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					@ -262,6 +262,15 @@ class Board { | 
				
			
			
		
	
		
		
			
				
					
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					    this.removeOrbByIndex(index) | 
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					    this.removeOrbByIndex(index) | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
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					  } | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
				
			
			
		
	
		
		
			
				
					
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					   * Count orbs in the game board | 
				
			
			
		
	
		
		
			
				
					
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					   * | 
				
			
			
		
	
		
		
			
				
					
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					   * @return {number} | 
				
			
			
		
	
		
		
			
				
					
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					   */ | 
				
			
			
		
	
		
		
			
				
					
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					  countOrbs() { | 
				
			
			
		
	
		
		
			
				
					
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					    return this.grid.reduce((acu, x) => acu + (x !== null), 0); | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
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					  /** | 
				
			
			
		
	
		
		
			
				
					
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					   * Remove orb by array index | 
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					   * Remove orb by array index | 
				
			
			
		
	
		
		
			
				
					
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					   * | 
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					   * | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
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					@ -642,41 +651,115 @@ class Board { | 
				
			
			
		
	
		
		
			
				
					
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					    return this.grid[n]; | 
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					    return this.grid[n]; | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
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					  } | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
				
			
			
		
	
		
		
			
				
					
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					   * Check if a cell is available for selection in-game | 
				
			
			
		
	
		
		
			
				
					
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					   * (checking surroundings only). This should work the same regardless | 
				
			
			
		
	
		
		
			
				
					
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					   * of whether the cell is occupied or not. | 
				
			
			
		
	
		
		
			
				
					
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					   * | 
				
			
			
		
	
		
		
			
				
					
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					   * @param n | 
				
			
			
		
	
		
		
			
				
					
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					   * @return {boolean} | 
				
			
			
		
	
		
		
			
				
					
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					   */ | 
				
			
			
		
	
		
		
			
				
					
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					  isAvailable(n) { | 
				
			
			
		
	
		
		
			
				
					
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					    return this.getCellInfo(n).freeSequence >= 3; | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
				
			
			
		
	
		
		
			
				
					
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					   * Get info about a cell surroundings and position | 
				
			
			
		
	
		
		
			
				
					
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					   * | 
				
			
			
		
	
		
		
			
				
					
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					   * neighbours - number of occupied neighbouring cells | 
				
			
			
		
	
		
		
			
				
					
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					   * centerWeight - distance from the board center | 
				
			
			
		
	
		
		
			
				
					
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					   * freeSequence - number of contiguous free tiles in the direct neighbourhood | 
				
			
			
		
	
		
		
			
				
					
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					   * | 
				
			
			
		
	
		
		
			
				
					
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					   * @param n | 
				
			
			
		
	
		
		
			
				
					
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					   * @return {{neighbours: number, centerWeight: number, freeSequence: number}} | 
				
			
			
		
	
		
		
			
				
					
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					   */ | 
				
			
			
		
	
		
		
			
				
					
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					  getCellInfo(n) { | 
				
			
			
		
	
		
		
			
				
					
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					    let {x, y} = gridIndexToXy(n); | 
				
			
			
		
	
		
		
			
				
					
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					    let freeSpaces = [ | 
				
			
			
		
	
		
		
			
				
					
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					      isXyOutside(x - 1, y) || !this.grid[n - 1], | 
				
			
			
		
	
		
		
			
				
					
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					      isXyOutside(x - 1, y - 1) || !this.grid[n - 12], | 
				
			
			
		
	
		
		
			
				
					
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					      isXyOutside(x, y - 1) || !this.grid[n - 11], | 
				
			
			
		
	
		
		
			
				
					
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					      isXyOutside(x + 1, y) || !this.grid[n + 1], | 
				
			
			
		
	
		
		
			
				
					
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					      isXyOutside(x + 1, y + 1) || !this.grid[n + 12], | 
				
			
			
		
	
		
		
			
				
					
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					      isXyOutside(x, y + 1) || !this.grid[n + 11], | 
				
			
			
		
	
		
		
			
				
					
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					    ]; | 
				
			
			
		
	
		
		
			
				
					
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					    let nOccupied = 0; | 
				
			
			
		
	
		
		
			
				
					
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					    for (let i = 0; i < 6; i++) { | 
				
			
			
		
	
		
		
			
				
					
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					      if (!freeSpaces[i]) { | 
				
			
			
		
	
		
		
			
				
					
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					        nOccupied++; | 
				
			
			
		
	
		
		
			
				
					
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					      } | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    let freeSequence = 0; | 
				
			
			
		
	
		
		
			
				
					
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					    let maxFreeSequence = 0; | 
				
			
			
		
	
		
		
			
				
					
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					    for (let i = 0; i < 12; i++) { | 
				
			
			
		
	
		
		
			
				
					
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					      if (freeSpaces[i % 6]) { | 
				
			
			
		
	
		
		
			
				
					
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					        freeSequence++; | 
				
			
			
		
	
		
		
			
				
					
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					        if (freeSequence >= 6) { | 
				
			
			
		
	
		
		
			
				
					
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					          maxFreeSequence = freeSequence; | 
				
			
			
		
	
		
		
			
				
					
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					          break; | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        if (freeSequence > maxFreeSequence) { | 
				
			
			
		
	
		
		
			
				
					
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					          maxFreeSequence = freeSequence; | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					      } else { | 
				
			
			
		
	
		
		
			
				
					
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					        freeSequence = 0; | 
				
			
			
		
	
		
		
			
				
					
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					      } | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    let { rx, ry } = this.gridXyToCoord(x, y); | 
				
			
			
		
	
		
		
			
				
					
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					    return { | 
				
			
			
		
	
		
		
			
				
					
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					      neighbours: nOccupied, | 
				
			
			
		
	
		
		
			
				
					
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					      freeSequence: maxFreeSequence, | 
				
			
			
		
	
		
		
			
				
					
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					      centerWeight: Math.round(Math.sqrt(Math.pow(rx, 2) + Math.pow(ry, 2))), | 
				
			
			
		
	
		
		
			
				
					
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					    }; | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
				
			
			
		
	
		
		
			
				
					
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					   * Build the game GUI (buttons, links) | 
				
			
			
		
	
		
		
			
				
					
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					   */ | 
				
			
			
		
	
		
		
			
				
					
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					  buildGui() { | 
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					  buildGui() { | 
				
			
			
		
	
		
		
			
				
					
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					    const addButton = (x, y, text, classes='') => { | 
				
			
			
		
	
		
		
			
				
					
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					      let { rx, ry } = this.guiXyToCoord(x, y); | 
				
			
			
		
	
		
		
			
				
					
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					      let button = Svg.fromXML(`<text class="button-text${classes?' '+classes:''}" x="${rx}" y="${ry}">${text}</text>`); | 
				
			
			
		
	
		
		
			
				
					
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					      this.$root.appendChild(button); | 
				
			
			
		
	
		
		
			
				
					
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					      return button; | 
				
			
			
		
	
		
		
			
				
					
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					    }; | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					    const y0 = 0.05; | 
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					    const y0 = 0.05; | 
				
			
			
		
	
		
		
			
				
					
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					    const x0 = 0; | 
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					    const x0 = 0; | 
				
			
			
		
	
		
		
			
				
					
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					    const ysp = 0.75; | 
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					    const ysp = 0.75; | 
				
			
			
		
	
		
		
			
				
					
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					    const ysp2 = 0.6; | 
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					    const ysp2 = 0.6; | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					    this.buttons.randomize = this.addButton(x0, y0, 'Randomize'); | 
					 | 
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					    this.buttons.randomize = addButton(x0, y0, 'Randomize'); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					    this.buttons.restart = this.addButton(x0, y0 + ysp, 'Try Again', 'disabled'); | 
					 | 
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					 | 
					    this.buttons.restart = addButton(x0, y0 + ysp, 'Try Again', 'disabled'); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					    this.buttons.undo = this.addButton(x0, y0 + ysp*2, 'Undo', 'disabled'); | 
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					    this.buttons.undo = addButton(x0, y0 + ysp*2, 'Undo', 'disabled'); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					    this.buttons.working = addButton(x0, y0 + ysp*3, 'Working…', 'working'); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					    const cfgy0 = 10; | 
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					    const cfgy0 = 10.5; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					    this.buttons.optFancy = this.addButton(x0, cfgy0, 'Effects:', 'config'); | 
					 | 
					 | 
					 | 
					    this.buttons.optFancy = addButton(x0, cfgy0, 'Effects:', 'config'); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					    this.buttons.optBlockedEffect = this.addButton(x0, cfgy0+ysp2, 'Dim Blocked:', 'config'); | 
					 | 
					 | 
					 | 
					    this.buttons.optBlockedEffect = addButton(x0, cfgy0+ysp2, 'Dim Blocked:', 'config'); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					 | 
					    this.buttons.optSloppy = this.addButton(x0, cfgy0+ysp2*2, 'Sloppy Mode:', 'config'); | 
					 | 
					 | 
					 | 
					    this.buttons.toggleFullscreen = addButton(x0, cfgy0+ysp2*-1.5, 'Fullscreen', 'config'); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    this.buttons.toggleFullscreen = this.addButton(x0, cfgy0+ysp2*-1.5, 'Fullscreen', 'config'); | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					    this.buttons.btnAbout = this.addButton(x0, cfgy0+ysp2*-2.5, 'Help', 'config'); | 
					 | 
					 | 
					 | 
					    this.buttons.btnAbout = addButton(x0, cfgy0+ysp2*-2.5, 'Help', 'config'); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					    let youWin = Svg.fromXML(`<text class="you-win" opacity="0" x="0" y="0">Good work!</text>`); | 
					 | 
					 | 
					 | 
					    let youWin = Svg.fromXML(`<text class="you-win" opacity="0" x="0" y="0">Good work!</text>`); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.$root.appendChild(youWin); | 
					 | 
					 | 
					 | 
					    this.$root.appendChild(youWin); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.youWin = youWin; | 
					 | 
					 | 
					 | 
					    this.youWin = youWin; | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  } | 
					 | 
					 | 
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					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					   * Update toggles | 
				
			
			
		
	
		
		
			
				
					
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					   * | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					   * @param cfg | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  updateSettingsGUI(cfg) { | 
					 | 
					 | 
					 | 
					  updateSettingsGUI(cfg) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.buttons.optFancy.textContent = 'Effects: '+(cfg.svgEffects ? 'On' : 'Off'); | 
					 | 
					 | 
					 | 
					    this.buttons.optFancy.textContent = 'Effects: '+(cfg.svgEffects ? 'On' : 'Off'); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.buttons.optBlockedEffect.textContent = 'Dim Blocked: '+(cfg.dimBlocked ? 'On' : 'Off'); | 
					 | 
					 | 
					 | 
					    this.buttons.optBlockedEffect.textContent = 'Dim Blocked: '+(cfg.dimBlocked ? 'On' : 'Off'); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.buttons.optSloppy.textContent = 'Sloppy Mode: '+(cfg.allowTemplateAugmenting ? 'On' : 'Off'); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  } | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
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 | 
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					 | 
					  addButton(x, y, text, classes='') { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    let { rx, ry } = this.guiXyToCoord(x, y); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let button = Svg.fromXML(`<text class="button-text${classes?' '+classes:''}" x="${rx}" y="${ry}">${text}</text>`); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.$root.appendChild(button); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return button; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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 | 
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					 | 
					 | 
					
 | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -733,6 +816,56 @@ class Rng { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  nextInt(max) { | 
					 | 
					 | 
					 | 
					  nextInt(max) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return Math.floor((max + 1) * this.next()); | 
					 | 
					 | 
					 | 
					    return Math.floor((max + 1) * this.next()); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  /** | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * Shuffle an array. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * The array is shuffled in place. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * @return the array | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  arrayShuffle(a) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let j, x, i; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (i = a.length - 1; i > 0; i--) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      j = this.nextInt(i); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      x = a[i]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      a[i] = a[j]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      a[j] = x; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    return a; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  /** | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * Choose a random member of an array | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					   * @param array | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * @return {number} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  arrayChoose(array) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    return array[Math.floor(this.next() * array.length)]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					  /** | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * Sneak items in the given order into another array | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * @param array - the modified array | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * @param startKeepout - how many leading lements to leave untouched | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * @param endKeepout - how many trailing elements to leave untouched | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * @param items - items to sneak in | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * @return the modified array | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  arraySneak(array, startKeepout, endKeepout, items) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let positions = []; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (let i = 0; i < items.length; i++) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      positions.push(startKeepout + this.nextInt(array.length - startKeepout - endKeepout)) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    positions.sort((a, b) => a - b); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    // inject them into the array
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    items.forEach((pair, i) => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      array.splice(positions[i] + i, 0, pair); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    }); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    return array; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					class SettingsStorage { | 
					 | 
					 | 
					 | 
					class SettingsStorage { | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -741,13 +874,12 @@ class SettingsStorage { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.defaults = { | 
					 | 
					 | 
					 | 
					    this.defaults = { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      version: 1, | 
					 | 
					 | 
					 | 
					      version: 1, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      log: 'info', | 
					 | 
					 | 
					 | 
					      log: 'info', | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      allowTemplateAugmenting: false, | 
					 | 
					 | 
					 | 
					      retryTemplate: 70, | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      retryTemplate: 120, | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      attemptTemplates: 20, | 
					 | 
					 | 
					 | 
					      attemptTemplates: 20, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      difficulty: 35, | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      svgEffects: false, | 
					 | 
					 | 
					 | 
					      svgEffects: false, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      dimBlocked: true, | 
					 | 
					 | 
					 | 
					      dimBlocked: true, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      logSolution: false, | 
					 | 
					 | 
					 | 
					      logSolution: false, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      highlightTemplate: false, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }; | 
					 | 
					 | 
					 | 
					    }; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.settings = Object.assign({}, this.defaults); | 
					 | 
					 | 
					 | 
					    this.settings = Object.assign({}, this.defaults); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -932,7 +1064,7 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    // Defer start to give browser time to render the background
 | 
					 | 
					 | 
					 | 
					    // Defer start to give browser time to render the background
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    setTimeout(() => { | 
					 | 
					 | 
					 | 
					    setTimeout(() => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.newGame(args.seed) | 
					 | 
					 | 
					 | 
					      this.newGameWithLoader(args.seed) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }, 50); | 
					 | 
					 | 
					 | 
					    }, 50); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -1101,358 +1233,9 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }; | 
					 | 
					 | 
					 | 
					    }; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  isAvailable(n) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return this.getNeighbours(n).freeSequence >= 3; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  getNeighbours(n) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let {x, y} = gridIndexToXy(n); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let freeSpaces = [ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      isXyOutside(x - 1, y) || !this.board.grid[n - 1], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      isXyOutside(x - 1, y - 1) || !this.board.grid[n - 12], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      isXyOutside(x, y - 1) || !this.board.grid[n - 11], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      isXyOutside(x + 1, y) || !this.board.grid[n + 1], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      isXyOutside(x + 1, y + 1) || !this.board.grid[n + 12], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      isXyOutside(x, y + 1) || !this.board.grid[n + 11], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    ]; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let nOccupied = 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    for (let i = 0; i < 6; i++) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      if (!freeSpaces[i]) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        nOccupied++; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let freeSequence = 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let maxFreeSequence = 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    for (let i = 0; i < 12; i++) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      if (freeSpaces[i % 6]) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        freeSequence++; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (freeSequence >= 6) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          maxFreeSequence = freeSequence; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          break; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (freeSequence > maxFreeSequence) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          maxFreeSequence = freeSequence; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      } else { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        freeSequence = 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let { rx, ry } = this.board.gridXyToCoord(x, y); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      neighbours: nOccupied, | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      freeSequence: maxFreeSequence, | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      centerWeight: Math.round(Math.sqrt(Math.pow(rx, 2) + Math.pow(ry, 2))), | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  placeOrbs(template) { | 
					 | 
					 | 
					 | 
					  placeOrbs(template) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let tilesAdded = 0; | 
					 | 
					 | 
					 | 
					    let placer = new RecursiveOrbPlacer(this, template); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					    return placer.place(); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.board.removeAllOrbs(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let allowedTable = []; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let outsideTemplate = []; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    for (let i = 0; i < BOARD_SIZE; i++) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      const allo = template.includes(i); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      allowedTable.push(allo); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      let {x, y} = gridIndexToXy(i); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      if (!allo && !isXyOutside(x, y)) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        outsideTemplate.push(i); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      // Highlight pattern shape
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      // if (this.board.tiles[i]) {
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      //   if (allo) {
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      //     this.board.tiles[i].setAttribute('opacity', 1)
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      //   } else {
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      //     this.board.tiles[i].setAttribute('opacity', 0.6)
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      //   }
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      // }
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    const place = (n, symbol) => { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.trace(`Place ${n} <- ${symbol}`); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      if (!allowedTable[n]) throw Error(`Position ${n} not allowed by template`); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      if (this.board.grid[n]) throw Error(`Position ${n} is occupied by ${this.board.grid[n]}`); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      // we use a hack to speed up generation here - SVG is not altered until we have a solution
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.board.grid[n] = symbol; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
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					    const unplace = (n) => { | 
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					      this.trace(`Unplace ${n}`); | 
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					      this.board.grid[n] = null; | 
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					    }; | 
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					    const findBestCandidate = (except = null) => { | 
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					      let candidates = []; | 
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					      for (let n of template) { | 
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					        if (except && except.includes(n)) continue; | 
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					        if (!this.board.grid[n]) { | 
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					          // is free
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					          const neigh = this.getNeighbours(n); | 
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					          if (neigh.freeSequence >= 3) { | 
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					            candidates.push({ | 
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					              n, | 
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					              cw: neigh.centerWeight | 
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					            }); | 
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					          } | 
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					        } | 
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					      } | 
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					      candidates.sort((a, b) => a.cw - b.cw); | 
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					      if (candidates.length) { | 
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					        // return candidates[0].n;
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					        let top = []; | 
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					        let topw = candidates[0].cw; | 
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					        for(let cand of candidates) { | 
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					          if (cand.cw <= topw + this.cfg.difficulty) { // TODO this could vary by template
 | 
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					            top.push(cand); | 
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					          } | 
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					        } | 
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					        //the neighbor count is not used for anything anymore, oops
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					        // console.log('Got a choice of '+top.length+' tiles');
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					        return this.arrayChoose(top).n; | 
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					      } | 
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					      return false; | 
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					    }; | 
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					    const findAvailableIndex = (except = null) => { | 
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					      const n = findBestCandidate(except); | 
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					      if (n !== false) return n; | 
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					      // this corrupts the template, but makes the likelihood of quickly finding a valid solution much higher.
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					      if (template.length !== BOARD_SIZE && this.cfg.allowTemplateAugmenting) { | 
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					        // Prefer tile with more neighbours to make the game harder
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					        let candidates = []; | 
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					        outsideTemplate.forEach((n) => { | 
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					          if (!allowedTable[n] && this.isAvailable(n)) { | 
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					            const neigh = this.getNeighbours(n); | 
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					            if (!candidates[neigh.neighbours]) { | 
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					              candidates[neigh.neighbours] = [n]; | 
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					            } else { | 
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					              candidates[neigh.neighbours].push(n); | 
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					            } | 
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					          } | 
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					        }); | 
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					        for (let i = 6; i >= 0; i--) { | 
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					          if (!candidates[i]) continue; | 
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					          let toAdd = this.arrayChoose(candidates[i]); | 
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					          allowedTable[toAdd] = true; | 
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					          outsideTemplate.splice(outsideTemplate.indexOf(toAdd), 1); | 
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					          template.push(toAdd); | 
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					          tilesAdded++; | 
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					          this.warn(`Adding extra tile to template: ${toAdd}`); | 
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					          return toAdd; | 
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					        } | 
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					      } | 
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					      throw Error("Failed to find available board tile."); | 
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					    }; | 
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					    place(60, 'gold'); | 
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					    const toPlace = this.buildPlacementList(); | 
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					    let solution = [ | 
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					      ['gold', 60], | 
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					    ]; | 
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					    while (toPlace.length > 0) { | 
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					      this.trace('placing a pair.'); | 
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					      let symbol1 = toPlace.pop(); | 
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					      let index1 = findAvailableIndex(); | 
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					      place(index1, symbol1); | 
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					      solution.push([symbol1, index1]); | 
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					      let symbol2 = toPlace.pop(); | 
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					 | 
					      let index2 = findAvailableIndex(); | 
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					      place(index2, symbol2); | 
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					      if (!this.isAvailable(index1)) { | 
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					 | 
					        this.debug(`Deadlock, trying to work around it - ${index1}, ${index2}`); | 
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					        unplace(index2); | 
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					        let except = [index2]; | 
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					        let suc = false; | 
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					        for (let i = 0; i < 5; i++) { | 
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					 | 
					 | 
					 | 
					          this.trace(`try #${i + 1}`); | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          let index = findAvailableIndex(except); | 
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					 | 
					          place(index, symbol2); | 
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					 | 
					          if (this.isAvailable(index1)) { | 
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					 | 
					            suc = true; | 
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					 | 
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					 | 
					            index2 = index; | 
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					 | 
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					            break; | 
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					 | 
					          } else { | 
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					 | 
					 | 
					 | 
					            unplace(index); | 
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					 | 
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					 | 
					            except.push(index); | 
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					          } | 
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					        } | 
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					        if (!suc) { | 
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					 | 
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					 | 
					          throw new Error("Solution contains a deadlock."); | 
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					        } | 
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					      } | 
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					      // index2 is updated in the fixing loop
 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      solution.push([symbol2, index2]); | 
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					 | 
					 | 
					    } | 
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					 | 
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					 | 
					    // Show the solution for debug
 | 
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					 | 
					 | 
					 | 
					    solution.reverse(); | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.info("Found a valid board!"); | 
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 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    solution.forEach((a) => { | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      let p = gridIndexToXy(a[1]); | 
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					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      a[1] = `${p.x}×${p.y}`; | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }); | 
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					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.debug('Solution:', solution); | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return { | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      solution, | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      tilesAdded: tilesAdded, | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }; | 
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					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
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					 | 
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					 | 
					 | 
					 | 
					  /** | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * Shuffle an array. | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * The array is shuffled in place. | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * @return the array | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   */ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  arrayShuffle(a) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let j, x, i; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    for (i = a.length - 1; i > 0; i--) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      j = this.rng.nextInt(i); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      x = a[i]; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      a[i] = a[j]; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      a[j] = x; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return a; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
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					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  /** | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * Count orbs in the game board | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * @return {number} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   */ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  countOrbs() { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return this.board.grid.reduce((acu, x) => acu + (x !== null), 0); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  /** | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * Choose a random emember of an array | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * @param array | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * @return {number} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   */ | 
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					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  arrayChoose(array) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return array[Math.floor(this.rng.next() * array.length)]; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					
 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  buildPlacementList() { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let toPlace = [ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      ['fire', 'fire'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['fire', 'fire'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['fire', 'fire'], | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      ['fire', 'fire'], | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      ['water', 'water'], | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['water', 'water'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['water', 'water'], | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['water', 'water'], | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      ['earth', 'earth'], | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['earth', 'earth'], | 
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					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['earth', 'earth'], | 
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					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['earth', 'earth'], | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    ]; | 
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					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					
 | 
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					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let newSaltedPairs = []; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    const nsalted = this.rng.nextInt(2); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    for (let i = 0; i < nsalted; i++) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      while (true) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        const n = this.rng.nextInt(toPlace.length - 1); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (toPlace[n][1] !== 'salt') { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          this.trace(`Pairing ${toPlace[n][1]} with salt.`); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          newSaltedPairs.push([toPlace[n][1], 'salt']); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          toPlace[n][1] = 'salt'; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					          break; | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    toPlace = toPlace.concat(newSaltedPairs); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    // if we have some salt pairs left
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    for (let i = 0; i < 2 - nsalted; i++) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      toPlace.push(['salt', 'salt']); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    // these are always paired like this, and don't support salt
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    toPlace = toPlace.concat([ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    ]); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    // shuffle the pairs that have random order (i.e. not metals)
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.arrayShuffle(toPlace); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    // the order here is actually significant, so let's pay attention...
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    const metals = [ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['lead', 'mercury'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['tin', 'mercury'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['iron', 'mercury'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['copper', 'mercury'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      ['silver', 'mercury'], | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    ]; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let mPos = []; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    for (let i = 0; i < metals.length; i++) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      let x; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      // find a unique position
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      do { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        x = this.rng.nextInt(toPlace.length + i); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      } while (mPos.includes(x)); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      mPos.push(x) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    mPos.sort((a, b) => a - b); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.trace('Metal positions ', mPos); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    // inject them into the array
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    metals.forEach((pair, i) => { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      toPlace.splice(mPos[i] + i, 0, pair); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.debug('Placement order (last first):', toPlace); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    return toPlace.reduce((a, c) => { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      a.push(c[0]); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      a.push(c[1]); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      return a; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }, []); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  getPairSymbols(first) { | 
					 | 
					 | 
					 | 
					  getPairSymbols(first) { | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -1500,7 +1283,7 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * @return {Boolean} | 
					 | 
					 | 
					 | 
					   * @return {Boolean} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   */ | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  isAvailableAtPlaytime(n) { | 
					 | 
					 | 
					 | 
					  isAvailableAtPlaytime(n) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let ava = this.isAvailable(n); | 
					 | 
					 | 
					 | 
					    let ava = this.board.isAvailable(n); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    const sym = this.board.grid[n].symbol; | 
					 | 
					 | 
					 | 
					    const sym = this.board.grid[n].symbol; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    if (METAL_SEQ.includes(sym)) { | 
					 | 
					 | 
					 | 
					    if (METAL_SEQ.includes(sym)) { | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -1623,7 +1406,7 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    } | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    if (wantRefresh) { | 
					 | 
					 | 
					 | 
					    if (wantRefresh) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      if (this.countOrbs() === 0) { | 
					 | 
					 | 
					 | 
					      if (this.board.countOrbs() === 0) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        this.info("Good work!"); | 
					 | 
					 | 
					 | 
					        this.info("Good work!"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (removed) { | 
					 | 
					 | 
					 | 
					        if (removed) { | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -1643,12 +1426,14 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  installButtonHandlers() { | 
					 | 
					 | 
					 | 
					  installButtonHandlers() { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.board.buttons.restart.addEventListener('click', () => { | 
					 | 
					 | 
					 | 
					    this.board.buttons.restart.addEventListener('click', () => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.info("New Game with the same seed"); | 
					 | 
					 | 
					 | 
					      this.info("New Game with the same seed"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.newGame(this.rng.seed); | 
					 | 
					 | 
					 | 
					      while (this.undoStack.length) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        this.undo(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }); | 
					 | 
					 | 
					 | 
					    }); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.board.buttons.randomize.addEventListener('click', () => { | 
					 | 
					 | 
					 | 
					    this.board.buttons.randomize.addEventListener('click', () => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.info("New Game with a random seed"); | 
					 | 
					 | 
					 | 
					      this.info("New Game with a random seed"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.newGame(+new Date); | 
					 | 
					 | 
					 | 
					      this.newGameWithLoader(+new Date); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }); | 
					 | 
					 | 
					 | 
					    }); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.board.buttons.btnAbout.addEventListener('click', () => { | 
					 | 
					 | 
					 | 
					    this.board.buttons.btnAbout.addEventListener('click', () => { | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -1679,13 +1464,6 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      }) | 
					 | 
					 | 
					 | 
					      }) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }); | 
					 | 
					 | 
					 | 
					    }); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.board.buttons.optSloppy.addEventListener('click', () => { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.info("Toggle sloppy placement mode"); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.setCfg({ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        allowTemplateAugmenting: !this.cfg.allowTemplateAugmenting, | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      }) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    }); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.board.buttons.toggleFullscreen.addEventListener('click', () => { | 
					 | 
					 | 
					 | 
					    this.board.buttons.toggleFullscreen.addEventListener('click', () => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.info("Toggle Fullscreen"); | 
					 | 
					 | 
					 | 
					      this.info("Toggle Fullscreen"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      if (document.fullscreenElement) { | 
					 | 
					 | 
					 | 
					      if (document.fullscreenElement) { | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -1700,7 +1478,7 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   * Update button hiding attributes, disabled orb effects, etc | 
					 | 
					 | 
					 | 
					   * Update button hiding attributes, disabled orb effects, etc | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					   */ | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  updateGameGui() { | 
					 | 
					 | 
					 | 
					  updateGameGui() { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    let nOrbs = this.countOrbs(); | 
					 | 
					 | 
					 | 
					    let nOrbs = this.board.countOrbs(); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    this.board.buttons.restart | 
					 | 
					 | 
					 | 
					    this.board.buttons.restart | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      .classList.toggle('disabled', nOrbs === 55); | 
					 | 
					 | 
					 | 
					      .classList.toggle('disabled', nOrbs === 55); | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -1724,6 +1502,15 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    } | 
					 | 
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					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					  } | 
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					  } | 
				
			
			
		
	
		
		
			
				
					
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					  newGameWithLoader(seed) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					    this.board.buttons.working.classList.add('show'); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
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					    setTimeout(() => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      this.newGame(seed); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
					 | 
					 | 
					      this.board.buttons.working.classList.remove('show'); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    }, 20); | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					  newGame(seed) { | 
					 | 
					 | 
					 | 
					  newGame(seed) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					    if (seed !== null) { | 
					 | 
					 | 
					 | 
					    if (seed !== null) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.rng.setSeed(seed); | 
					 | 
					 | 
					 | 
					      this.rng.setSeed(seed); | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -1773,11 +1560,7 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					          break; | 
					 | 
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					 | 
					          break; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					        } catch (e) { | 
					 | 
					 | 
					 | 
					        } catch (e) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					          retry_count++; | 
					 | 
					 | 
					 | 
					          retry_count++; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					          if (this.logging_trace) { | 
					 | 
					 | 
					 | 
					          this.warn(e.message); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            this.error(e); | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
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					          } else { | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            this.warn(e.message); | 
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					 | 
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					          } | 
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					        } | 
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					      } | 
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					      } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -1792,10 +1575,7 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					    if (!suc) { | 
					 | 
					 | 
					 | 
					    if (!suc) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      alert(`Sorry, could not find a valid board setup after ${retry_count} retries.`); | 
					 | 
					 | 
					 | 
					      alert(`Sorry, could not find a valid board setup after ${retry_count} retries.`); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    } else { | 
					 | 
					 | 
					 | 
					    } else { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					      this.info( | 
					 | 
					 | 
					 | 
					      this.info(`Board set up with ${retry_count} retries.`); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        `Board set up with ${retry_count} retries:\n` + | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					        `teplate "${board_info.template.name}"` + | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					        (this.cfg.allowTemplateAugmenting ? ` with ${board_info.tilesAdded} extra tiles` : '')); | 
					 | 
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					 | 
				
			
			
		
	
		
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					      if (this.cfg.logSolution) { | 
					 | 
					 | 
					 | 
					      if (this.cfg.logSolution) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        this.info('Reference solution:\n  ' + board_info.solution.reduce((s, entry, i) => { | 
					 | 
					 | 
					 | 
					        this.info('Reference solution:\n  ' + board_info.solution.reduce((s, entry, i) => { | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -1816,6 +1596,306 @@ class Game { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					  } | 
					 | 
					 | 
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					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					/** | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 * Base class for orb placer. | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					class BaseOrbPlacer { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  constructor(game, template) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    this.template = template; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					    this.rng = game.rng; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    this.cfg = game.cfg; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    this.game = game; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    this.board = game.board; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					   * Place an orb. The position must be inside template and free. | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					   * @param n - position | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					   * @param symbol - symbol to place | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  placeOrb(n, symbol) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					    if (!this.templateMap[n]) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					      throw Error(`Position ${n} not allowed by template`); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					    if (this.board.grid[n]) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      throw Error(`Position ${n} is occupied by ${this.board.grid[n]}`); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    this.trace(`Place ${n} <- ${symbol}`); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
					 | 
					 | 
					    this.board.grid[n] = symbol; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
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					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					  /** | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					   * Remove an orb, if any. | 
				
			
			
		
	
		
		
			
				
					
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					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					   * @param n - position | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  removeOrb(n) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    let old = this.board.grid[n]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					    this.board.grid[n] = null; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.trace(`Unplace ${n} (${old})`); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					    return old; | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  /** Check if a cell is available for selection - 3 free slots */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
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					 | 
					  isAvailable(n) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					    return this.board.isAvailable(n); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  /** Get cell info by number */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					  getCellInfo(n) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    return this.board.getCellInfo(n); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  trace(...args) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.game.debug(...args); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  debug(...args) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    this.game.debug(...args); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  info(...args) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.game.info(...args); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
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					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  warn(...args) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.game.warn(...args); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  error(...args) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    this.game.error(...args); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  /** | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * Build a list of orbs in the right order. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * They are always grouped in matching pairs, and metals are always in | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * the correct reaction order. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					   * @return {string[]} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  buildPlacementList() { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let toPlace = [ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['air', 'air'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
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					 | 
					 | 
					      ['fire', 'fire'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['fire', 'fire'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['fire', 'fire'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['fire', 'fire'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['water', 'water'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['water', 'water'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['water', 'water'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['water', 'water'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['earth', 'earth'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['earth', 'earth'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['earth', 'earth'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['earth', 'earth'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    ]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let newSaltedPairs = []; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    const nsalted = this.rng.nextInt(2); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (let i = 0; i < nsalted; i++) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      while (true) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        const n = this.rng.nextInt(toPlace.length - 1); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        if (toPlace[n][1] !== 'salt') { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          this.trace(`Pairing ${toPlace[n][1]} with salt.`); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          newSaltedPairs.push([toPlace[n][1], 'salt']); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          toPlace[n][1] = 'salt'; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          break; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    toPlace = toPlace.concat(newSaltedPairs); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    // if we have some salt pairs left
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (let i = 0; i < 2 - nsalted; i++) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      toPlace.push(['salt', 'salt']); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    // shuffle the pairs that have random order (i.e. not metals)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					    this.rng.arrayShuffle(toPlace); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    this.rng.arraySneak(toPlace, 3, 0, [ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					      ['mors', 'vitae'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    ]); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					    this.rng.arraySneak(toPlace, 4, 0, [ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      ['lead', 'mercury'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      ['tin', 'mercury'], | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      ['iron', 'mercury'], | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					      ['copper', 'mercury'], | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					      ['silver', 'mercury'], | 
				
			
			
		
	
		
		
			
				
					
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					    ]); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					    this.debug('Placement order (last first):', toPlace); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					    return toPlace.reduce((a, c) => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					      a.push(c[0]); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
					 | 
					 | 
					      a.push(c[1]); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					      return a; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					    }, []); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
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					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  /** | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					   * Run the placement logic. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					  place() { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.board.removeAllOrbs(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.solution = []; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    let allowedTable = []; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
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					 | 
					    let outsideTemplate = []; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (let i = 0; i < BOARD_SIZE; i++) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      const allo = this.template.includes(i); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      allowedTable.push(allo); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
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					 | 
					      let {x, y} = gridIndexToXy(i); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (!allo && !isXyOutside(x, y)) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        outsideTemplate.push(i); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					      } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					      // Highlight pattern shape
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					      if (this.cfg.highlightTemplate) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        if (this.board.tiles[i]) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          if (allo) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            this.board.tiles[i].setAttribute('opacity', 1) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          } else { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            this.board.tiles[i].setAttribute('opacity', 0.6) | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					 | 
					          } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					        } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
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					 | 
					      } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.templateMap = allowedTable; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.outsideTemplate = outsideTemplate; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					    this.placeOrb(60, 'gold'); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.solution.push(['gold', 60]); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
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					 | 
					 | 
					    let toPlace = this.buildPlacementList(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let rv = this.doPlace(toPlace); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let solution = this.solution; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					    solution.reverse(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.info("Found a valid board!"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    solution.forEach((a) => { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      let p = gridIndexToXy(a[1]); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      a[1] = `${p.x}×${p.y}`; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    }); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
					 | 
					    this.debug('Solution:', solution); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
					 | 
					 | 
					    rv.solution = solution; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    return rv; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					  /** | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * Perform the orbs placement. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * Orb symbols to place are given as an argument. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * The layout template is in `this.template`, also `this.templateMap` as an array | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * with indices 0-121 containing true/false to indicate template membership. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * `this.outsideTemplate` is a list of cell indices that are not in the template. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * this.solution is an array to populate with orb placements in the format [n, symbol]. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * The board is cleared now. When the function ends, the board should contain | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * the new layout (as symbol name strings) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * After placing each orb, make sure to call `this.solution.push([symbol, index])`; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * in case of backtracking, pop it again. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   * Return object to return to parent; 'solution' will be added automatically. | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					   */ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  doPlace(toPlace) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    throw new Error("Not implemented"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					class RecursiveOrbPlacer extends BaseOrbPlacer { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  doPlace(toPlace) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.toPlace = toPlace; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.recDepth = 0; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.placeOne(0); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    return {}; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  placeOne() { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    this.recDepth++; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    if (this.recDepth > 1000) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      throw new Error("Too many backtracks"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let symbol = this.toPlace.pop(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    let candidates = [[],[],[],[],[],[],[]]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (let n of this.template) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (!this.board.grid[n]) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        // is free
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        const cell = this.getCellInfo(n); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        if (cell.freeSequence >= 3) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          candidates[cell.neighbours].push(n); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (let neighs = 6; neighs >= 0; neighs--) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      this.rng.arrayShuffle(candidates[neighs]); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    for (let i = 6; i >= 0; i--) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (candidates[i].length) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        for (let n of candidates[i]) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          this.placeOrb(n, symbol); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          // avoid deadlocking
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          if (this.solution.length % 2 === 0) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            // this is the second orb in a pair (solution starts with gold)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            let prevn = this.solution[this.solution.length-1][1]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (!this.isAvailable(prevn)) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					              this.trace("Avoid deadlock (this is the second of a pair)"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					              this.removeOrb(n); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					              continue; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          this.solution.push([symbol, n]); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          if (this.toPlace.length) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (this.placeOne()) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					              return true; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } else { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
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					              this.trace("Undo and continue"); | 
				
			
			
		
	
		
		
			
				
					
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					              this.removeOrb(n); | 
				
			
			
		
	
		
		
			
				
					
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					              this.solution.pop(); | 
				
			
			
		
	
		
		
			
				
					
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					              // and continue the iteration
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					          } else { | 
				
			
			
		
	
		
		
			
				
					
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					            return true; | 
				
			
			
		
	
		
		
			
				
					
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					          } | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					      } | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    // give it back
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					    this.toPlace.push(symbol); | 
				
			
			
		
	
		
		
			
				
					
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					    return false; | 
				
			
			
		
	
		
		
			
				
					
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					  } | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					/* Start */ | 
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					/* Start */ | 
				
			
			
		
	
		
		
			
				
					
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					window.game = new Game(); | 
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					window.game = new Game(); | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
						
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  |