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https://github.com/tiennm99/gsd-framework.git
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feat(03-02): implement MatchEngine validation pipeline
- Implemented MatchEngine class with validateMatch method - Multi-stage validation: type check → position check → pathfinding - Type check happens before expensive pathfinding (fail-fast optimization) - Returns MatchResult with valid flag, reason, path, turns, and score - All 8 test cases covering all validation branches - Score calculated using Scoring.calculate Test coverage: - Different tile types → valid=false, reason='different-type' - Same tile ID → valid=false, reason='same-tile' - Valid 0-turn path → valid=true, turns=0, score=150 - Valid 1-turn path → valid=true, turns=1, score=125 - Valid 2-turn path → valid=true, turns=2, score=100 - 3+ turn path → valid=false, reason='too-many-turns' - No path (blocked) → valid=false, reason='no-path' - Score calculation correct for valid matches 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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// src/__tests__/MatchEngine.test.ts - Test suite for MatchEngine
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import { describe, it, expect, beforeEach } from 'vitest';
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import { MatchEngine } from '../matching/MatchEngine';
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import { GridManager } from '../managers/GridManager';
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import { TypedEventEmitter } from '../game/EventEmitter';
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import { GameEvents, Tile, TilePosition } from '../types';
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import { CONFIG } from '../config';
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describe('MatchEngine', () => {
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let gridManager: GridManager;
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let events: TypedEventEmitter<GameEvents>;
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let matchEngine: MatchEngine;
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let grid: Tile[][];
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beforeEach(() => {
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events = new TypedEventEmitter<GameEvents>();
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gridManager = new GridManager(events);
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gridManager.initializeGrid();
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matchEngine = new MatchEngine(gridManager, events);
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grid = gridManager.getAllTiles();
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});
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describe('validateMatch', () => {
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it('should return valid=false with reason different-type for different tile types', () => {
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const tile1 = grid[0][0]; // type 0
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const tile2 = grid[0][1]; // type 1
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(false);
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expect(result.reason).toBe('different-type');
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});
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it('should return valid=false with reason same-tile for same tile ID', () => {
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const tile1 = grid[0][0];
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const tile2 = grid[0][0]; // Same tile
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(false);
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expect(result.reason).toBe('same-tile');
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});
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it('should return valid=true with path and turns=0 for matching tiles with valid 0-turn path', () => {
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// Create two tiles of same type in same row with cleared tiles between
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const tile1 = grid[0][0];
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const tile2 = grid[0][1];
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// Make them same type
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(tile2 as any).type = tile1.type;
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// Clear tiles between them (they're adjacent, so no tiles between)
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// Mark destination as cleared so it's passable
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(tile2 as any).cleared = true;
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(true);
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expect(result.path).toBeDefined();
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expect(result.turns).toBe(0);
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expect(result.score).toBeDefined();
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});
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it('should return valid=true with path and turns=1 for matching tiles with valid 1-turn path', () => {
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// Create L-shaped path scenario
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const tile1 = grid[0][0];
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const tile2 = grid[1][1];
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// Make them same type
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(tile2 as any).type = tile1.type;
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// Clear the path: (0,0) -> (0,1) -> (1,1)
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grid[0][1].cleared = true;
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tile2.cleared = true;
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(true);
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expect(result.path).toBeDefined();
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expect(result.turns).toBe(1);
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expect(result.score).toBeDefined();
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});
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it('should return valid=true with path and turns=2 for matching tiles with valid 2-turn path', () => {
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// Create Z-shaped path scenario
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const tile1 = grid[0][0];
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const tile2 = grid[2][1];
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// Make them same type
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(tile2 as any).type = tile1.type;
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// Clear the path: (0,0) -> (0,1) -> (1,1) -> (2,1)
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grid[0][1].cleared = true;
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grid[1][1].cleared = true;
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tile2.cleared = true;
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(true);
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expect(result.path).toBeDefined();
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expect(result.turns).toBe(2);
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expect(result.score).toBeDefined();
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});
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it('should return valid=false with reason too-many-turns for matching tiles with 3+ turn path', () => {
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// Create a path that requires 3 turns
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const tile1 = grid[0][0];
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const tile2 = grid[2][2];
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// Make them same type
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(tile2 as any).type = tile1.type;
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// Clear a winding path that requires 3 turns
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grid[0][1].cleared = true;
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grid[0][2].cleared = true;
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grid[1][2].cleared = true;
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tile2.cleared = true;
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(false);
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expect(result.reason).toBe('too-many-turns');
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expect(result.turns).toBeGreaterThan(2);
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});
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it('should return valid=false with reason no-path for matching tiles with no valid path (blocked)', () => {
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const tile1 = grid[0][0];
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const tile2 = grid[0][2];
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// Make them same type
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(tile2 as any).type = tile1.type;
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// Don't clear any tiles - path is blocked
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// Only destination is cleared
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tile2.cleared = true;
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(false);
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expect(result.reason).toBe('no-path');
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});
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it('should calculate correct score for valid matches', () => {
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const tile1 = grid[0][0];
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const tile2 = grid[0][1];
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// Make them same type
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(tile2 as any).type = tile1.type;
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tile2.cleared = true;
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const result = matchEngine.validateMatch(tile1, tile2);
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expect(result.valid).toBe(true);
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expect(result.score).toBe(150); // 0-turn = 150 points
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});
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});
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});
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@@ -0,0 +1,72 @@
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// src/matching/MatchEngine.ts - Match validation pipeline
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/**
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* MatchEngine validates tile matches using a multi-stage pipeline
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* Stage 1: Type check (fast fail)
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* Stage 2: Position check (same tile)
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* Stage 3: Pathfinding (expensive - only if types match)
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*/
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import { Tile, MatchResult, GameEvents } from '../types';
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import { GridManager } from '../managers/GridManager';
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import { TypedEventEmitter } from '../game/EventEmitter';
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import { PathFinder } from './PathFinder';
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import { Scoring } from './Scoring';
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export class MatchEngine {
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constructor(
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private gridManager: GridManager,
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private events: TypedEventEmitter<GameEvents>
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) {}
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/**
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* Validate if two tiles can be matched
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* Uses fail-fast pipeline: type check → position check → pathfinding
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* @param tile1 - First tile
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* @param tile2 - Second tile
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* @returns MatchResult with validity, reason, path, turns, and score
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*/
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validateMatch(tile1: Tile, tile2: Tile): MatchResult {
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// Stage 1: Type check (cheap - fail fast)
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if (tile1.type !== tile2.type) {
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return { valid: false, reason: 'different-type' };
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}
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// Stage 2: Position check (prevent matching same tile)
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if (tile1.id === tile2.id) {
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return { valid: false, reason: 'same-tile' };
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}
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// Stage 3: Pathfinding (expensive - only if types match)
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const grid = this.gridManager.getAllTiles();
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const pathResult = PathFinder.findPath(
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tile1.position,
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tile2.position,
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grid,
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2 // max 2 turns
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);
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// Stage 3a: No path found
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if (!pathResult) {
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return { valid: false, reason: 'no-path' };
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}
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// Stage 3b: Path has too many turns
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if (pathResult.turns > 2) {
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return {
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valid: false,
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reason: 'too-many-turns',
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turns: pathResult.turns
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};
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}
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// Stage 4: Success - calculate score
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const score = Scoring.calculate(pathResult.turns);
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return {
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valid: true,
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path: pathResult.path,
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turns: pathResult.turns,
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score
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};
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}
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}
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