mirror of
https://github.com/tiennm99/ai-coding-workflow-labs.git
synced 2026-09-17 02:20:46 +00:00
feat(05-02): implement shuffleTiles() method with Fisher-Yates shuffle
- shuffleTiles() redistributes tile types while preserving positions - Clears selection to prevent stale tile references - Emits board:shuffling before and board:shuffled after - Handles partially cleared boards correctly - Added comprehensive test coverage for shuffle functionality
This commit is contained in:
@@ -4,6 +4,7 @@ import { GridManager } from '../managers/GridManager';
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import { Tile } from '../models/Tile';
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import { TypedEventEmitter } from '../game/EventEmitter';
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import { GameEvents } from '../types';
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import { NoMovesDetector } from '../detection/NoMovesDetector';
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describe('GridManager', () => {
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let gridManager: GridManager;
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@@ -175,4 +176,317 @@ describe('GridManager', () => {
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expect(gridManager.selectedTilesList.length).toBe(0);
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});
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});
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describe('random board generation', () => {
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it('should create a grid with exactly 10 pairs of each of the 16 types', () => {
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gridManager.initializeGrid();
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const typeCounts = new Map<number, number>();
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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expect(tile).not.toBeNull();
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if (tile) {
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const count = typeCounts.get(tile.type) || 0;
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typeCounts.set(tile.type, count + 1);
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}
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}
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}
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// Should have exactly 16 types
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expect(typeCounts.size).toBe(16);
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// Each type should have exactly 10 pairs (20 tiles each)
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for (const [type, count] of typeCounts.entries()) {
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expect(count).toBe(10);
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}
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});
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it('should produce different tile arrangements on successive calls (statistical)', () => {
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// Generate two boards and compare first row arrangements
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gridManager.initializeGrid();
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const firstBoard: number[] = [];
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(0, col);
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if (tile) firstBoard.push(tile.type);
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}
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gridManager.initializeGrid();
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const secondBoard: number[] = [];
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(0, col);
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if (tile) secondBoard.push(tile.type);
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}
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// Arrays should be different (statistically very unlikely to be same with shuffle)
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expect(firstBoard).not.toEqual(secondBoard);
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});
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it('should assign correct positions to all tiles', () => {
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gridManager.initializeGrid();
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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expect(tile).not.toBeNull();
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if (tile) {
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expect(tile.position.row).toBe(row);
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expect(tile.position.col).toBe(col);
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}
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}
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}
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});
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it('should emit board:generated event with solvable=true when solvable board found', () => {
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const emitSpy = vi.spyOn(mockEmitter, 'emit');
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gridManager.initializeGrid();
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// Should have emitted board:generated event
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const calls = emitSpy.mock.calls.filter(call => call[0] === 'board:generated');
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expect(calls.length).toBeGreaterThanOrEqual(1);
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// Check event payload structure
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const eventPayload = calls[0][1] as { solvable: boolean; attempts: number };
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expect(eventPayload).toHaveProperty('solvable');
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expect(eventPayload).toHaveProperty('attempts');
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expect(typeof eventPayload.solvable).toBe('boolean');
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expect(typeof eventPayload.attempts).toBe('number');
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});
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it('should emit board:generated event with attempts count', () => {
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const emitSpy = vi.spyOn(mockEmitter, 'emit');
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gridManager.initializeGrid();
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const calls = emitSpy.mock.calls.filter(call => call[0] === 'board:generated');
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expect(calls.length).toBeGreaterThanOrEqual(1);
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const eventPayload = calls[0][1] as { solvable: boolean; attempts: number };
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expect(eventPayload.attempts).toBeGreaterThanOrEqual(1);
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expect(eventPayload.attempts).toBeLessThanOrEqual(100);
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});
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it('should generate solvable boards when possible, or fallback to last board', () => {
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// This test verifies the board generation logic works correctly
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// Either a solvable board is found OR the fallback mechanism is used
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const emitSpy = vi.spyOn(mockEmitter, 'emit');
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gridManager.initializeGrid();
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const calls = emitSpy.mock.calls.filter(call => call[0] === 'board:generated');
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expect(calls.length).toBeGreaterThanOrEqual(1);
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const eventPayload = calls[0][1] as { solvable: boolean; attempts: number };
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// Verify the event was emitted with valid data
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expect(typeof eventPayload.solvable).toBe('boolean');
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expect(eventPayload.attempts).toBeGreaterThanOrEqual(1);
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expect(eventPayload.attempts).toBeLessThanOrEqual(100);
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// If solvable, verify the board actually has valid moves
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if (eventPayload.solvable) {
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const tiles = gridManager.getAllTiles();
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const hasValidMoves = NoMovesDetector.hasValidMoves(tiles);
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expect(hasValidMoves).toBe(true);
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}
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// If not solvable (fallback), verify attempts = 100
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if (!eventPayload.solvable) {
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expect(eventPayload.attempts).toBe(100);
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}
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});
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});
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describe('shuffleTiles', () => {
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beforeEach(() => {
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gridManager.initializeGrid();
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});
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it('should collect all uncleared tiles and preserve tile count', () => {
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const beforeCount = gridManager.getAllTiles().flat().filter(t => !t.cleared).length;
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gridManager.shuffleTiles();
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const afterCount = gridManager.getAllTiles().flat().filter(t => !t.cleared).length;
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expect(afterCount).toBe(beforeCount);
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});
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it('should preserve type distribution (same count of each type)', () => {
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// Get type distribution before shuffle
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const beforeCounts = new Map<number, number>();
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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if (tile && !tile.cleared) {
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const count = beforeCounts.get(tile.type) || 0;
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beforeCounts.set(tile.type, count + 1);
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}
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}
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}
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gridManager.shuffleTiles();
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// Get type distribution after shuffle
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const afterCounts = new Map<number, number>();
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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if (tile && !tile.cleared) {
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const count = afterCounts.get(tile.type) || 0;
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afterCounts.set(tile.type, count + 1);
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}
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}
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}
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// Compare distributions
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expect(afterCounts.size).toBe(beforeCounts.size);
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for (const [type, count] of beforeCounts.entries()) {
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expect(afterCounts.get(type)).toBe(count);
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}
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});
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it('should produce different type arrangements on successive calls (statistical)', () => {
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// Get types before shuffle
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const beforeTypes: number[] = [];
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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if (tile) beforeTypes.push(tile.type);
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}
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}
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gridManager.shuffleTiles();
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// Get types after shuffle
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const afterTypes: number[] = [];
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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if (tile) afterTypes.push(tile.type);
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}
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}
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// Arrays should be different (statistically very unlikely to be same with Fisher-Yates)
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expect(afterTypes).not.toEqual(beforeTypes);
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});
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it('should clear selection (selectedTilesList is empty after)', () => {
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// Select some tiles first
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const tile1 = gridManager.getTileAt(0, 0);
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const tile2 = gridManager.getTileAt(0, 1);
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if (tile1 && tile2) {
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gridManager.selectTile(tile1);
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gridManager.selectTile(tile2);
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expect(gridManager.selectedTilesList.length).toBe(2);
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}
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gridManager.shuffleTiles();
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expect(gridManager.selectedTilesList.length).toBe(0);
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});
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it('should emit board:shuffling event before shuffle', () => {
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const emitSpy = vi.spyOn(mockEmitter, 'emit');
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gridManager.shuffleTiles();
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// Should have emitted board:shuffling event
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const shufflingCalls = emitSpy.mock.calls.filter(call => call[0] === 'board:shuffling');
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expect(shufflingCalls.length).toBe(1);
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// Check event payload
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const payload = shufflingCalls[0][1] as { tilesRemaining: number };
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expect(payload).toHaveProperty('tilesRemaining');
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expect(payload.tilesRemaining).toBe(160);
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});
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it('should emit board:shuffled event after shuffle', () => {
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const emitSpy = vi.spyOn(mockEmitter, 'emit');
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gridManager.shuffleTiles();
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// Should have emitted board:shuffled event
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const shuffledCalls = emitSpy.mock.calls.filter(call => call[0] === 'board:shuffled');
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expect(shuffledCalls.length).toBe(1);
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// Check event payload
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const payload = shuffledCalls[0][1] as { tilesRemaining: number };
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expect(payload).toHaveProperty('tilesRemaining');
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expect(payload.tilesRemaining).toBe(160);
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});
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it('should emit events in correct order (shuffling before shuffled)', () => {
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const emitSpy = vi.spyOn(mockEmitter, 'emit');
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gridManager.shuffleTiles();
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// Get all board:shuffl* events (note: 'board:shuffle' won't match 'board:shuffling')
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const shuffleEvents = emitSpy.mock.calls
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.filter(call => call[0] === 'board:shuffling' || call[0] === 'board:shuffled')
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.map(call => call[0]);
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expect(shuffleEvents[0]).toBe('board:shuffling');
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expect(shuffleEvents[1]).toBe('board:shuffled');
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});
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it('should preserve tile positions (tiles stay in same grid locations)', () => {
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// Store original positions
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const originalPositions: Map<string, { row: number; col: number }> = new Map();
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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if (tile) {
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originalPositions.set(tile.id, { ...tile.position });
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}
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}
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}
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gridManager.shuffleTiles();
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// Verify positions are unchanged
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for (let row = 0; row < 10; row++) {
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for (let col = 0; col < 16; col++) {
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const tile = gridManager.getTileAt(row, col);
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if (tile) {
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const original = originalPositions.get(tile.id);
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expect(original).toBeDefined();
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expect(tile.position.row).toBe(original!.row);
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expect(tile.position.col).toBe(original!.col);
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}
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}
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}
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});
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it('should handle partially cleared board (skip cleared tiles)', () => {
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// Clear some tiles first
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const tile1 = gridManager.getTileAt(0, 0);
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const tile2 = gridManager.getTileAt(0, 1);
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if (tile1 && tile2) {
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tile1.cleared = true;
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tile2.cleared = true;
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}
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const remainingBefore = gridManager.getAllTiles().flat().filter(t => !t.cleared).length;
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expect(remainingBefore).toBe(158);
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const emitSpy = vi.spyOn(mockEmitter, 'emit');
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gridManager.shuffleTiles();
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// Check tilesRemaining in events reflects cleared tiles
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const shufflingCalls = emitSpy.mock.calls.filter(call => call[0] === 'board:shuffling');
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const payload = shufflingCalls[0][1] as { tilesRemaining: number };
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expect(payload.tilesRemaining).toBe(158);
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// Verify cleared tiles are still cleared
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expect(tile1?.cleared).toBe(true);
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expect(tile2?.cleared).toBe(true);
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// Verify remaining count unchanged
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const remainingAfter = gridManager.getAllTiles().flat().filter(t => !t.cleared).length;
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expect(remainingAfter).toBe(158);
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});
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});
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});
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@@ -8,6 +8,7 @@ import { Tile } from '../models/Tile';
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import { TilePosition, GameEvents } from '../types';
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import { TypedEventEmitter } from '../game/EventEmitter';
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import { CONFIG } from '../config';
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import { NoMovesDetector } from '../detection/NoMovesDetector';
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export class GridManager {
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private tiles: Tile[][] = [];
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@@ -20,20 +21,58 @@ export class GridManager {
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}
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/**
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* Initialize the grid with tiles based on CONFIG dimensions
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* Initialize the grid with randomized tiles and verify solvability
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* Retries up to 100 times to find a solvable board
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*/
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initializeGrid(): void {
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this.tiles = [];
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const maxAttempts = 100;
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for (let attempt = 1; attempt <= maxAttempts; attempt++) {
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// Generate random board
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this.generateRandomGrid();
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// Verify solvability using existing NoMovesDetector
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if (NoMovesDetector.hasValidMoves(this.tiles)) {
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// Solvable board found
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this.events.emit('board:generated', { solvable: true, attempts: attempt });
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return;
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}
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}
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// Fallback: accept last generated board (rely on auto-shuffle to recover)
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console.warn('Board generation: max attempts reached, accepting board');
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this.events.emit('board:generated', { solvable: false, attempts: maxAttempts });
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}
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/**
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* Generate a randomized grid using Fisher-Yates shuffle
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* Creates 16 types x 10 pairs = 160 tiles with random arrangement
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*/
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private generateRandomGrid(): void {
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// 1. Create flat array of tile types (16 types x 10 pairs = 160 tiles)
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const types: number[] = [];
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for (let type = 0; type < 16; type++) {
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for (let pair = 0; pair < CONFIG.grid.pairsPerType; pair++) {
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types.push(type);
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}
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}
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// 2. Shuffle using Fisher-Yates algorithm
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for (let i = types.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[types[i], types[j]] = [types[j], types[i]];
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}
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// 3. Place shuffled types in grid
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this.tiles = [];
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let typeIndex = 0;
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for (let row = 0; row < CONFIG.grid.rows; row++) {
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const rowTiles: Tile[] = [];
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for (let col = 0; col < CONFIG.grid.cols; col++) {
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const id = `tile-${row}-${col}`;
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// Assign types 0-15 repeating to create pairs
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const type = (row * CONFIG.grid.cols + col) % 16;
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const type = types[typeIndex++];
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const position: TilePosition = { row, col };
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const tile = new Tile(id, type, position);
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rowTiles.push(tile);
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rowTiles.push(new Tile(id, type, position));
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}
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this.tiles.push(rowTiles);
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}
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@@ -129,4 +168,47 @@ export class GridManager {
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getEvents(): TypedEventEmitter<GameEvents> {
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return this.events;
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}
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/**
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* Shuffle remaining tiles by redistributing types while preserving positions
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* Clears selection and emits events for UI feedback
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*/
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shuffleTiles(): void {
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// 1. Collect uncleared tiles and their positions
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const unclearedTiles: Tile[] = [];
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for (let row = 0; row < CONFIG.grid.rows; row++) {
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for (let col = 0; col < CONFIG.grid.cols; col++) {
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const tile = this.tiles[row][col];
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if (!tile.cleared) {
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unclearedTiles.push(tile);
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}
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}
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}
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const tilesRemaining = unclearedTiles.length;
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// 2. Emit shuffling event before modification
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this.events.emit('board:shuffling', { tilesRemaining });
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// 3. Extract types from uncleared tiles
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const types = unclearedTiles.map(t => t.type);
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// 4. Shuffle types using Fisher-Yates
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for (let i = types.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[types[i], types[j]] = [types[j], types[i]];
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}
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// 5. Reassign shuffled types back to tiles (positions preserved)
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for (let i = 0; i < unclearedTiles.length; i++) {
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unclearedTiles[i].type = types[i];
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}
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// 6. Clear selection to prevent stale references
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this.deselectAll();
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// 7. Emit shuffled event after completion
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this.events.emit('board:shuffled', { tilesRemaining });
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}
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}
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