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feat(tiles): pure helpers for a grid whose empty cells can be anywhere
Owner: an empty cell need not be the last one ("the empty tab can also
be tab nr 4 or 3"). The helpers that let the grid hold cells instead of
a packed list, with no behaviour change on their own:
- fitTileCells: the cells after a shape change. The same shape keeps
every cell, holes included; a new shape keeps each tile at its row
and column when all fit (2x2 growing to 3x2: the four tiles stay
put), else the tiles pack in reading order.
- tileInDirection takes cells: focus never lands on an empty cell.
Left and right go along the row past a hole and never leave it; up
and down take the nearest row with a tile, the same column else the
nearest (lower on a tie). For a packed list this is exactly the old
rule, short last row included.
- tileCellInDirection: the adjacent cell a Move Tile chord moves into
or swaps with.
- sanitizeTileGridState reads the stored ids as cells (null for an
empty one) and returns them as `cells` beside the packed `ids`; a
dropped id becomes a hole, never a shift. The old packed format reads
as cells with no hole.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
+107
-25
@@ -1717,11 +1717,17 @@ function tileGridCapacity({ width, height }) {
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* must be 1 to 3 finite positive numbers. Anything that is not a v1 object
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* (or its JSON) gives null.
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*
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* The stored `ids` are the grid's CELLS in reading order, `null` for an empty
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* one (a hole can be any cell). The old packed list (no nulls) reads as cells
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* with no hole. `ids` comes back packed (the tiles in reading order, what
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* every list consumer wants) and `cells` keeps the holes: a dropped id (gone,
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* detached, a duplicate, past the cap) becomes `null` there, never a shift.
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*
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* @param {unknown} raw - the parsed value, or the stored JSON string
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* @param {{has(id: string): boolean}|Iterable<string>} liveSessions - ids that exist now
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* @param {{has(id: string): boolean}} [detachedIds] - sessions popped out to their own window
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* @returns {{v: 1, open: boolean, ids: string[], focused: string|null, zoomed: string|null,
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* colFr: number[]|null, rowFr: number[]|null}|null}
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* @returns {{v: 1, open: boolean, ids: string[], cells: (string|null)[], focused: string|null,
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* zoomed: string|null, colFr: number[]|null, rowFr: number[]|null}|null}
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*/
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function sanitizeTileGridState(raw, liveSessions, detachedIds) {
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let value = raw;
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@@ -1731,12 +1737,14 @@ function sanitizeTileGridState(raw, liveSessions, detachedIds) {
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if (!value || typeof value !== 'object' || Array.isArray(value) || value.v !== 1) return null;
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const live = liveSessions && typeof liveSessions.has === 'function' ? liveSessions : new Set(liveSessions || []);
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const ids = [];
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for (const id of Array.isArray(value.ids) ? value.ids : []) {
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if (typeof id !== 'string' || !id || ids.includes(id)) continue;
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if (!live.has(id)) continue;
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if (detachedIds?.has?.(id)) continue;
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ids.push(id);
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if (ids.length === TILE_GRID_MAX) break;
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const cells = [];
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for (const id of (Array.isArray(value.ids) ? value.ids : []).slice(0, TILE_LAYOUT_MAX)) {
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const keep =
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typeof id === 'string' && id && !ids.includes(id) && live.has(id) && !detachedIds?.has?.(id) &&
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ids.length < TILE_GRID_MAX;
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if (keep) ids.push(id);
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// A malformed entry (not a string, not null) is a hole too.
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cells.push(keep ? id : null);
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}
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const fractions = (fr) => {
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if (!Array.isArray(fr) || fr.length < 1 || fr.length > 3) return null;
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@@ -1746,6 +1754,7 @@ function sanitizeTileGridState(raw, liveSessions, detachedIds) {
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v: 1,
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open: value.open === true && ids.length > 0,
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ids,
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cells,
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focused: ids.includes(value.focused) ? value.focused : (ids[0] ?? null),
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zoomed: ids.includes(value.zoomed) ? value.zoomed : null,
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colFr: fractions(value.colFr),
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@@ -1855,31 +1864,102 @@ function tileNeighbor(ids, id) {
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/**
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* The tile a directional focus chord moves to, in a row-major grid of `cols`
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* columns. Left and right stay within the row; up and down move a whole row,
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* and moving down onto a short last row lands on its last tile. Null when
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* there is nothing in that direction.
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* columns whose empty cells are `null` (a hole can be any cell) or simply
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* missing at the end. Focus never lands on a hole. Left and right go along
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* the row, past any hole, and never leave it. Up and down take the nearest
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* row in that direction that has a tile: the tile in the same column, else
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* the one in the nearest column (the lower column on a tie), so moving down
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* onto a short or holed last row lands on its nearest tile. Null when there
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* is no tile in that direction.
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*
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* @param {string[]} ids - the grid's tiles, in reading order
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* @param {(string|null)[]} cells - the grid's cells in reading order (or its packed tiles)
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* @param {string} focusedId - the tile the keyboard is in
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* @param {'left'|'right'|'up'|'down'} direction
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* @param {number} cols - the layout's column count
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* @returns {string|null}
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*/
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function tileInDirection(ids, focusedId, direction, cols) {
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const n = ids.length;
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const i = ids.indexOf(focusedId);
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if (i === -1 || n === 0 || !(cols >= 1)) return null;
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function tileInDirection(cells, focusedId, direction, cols) {
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const i = focusedId ? cells.indexOf(focusedId) : -1;
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if (i === -1 || !(cols >= 1)) return null;
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const rows = Math.ceil(cells.length / cols);
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const row = Math.floor(i / cols);
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const col = i % cols;
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let j = -1;
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if (direction === 'left') j = col > 0 ? i - 1 : -1;
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else if (direction === 'right') j = col < cols - 1 && i + 1 < n ? i + 1 : -1;
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else if (direction === 'up') j = i - cols;
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else if (direction === 'down') {
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j = i + cols;
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const lastRow = Math.floor((n - 1) / cols);
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if (j >= n && Math.floor(i / cols) < lastRow) j = n - 1;
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const at = (r, c) => cells[r * cols + c] || null;
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if (direction === 'left' || direction === 'right') {
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const step = direction === 'left' ? -1 : 1;
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for (let c = col + step; c >= 0 && c < cols; c += step) {
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if (at(row, c)) return at(row, c);
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}
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return null;
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}
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return j >= 0 && j < n && j !== i ? ids[j] : null;
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if (direction !== 'up' && direction !== 'down') return null;
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const step = direction === 'up' ? -1 : 1;
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for (let r = row + step; r >= 0 && r < rows; r += step) {
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let best = null;
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let bestDistance = Infinity;
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for (let c = 0; c < cols; c++) {
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const id = at(r, c);
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if (id && Math.abs(c - col) < bestDistance) {
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best = id;
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bestDistance = Math.abs(c - col);
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}
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}
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if (best) return best;
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}
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return null;
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}
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/**
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* The cell next to cell `index` in that direction (Move Tile: a tile moves
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* into an empty neighbour cell, or swaps with a tiled one), or -1 at the
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* edge. Adjacent only: a move never jumps over a cell.
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*
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* @param {number} index - the cell, in reading order
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* @param {'left'|'right'|'up'|'down'} direction
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* @param {number} cols - the layout's column count
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* @param {number} cellCount - cols x rows
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* @returns {number}
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*/
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function tileCellInDirection(index, direction, cols, cellCount) {
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if (!(cols >= 1) || index < 0 || index >= cellCount) return -1;
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const col = index % cols;
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let j = -1;
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if (direction === 'left') j = col > 0 ? index - 1 : -1;
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else if (direction === 'right') j = col < cols - 1 ? index + 1 : -1;
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else if (direction === 'up') j = index - cols;
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else if (direction === 'down') j = index + cols;
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return j >= 0 && j < cellCount ? j : -1;
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}
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/**
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* The grid's cells after its shape changed (or to fill one for the first
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* time): `cols` x `rows` cells, `null` for an empty one. The same shape keeps
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* every cell as it is. A new shape keeps each tile at its row and column when
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* every tile still fits there (2x2 growing to 3x2: the four tiles stay put),
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* and otherwise packs the tiles in reading order from the first cell, holes
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* collapsed (positions do not map between shapes). `oldCols` 0 (no layout
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* yet) always packs.
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*
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* @param {(string|null)[]} cells - the current cells, laid out `oldCols` wide
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* @param {number} oldCols - the column count they were laid out with
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* @param {number} cols
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* @param {number} rows
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* @returns {(string|null)[]}
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*/
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function fitTileCells(cells, oldCols, cols, rows) {
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const size = Math.max(0, cols * rows);
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if (oldCols === cols && cells.length === size) return cells.slice();
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const out = new Array(size).fill(null);
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const placed = cells.map((id, k) => (id ? { id, row: Math.floor(k / oldCols), col: k % oldCols } : null));
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const keep = oldCols >= 1 && placed.every((p) => !p || (p.row < rows && p.col < cols));
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if (keep) {
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for (const p of placed) if (p) out[p.row * cols + p.col] = p.id;
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return out;
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}
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cells.filter(Boolean).slice(0, size).forEach((id, k) => {
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out[k] = id;
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});
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return out;
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}
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/**
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@@ -2204,6 +2284,8 @@ if (typeof window !== 'undefined') {
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dragTrackFractions,
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tileNeighbor,
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tileInDirection,
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tileCellInDirection,
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fitTileCells,
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cycleTile,
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tileGridOpenSet,
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TILE_GRID_MAX,
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