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Merge pull request #1746 from campavao/engine-mod-seams
engine: generic seams for mod-driven multiplayer modes
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@@ -0,0 +1,103 @@
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-- A sandboxed mod can read the outcome of a link battle -- who won, and the
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-- lockstep party copies -- through the public event surface.
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--
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-- The copies are the point. Cable rules leave the real party untouched, so
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-- a mode built on link battles (a tournament ladder, a battle royale) has no
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-- other way to learn what the fight cost; by the time the state unwinds the
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-- battle object is gone.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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love = love or require("tests.love_stub")
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local T = require("tests.modkit")
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local LinkState = require("src.link.LinkState")
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local FIXTURE = {
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["mods/outcome_probe/manifest.json"] = [[{
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"id": "outcome_probe",
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"name": "Outcome Probe",
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"version": "1.0.0",
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"entry": "main.lua",
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"api": 2
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}]],
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["mods/outcome_probe/main.lua"] = [[
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local mod = ...
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mod.exports.seen = 0
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mod.events:on("link.battle_ended", function(ev)
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mod.exports.seen = mod.exports.seen + 1
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mod.exports.result = ev.result
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mod.exports.role = ev.role
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mod.exports.peerName = ev.peerName
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mod.exports.myLead = ev.myParty and ev.myParty[1]
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mod.exports.theirLead = ev.theirParty and ev.theirParty[1]
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end)
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]],
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}
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-- a link session parked at the end of a battle: no transport, so update()
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-- goes straight to the stage that reports the outcome
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local function finishedSession(result, isHost)
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local ls
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ls = setmetatable({
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stage = "battleRunning",
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isHost = isHost,
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peerName = "BLUE",
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net = nil,
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battle = {
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result = result,
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playerParty = { { species = "RATTATA", hp = 3 } },
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enemyParty = { { species = "PIDGEY", hp = 0 } },
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},
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game = { input = {}, stack = { top = function() return ls end } },
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}, { __index = LinkState })
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-- the real exit unwinds the whole link stack; the event is what is under
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-- test, so record the exit rather than run it
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ls.exitWith = function() ls.exited = true end
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return ls
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end
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-- ------- no mod: the battle still ends, nothing observes it
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local Runtime = require("src.mods.Runtime")
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local vanilla = T.sdk.loadNone({})
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T.check(not Runtime.wants("link.battle_ended"),
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"with nothing subscribed the event is not wanted, so no payload is built")
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local quiet = finishedSession("win", true)
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quiet:update(0)
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T.check(quiet.exited, "with no mod loaded the finished battle still unwinds")
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T.eq(quiet.battle, nil, "and lets go of the battle")
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vanilla.release()
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-- ------- a mod reads the outcome and both party copies
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local run = T.sdk.loadMods({ "mods/outcome_probe" }, { fs = T.sdk.memfs(FIXTURE) })
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T.eq(#run.errors, 0,
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"the public outcome probe loads clean (" .. tostring(run.errors[1]) .. ")")
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local session = finishedSession("win", true)
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session:update(0)
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local out = run.loader.exports.outcome_probe or {}
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T.eq(out.seen, 1, "a finished link battle raises the event once")
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T.eq(out.result, "win", "the outcome is reported")
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T.eq(out.role, "host", "so is which side of the cable we were")
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T.eq(out.peerName, "BLUE", "and who we played")
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T.eq(out.myLead and out.myLead.species, "RATTATA",
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"the lockstep copy of our party comes with it")
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T.eq(out.myLead and out.myLead.hp, 3,
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"carrying the damage the real party never took")
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T.eq(out.theirLead and out.theirLead.species, "PIDGEY",
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"and the copy of theirs")
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T.check(session.exited, "the state unwinds afterwards, as it always did")
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T.eq(session.battle, nil, "and the battle is released")
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-- the guest side says so
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local guest = finishedSession("lose", false)
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guest:update(0)
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T.eq(run.loader.exports.outcome_probe.seen, 2, "the guest reports too")
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T.eq(run.loader.exports.outcome_probe.role, "guest", "as the guest")
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T.eq(run.loader.exports.outcome_probe.result, "lose", "with its own outcome")
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run.release()
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T.finish("link_battle_ended")
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@@ -0,0 +1,100 @@
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-- A sandboxed mod can claim the A press on an object it owns, using only
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-- public mod surfaces, and an unhooked build still talks to it as before.
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--
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-- The seam exists because a runtime object (WorldAPI:spawnNpc) carries no
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-- TEXT_* id: the vanilla talk path has nothing to say for one, so a mod that
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-- spawned it has to be able to answer instead.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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love = love or require("tests.love_stub")
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local T = require("tests.modkit")
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local OverworldState = require("src.world.OverworldController")
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local FIXTURE = {
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["mods/talk_probe/manifest.json"] = [[{
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"id": "talk_probe",
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"name": "Talk Probe",
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"version": "1.0.0",
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"entry": "main.lua",
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"api": 2
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}]],
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["mods/talk_probe/main.lua"] = [[
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local mod = ...
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mod.hooks:wrap("world.talk", function(next, ow, target)
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if target and target.claimedByMod then
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mod.exports.claimed = target.id
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return -- deliberately not calling next(): the mod answers instead
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end
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return next(ow, target)
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end)
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]],
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}
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-- enough of an overworld to reach the A press: a player facing one cell, an
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-- object standing on it, and a map with no counter to talk across
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local function fixtureOverworld(npc)
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local ow
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ow = setmetatable({
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npcs = { npc },
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player = {
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facing = "up",
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facingCell = function() return 4, 5 end,
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},
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map = {
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id = "FIX_ROUTE",
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isCounterCell = function() return false end,
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},
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talked = {},
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}, { __index = OverworldState })
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-- the vanilla destination, recorded rather than run: talkTo walks into the
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-- map's text tables, which a fixture map does not have
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ow.talkTo = function(_, target) ow.talked[#ow.talked + 1] = target.id end
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return ow
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end
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local function objectAt(id, claimed)
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return { id = id, cellX = 4, cellY = 5, targetX = 4, targetY = 5,
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moving = false, claimedByMod = claimed or nil, def = {} }
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end
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-- ------- no mod: the A press lands in the vanilla talk path
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local vanilla = T.sdk.loadNone({})
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local plain = fixtureOverworld(objectAt("SIGNPOST_MAN"))
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plain:interact()
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T.eq(#plain.talked, 1, "with no mod loaded the A press reaches talkTo")
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T.eq(plain.talked[1], "SIGNPOST_MAN", "and it is handed the object it faced")
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vanilla.release()
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-- ------- a mod that owns the object answers for it
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local run = T.sdk.loadMods({ "mods/talk_probe" }, { fs = T.sdk.memfs(FIXTURE) })
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T.eq(#run.errors, 0,
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"the public talk probe loads clean (" .. tostring(run.errors[1]) .. ")")
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local owned = fixtureOverworld(objectAt("GHOST_PLAYER", true))
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owned:interact()
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local out = run.loader.exports.talk_probe or {}
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T.eq(out.claimed, "GHOST_PLAYER", "a public hook sees the object it owns")
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T.eq(#owned.talked, 0,
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"and a hook that does not call next keeps the vanilla text path out of it")
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-- ...while everything the mod does not own falls straight through
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local other = fixtureOverworld(objectAt("NURSE_JOY"))
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other:interact()
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T.eq(#other.talked, 1, "an object the mod does not claim still reaches talkTo")
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T.eq(other.talked[1], "NURSE_JOY", "unchanged")
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-- an object mid-step is not talkable in either build (walk_npc.asm), so the
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-- hook must not fire for one either
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local walking = fixtureOverworld(objectAt("WALKER", true))
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walking.npcs[1].moving = true
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walking:interact()
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T.eq(run.loader.exports.talk_probe.claimed, "GHOST_PLAYER",
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"an object mid-step raises no talk hook")
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T.eq(#walking.talked, 0, "and reaches no talk path at all")
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run.release()
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T.finish("world_talk")
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