Added Weight battle tests (#9202)
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#include "global.h"
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#include "global.h"
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#include "test/battle.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("TODO: Write Heavy Metal (Ability) test titles")
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// Tests for Heavy Metal are handled in test/battle/ability/light_metal.c
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#include "global.h"
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#include "global.h"
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#include "test/battle.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("TODO: Write Light Metal (Ability) test titles")
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SINGLE_BATTLE_TEST("Light Metal and Heavy Metal affect the power of Low Kick", s16 damage)
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{
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enum Ability ability;
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PARAMETRIZE { ability = ABILITY_LIGHT_METAL; } // 10.0 - 24.9 kg (40 power)
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PARAMETRIZE { ability = ABILITY_STALWART; } // 25.0 - 49.9 kg (60 power)
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PARAMETRIZE { ability = ABILITY_HEAVY_METAL; } // 50.0 - 99.9 kg (80 power)
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_SOAK) == EFFECT_SOAK);
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ASSUME(GetMoveArgType(MOVE_SOAK) == TYPE_WATER);
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ASSUME(GetSpeciesWeight(SPECIES_DURALUDON) == 400);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_DURALUDON) { Ability(ability); }
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} WHEN {
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TURN { MOVE(player, MOVE_SOAK); } // To remove super-effectiveness, as it was messing with calculations.
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TURN { MOVE(player, MOVE_LOW_KICK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LOW_KICK, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} THEN {
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// Calc 20 power increase, with the first iteration being 40 power
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if (i != 0)
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EXPECT_MUL_EQ(results[0].damage, Q_4_12((i * 0.5) + 1), results[i].damage);
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}
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}
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TO_DO_BATTLE_TEST("Light Metal and Heavy Metal don't affect Heavy Ball's multiplier")
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#include "global.h"
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#include "global.h"
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#include "test/battle.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("TODO: Write Float Stone (Hold Effect) test titles")
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ASSUMPTIONS
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{
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ASSUME(GetItemHoldEffect(ITEM_FLOAT_STONE) == HOLD_EFFECT_FLOAT_STONE);
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}
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SINGLE_BATTLE_TEST("Float Stone halves the holder's weight", s16 damage)
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{
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u32 item;
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PARAMETRIZE { item = ITEM_FLOAT_STONE; } // 10.0 - 24.9 kg (40 power)
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PARAMETRIZE { item = ITEM_NONE; } // 25.0 - 49.9 kg (60 power)
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_SOAK) == EFFECT_SOAK);
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ASSUME(GetMoveArgType(MOVE_SOAK) == TYPE_WATER);
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ASSUME(GetSpeciesWeight(SPECIES_DURALUDON) == 400);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_DURALUDON) { Ability(ABILITY_STALWART); Item(item); }
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} WHEN {
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TURN { MOVE(player, MOVE_SOAK); } // To remove super-effectiveness, as it was messing with calculations.
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TURN { MOVE(player, MOVE_LOW_KICK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LOW_KICK, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
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}
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}
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TO_DO_BATTLE_TEST("Float Stone doesn't affect Heavy Ball's multiplier")
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#include "global.h"
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#include "global.h"
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#include "test/battle.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Autotomize increases Speed by 2 stages");
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TO_DO_BATTLE_TEST("Autotomize increases Speed by 2 stages")
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TO_DO_BATTLE_TEST("Autotomize decreases weight by 100kg (220 lbs.)");
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TO_DO_BATTLE_TEST("Autotomize can be used multiple times to decrease weight each time");
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SINGLE_BATTLE_TEST("Autotomize decreases weight by 100kg (220 lbs.) each time it's used")
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{
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s16 damage[3];
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GIVEN {
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ASSUME(GetSpeciesWeight(SPECIES_METANG) == 2025);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_METANG);
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} WHEN {
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TURN { MOVE(player, MOVE_LOW_KICK); }
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TURN { MOVE(opponent, MOVE_AUTOTOMIZE); MOVE(player, MOVE_LOW_KICK); }
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TURN { MOVE(opponent, MOVE_AUTOTOMIZE); MOVE(player, MOVE_LOW_KICK); }
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} SCENE {
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// 200.0 kg or more (120 power)
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LOW_KICK, player);
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HP_BAR(opponent, captureDamage: &damage[0]);
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// 100.0 - 199.9 kg (100 power)
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ANIMATION(ANIM_TYPE_MOVE, MOVE_AUTOTOMIZE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LOW_KICK, player);
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HP_BAR(opponent, captureDamage: &damage[1]);
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// 0.1 - 9.9 kg (20 power)
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ANIMATION(ANIM_TYPE_MOVE, MOVE_AUTOTOMIZE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LOW_KICK, player);
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HP_BAR(opponent, captureDamage: &damage[2]);
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} THEN {
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EXPECT_MUL_EQ(damage[2], Q_4_12(6.0), damage[0]);
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EXPECT_MUL_EQ(damage[2], Q_4_12(5.0), damage[0]);
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}
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}
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TO_DO_BATTLE_TEST("Autotomize cannot decrease weight below 0.1kg (0.2 lbs)");
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TO_DO_BATTLE_TEST("Autotomize cannot decrease weight below 0.1kg (0.2 lbs)");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction cannot be Baton Passed");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction cannot be Baton Passed");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction cannot be removed by Haze");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction cannot be removed by Haze");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction is reset upon form change (Gen6+)");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction is reset upon form change (Gen6+)");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction is reset upon switch");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction is reset upon switch");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction is reset upon fainting");
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TO_DO_BATTLE_TEST("Autotomize's weight reduction is reset upon fainting");
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TO_DO_BATTLE_TEST("Autotomize doesn't affect Heavy Ball's multiplier")
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#include "global.h"
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#include "global.h"
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#include "test/battle.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("TODO: Write Low Kick (Move Effect) test titles")
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SINGLE_BATTLE_TEST("Low Kick's damage varies based on the target's weight", s16 damage)
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{
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u32 species, weight;
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PARAMETRIZE { species = SPECIES_CUBONE; weight = 65; } // 0.1 - 9.9 kg (20 power)
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PARAMETRIZE { species = SPECIES_SANDSHREW; weight = 120; } // 10.0 - 24.9 kg (40 power)
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PARAMETRIZE { species = SPECIES_MAROWAK; weight = 450; } // 25.0 - 49.9 kg (60 power)
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PARAMETRIZE { species = SPECIES_SANDACONDA; weight = 655; } // 50.0 - 99.9 kg (80 power)
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PARAMETRIZE { species = SPECIES_DONPHAN; weight = 1200; } // 100.0 - 199.9 kg (100 power)
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PARAMETRIZE { species = SPECIES_HIPPOWDON; weight = 3000; } // 200.0 kg or more (120 power)
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GIVEN {
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ASSUME(GetSpeciesWeight(species) == weight);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species) { Defense(170); } // Cubone's Defense, the lowest one in hopes of avoid distorting the results.
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} WHEN {
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TURN { MOVE(player, MOVE_LOW_KICK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LOW_KICK, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} THEN {
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// Since Low Kick increases by 20 each tier, multiply by tier number to compare with the first tier.
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if (i != 0)
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(i + 1), results[i].damage);
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}
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}
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@ -68,7 +68,7 @@ DOUBLE_BATTLE_TEST("Sky Drop is cancelled if Gravity activated")
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}
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}
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}
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}
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SINGLE_BATTLE_TEST("Sky Drop fails on heavy targets")
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SINGLE_BATTLE_TEST("Sky Drop fails on targets heavier or equal than 200kg")
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{
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{
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GIVEN {
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GIVEN {
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ASSUME(gSpeciesInfo[SPECIES_METAGROSS].weight >= 2000);
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ASSUME(gSpeciesInfo[SPECIES_METAGROSS].weight >= 2000);
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