220 lines
5.7 KiB
Rust
220 lines
5.7 KiB
Rust
use verbatim::ai::AiAction;
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use verbatim::ai::GameSession;
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use verbatim::ai::ReplayPlayer;
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fn setup() -> GameSession {
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let mut s = GameSession::new_seeded(42);
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s.init_empty();
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s.clear_area(90, 90, 50, 50);
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s.perform_action(&AiAction::FillRect {
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x: 80,
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y: 130,
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w: 80,
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h: 15,
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material: "stone".into(),
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});
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s
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}
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#[test]
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fn same_seed_same_player_position() {
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let mut s1 = GameSession::new_seeded(777);
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s1.init();
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s1.step(30);
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let mut s2 = GameSession::new_seeded(777);
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s2.init();
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s2.step(30);
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let p1 = s1.get_player().unwrap();
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let p2 = s2.get_player().unwrap();
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assert!((p1.pos[0] - p2.pos[0]).abs() < 0.01, "x mismatch");
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assert!((p1.pos[1] - p2.pos[1]).abs() < 0.01, "y mismatch");
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}
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#[test]
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fn same_seed_same_entity_count() {
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let mut s1 = GameSession::new_seeded(555);
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s1.init();
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s1.step(60);
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let mut s2 = GameSession::new_seeded(555);
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s2.init();
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s2.step(60);
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assert_eq!(
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s1.get_entities().len(),
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s2.get_entities().len(),
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"entity count should match"
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);
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}
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#[test]
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fn same_seed_same_grid_state() {
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let mut s1 = GameSession::new_seeded(333);
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s1.init();
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s1.step(20);
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let mut s2 = GameSession::new_seeded(333);
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s2.init();
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s2.step(20);
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for y in 100..150 {
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for x in 100..150 {
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let c1 = s1.get_cell(x, y);
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let c2 = s2.get_cell(x, y);
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assert_eq!(
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c1.material, c2.material,
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"material mismatch at ({},{})",
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x, y
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);
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}
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}
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}
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// Note: different seeds currently produce the same world because
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// the CA RNG is internal (not seeded from GameSession).
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// This is a known limitation — world gen is deterministic regardless of seed.
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// Seed matters for replay recording/determinism within a session.
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#[test]
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fn replay_exact_match() {
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let mut s = GameSession::new_seeded(888);
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s.init();
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s.set_recording(true);
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s.perform_action(&AiAction::MoveRight);
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s.step(10);
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s.perform_action(&AiAction::Jump);
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s.step(10);
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s.perform_action(&AiAction::MoveLeft);
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s.step(10);
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let state_orig = s.get_state();
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s.save_replay("/tmp/verbatim_replay_exact.json")
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.expect("save");
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let player = ReplayPlayer::load("/tmp/verbatim_replay_exact.json").expect("load");
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let s2 = player.play();
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let state_replay = s2.get_state();
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assert_eq!(state_orig.tick, state_replay.tick, "tick mismatch");
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if let (Some(p1), Some(p2)) = (&state_orig.player, &state_replay.player) {
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assert!(
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(p1.pos[0] - p2.pos[0]).abs() < 0.1,
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"x mismatch: {} vs {}",
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p1.pos[0],
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p2.pos[0]
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);
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assert!(
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(p1.pos[1] - p2.pos[1]).abs() < 0.1,
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"y mismatch: {} vs {}",
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p1.pos[1],
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p2.pos[1]
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);
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assert!((p1.health - p2.health).abs() < 1.0, "health mismatch");
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}
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}
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#[test]
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fn replay_stop_at_tick() {
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let mut s = GameSession::new_seeded(444);
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s.init();
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s.set_recording(true);
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s.step(20);
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s.perform_action(&AiAction::MoveRight);
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s.step(20);
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s.save_replay("/tmp/verbatim_replay_partial.json")
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.expect("save");
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let player = ReplayPlayer::load("/tmp/verbatim_replay_partial.json").expect("load");
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let s_half = player.play_until_tick(10);
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assert_eq!(
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s_half.tick(),
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10,
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"should stop at tick 10, got {}",
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s_half.tick()
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);
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let s_full = player.play();
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assert_eq!(
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s_full.tick(),
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40,
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"full replay should reach tick 40, got {}",
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s_full.tick()
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);
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}
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#[test]
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fn recording_captures_all_actions() {
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let mut s = GameSession::new_seeded(123);
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s.init();
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s.set_recording(true);
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s.perform_action(&AiAction::MoveRight);
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s.perform_action(&AiAction::Jump);
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s.perform_action(&AiAction::MoveLeft);
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s.step(5);
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s.save_replay("/tmp/verbatim_replay_capture.json")
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.expect("save");
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let player = ReplayPlayer::load("/tmp/verbatim_replay_capture.json").expect("load");
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let event_count = player.recording().events.len();
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assert!(
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event_count >= 4,
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"recording should have at least 4 events (3 actions + 1 step), got {}",
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event_count
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);
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}
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#[test]
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fn determinism_with_spawn_and_damage() {
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let mut s1 = setup();
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s1.perform_action(&AiAction::Spawn {
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kind: "goblin".into(),
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x: 135.0,
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y: 120.0,
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});
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s1.perform_action(&AiAction::DamageEntity {
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id: 1,
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amount: 20.0,
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});
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s1.step(30);
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let mut s2 = setup();
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s2.perform_action(&AiAction::Spawn {
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kind: "goblin".into(),
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x: 135.0,
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y: 120.0,
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});
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s2.perform_action(&AiAction::DamageEntity {
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id: 1,
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amount: 20.0,
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});
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s2.step(30);
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let e1 = s1.get_entities().into_iter().find(|e| e.id == 1).unwrap();
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let e2 = s2.get_entities().into_iter().find(|e| e.id == 1).unwrap();
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assert!(
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(e1.health - e2.health).abs() < 0.01,
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"health should match: {} vs {}",
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e1.health,
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e2.health
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);
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assert!((e1.pos[0] - e2.pos[0]).abs() < 0.1, "x should match");
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assert!((e1.pos[1] - e2.pos[1]).abs() < 0.1, "y should match");
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}
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#[test]
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fn hundred_tick_determinism() {
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let mut s1 = GameSession::new_seeded(99);
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s1.init();
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s1.perform_action(&AiAction::MoveRight);
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s1.step(100);
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let mut s2 = GameSession::new_seeded(99);
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s2.init();
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s2.perform_action(&AiAction::MoveRight);
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s2.step(100);
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let p1 = s1.get_player().unwrap();
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let p2 = s2.get_player().unwrap();
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assert!(
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(p1.pos[0] - p2.pos[0]).abs() < 0.01,
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"100-tick determinism failed: {} vs {}",
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p1.pos[0],
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p2.pos[0]
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);
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}
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