTimes)).toBeGreaterThanOrEqual(new Date('0200-01-01T00:00:00.000Z').getTime());
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expect(Math.max(...invaderTurnTimes)).toBeLessThan(new Date('0200-01-01T00:30:00.000Z').getTime());
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expect(harness.world.peekDirtyState().logs[0]?.text).toBe('<R>★</>턴시간이 <C>30분</>으로 변경됩니다.');
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});
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@@ -418,10 +426,7 @@ describe('invader monthly actions', () => {
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action: [['InvaderEnding']],
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meta: {},
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};
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const invaderNations = [
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buildNation(2, 1, 'ⓞ남만족'),
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buildNation(3, 2, 'ⓞ산월족'),
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];
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const invaderNations = [buildNation(2, 1, 'ⓞ남만족'), buildNation(3, 2, 'ⓞ산월족')];
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const harness = buildHarness({
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cities: [buildCity(1, 2, 4), buildCity(2, 3, 4)],
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nations: [buildNeutralNation(), ...invaderNations],
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@@ -464,12 +469,7 @@ describe('invader monthly actions', () => {
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};
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const harness = buildHarness({
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cities: [buildCity(1, 1, 3), buildCity(2, 2, 4), buildCity(3, 3, 4)],
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nations: [
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buildNeutralNation(),
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buildNation(1),
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buildNation(2, 2, 'ⓞ남만족'),
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buildNation(3, 3, 'ⓞ산월족'),
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],
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nations: [buildNeutralNation(), buildNation(1), buildNation(2, 2, 'ⓞ남만족'), buildNation(3, 3, 'ⓞ산월족')],
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events: [endingEvent],
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meta: { isunited: 1, refreshLimit: 3 },
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});
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@@ -176,32 +176,6 @@ const unitSet: UnitSetDefinition = {
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};
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describe('NPC policy lifecycle', () => {
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it('keeps hard-invader starting resources below the Ref-compatible NPC war funding target', () => {
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const hardInvaderNation = {
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...snapshot.nations[0]!,
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name: 'ⓞ강족',
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meta: { ...snapshot.nations[0]!.meta, tech: 15_000 },
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};
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const hardInvaderScenario = structuredClone(snapshot.scenarioConfig);
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hardInvaderScenario.stat.npcMax = 80;
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const hardInvaderGeneral = { ...general, npcState: 9, gold: 99_999, rice: 99_999 };
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const policy = new AutorunNationPolicy({
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general: hardInvaderGeneral,
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aiOptions: null,
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nationPolicy: null,
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serverPolicy: null,
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nation: hardInvaderNation,
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env: { ...commandEnv, maxTechLevel: 12 },
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scenarioConfig: hardInvaderScenario,
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unitSet,
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});
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expect(policy.reqNpcWarGold).toBe(806_400);
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expect(policy.reqNpcWarRice).toBe(806_400);
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expect(hardInvaderGeneral.gold).toBeLessThan(policy.reqNpcWarGold);
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expect(hardInvaderGeneral.rice).toBeLessThan(policy.reqNpcWarRice);
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});
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it('applies CAS-protected semantic policy changes and the next AI instance consumes them without scheduler changes', () => {
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const world = new InMemoryTurnWorld(state, snapshot, { schedule });
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const first = applyNpcPolicyMutation({
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@@ -280,10 +254,8 @@ describe('NPC policy lifecycle', () => {
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expect(policy.reqNationGold).toBe(4_321);
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expect(policy.priority).toEqual(['천도']);
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expect(policy.reqNpcDevelGold).toBe(540);
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expect(policy.reqNpcWarGold).toBe(391_500);
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expect(policy.reqNpcWarRice).toBe(391_500);
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expect(policy.reqHumanWarUrgentGold).toBe(626_400);
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expect(policy.reqHumanWarUrgentRice).toBe(626_400);
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expect(policy.reqNpcWarGold).toBe(3_900);
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expect(policy.reqNpcWarRice).toBe(3_900);
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const beforeConflict = structuredClone(world.getNationById(1)?.meta);
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expect(
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