proper anchor invalidation
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@@ -14,64 +14,72 @@ export function useMazeNavigation(maze: MazeCell[][]): MazeNavigator {
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return true;
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}
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function findAnchorTarget(from: Coord, direction: 'left'|'right'|'top'|'bottom'): Coord | null {
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if (!maze.length) return null;
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function findAnchorTarget(from: Coord, direction: 'left'|'right'|'top'|'bottom'): Coord | null {
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if (!maze.length) return null;
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const rowsCount = maze.length;
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const colsCount = maze[0]?.length ?? 0;
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const { row: r, col: c } = from;
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const rowsCount = maze.length;
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const colsCount = maze[0]?.length ?? 0;
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const { row: r, col: c } = from;
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if (!maze[r] || !maze[r][c] || maze[r][c].includes('wall')) return null;
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if (!maze[r] || !maze[r][c] || maze[r][c].includes('wall')) return null;
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if (direction === 'left' || direction === 'right') {
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const step = direction === 'left' ? -1 : 1;
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let cc = c;
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let lastValidPos = { row: r, col: c };
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if (direction === 'left' || direction === 'right') {
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const step = direction === 'left' ? -1 : 1;
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let cc = c;
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while (true) {
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const next = cc + step;
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if (next < 0 || next >= colsCount) break;
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if (maze[r][next].includes('wall')) break;
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if (!maze[r][next].includes('wall')) {
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lastValidPos = { row: r, col: next };
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}
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cc = next;
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}
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while (true) {
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const next = cc + step;
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if (next < 0 || next >= colsCount) return null;
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if (maze[r][next].includes('wall')) {
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const wallIdx = next;
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const expectedWallIdx = direction === 'left' ? 0 : colsCount - 1;
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const expectedCellIdx = direction === 'left' ? 1 : colsCount - 2;
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return lastValidPos.col !== c ? lastValidPos : null;
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} else {
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const step = direction === 'top' ? -1 : 1;
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let rr = r;
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let lastValidPos = { row: r, col: c };
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if (wallIdx !== expectedWallIdx) return null;
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if (cc !== expectedCellIdx) return null;
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if (cc === c) return null;
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while (true) {
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const next = rr + step;
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if (next < 0 || next >= rowsCount) break;
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if (maze[next][c].includes('wall')) break;
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if (!maze[next][c].includes('wall')) {
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lastValidPos = { row: next, col: c };
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}
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rr = next;
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}
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return { row: r, col: cc };
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}
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cc = next;
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}
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} else {
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const step = direction === 'top' ? -1 : 1;
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let rr = r;
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return lastValidPos.row !== r ? lastValidPos : null;
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}
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}
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while (true) {
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const next = rr + step;
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if (next < 0 || next >= rowsCount) return null;
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if (maze[next][c].includes('wall')) {
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const wallIdx = next;
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const expectedWallIdx = direction === 'top' ? 0 : rowsCount - 1;
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const expectedCellIdx = direction === 'top' ? 1 : rowsCount - 2;
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function validatePath(from: Coord, direction: Coord, steps: number): boolean {
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if (!maze.length) return false;
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if (wallIdx !== expectedWallIdx) return null;
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if (rr !== expectedCellIdx) return null;
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if (rr === r) return null;
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let r = from.row;
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let c = from.col;
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return { row: rr, col: c };
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}
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rr = next;
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}
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}
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}
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for (let i = 1; i <= steps; i++) {
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r += direction.row;
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c += direction.col;
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if (!isValidMove(from, { row: r, col: c })) return false;
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}
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function validatePath(from: Coord, direction: Coord, steps: number): boolean {
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if (!maze.length) return false;
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return true;
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}
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let r = from.row;
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let c = from.col;
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for (let i = 1; i <= steps; i++) {
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r += direction.row;
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c += direction.col;
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if (!isValidMove(from, { row: r, col: c })) return false;
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}
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return true;
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}
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return {
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isValidMove,
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+70
-38
@@ -5,6 +5,25 @@ import { useGameKeys } from './useGameKeys';
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import { useMazeNavigation } from '../useBoard';
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import { useVimMotions } from './useVimMotions';
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function validateAnchorMove(direction: 'start' | 'end' | 'top' | 'bottom', currentPos: Coord, board: BoardManager): boolean {
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const navDirection = direction === 'start' ? 'left' :
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direction === 'end' ? 'right' :
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direction === 'top' ? 'top' : 'bottom';
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const navigator = useMazeNavigation(board.mazeRef.current);
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const target = navigator.findAnchorTarget(currentPos, navDirection);
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if (!target) return false;
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const dr = target.row > currentPos.row ? 1 :
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target.row < currentPos.row ? -1 : 0;
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const dc = target.col > currentPos.col ? 1 :
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target.col < currentPos.col ? -1 : 0;
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const steps = Math.abs(target.row - currentPos.row) + Math.abs(target.col - currentPos.col);
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return navigator.validatePath(currentPos, { row: dr, col: dc }, steps);
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}
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export function useCursor(board: BoardManager, gameStatusManager: GameStatusManager) {
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const position = useRef<Coord>({ row: 0, col: 0 })
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const mode = useRef<CursorMode>('normal')
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@@ -25,7 +44,7 @@ export function useCursor(board: BoardManager, gameStatusManager: GameStatusMana
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const currentPos = position.current;
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const steps = Math.max(1, count);
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const direction = { row: dRows, col: dCols };
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const targetCoord = {
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row: currentPos.row + direction.row * steps,
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col: currentPos.col + direction.col * steps
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@@ -59,53 +78,66 @@ export function useCursor(board: BoardManager, gameStatusManager: GameStatusMana
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move(0, 1, count);
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}
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function moveToAnchor(target: 'start'|'end'|'top'|'bottom'): void {
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const currentPos = position.current;
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const direction = target === 'start' ? 'left' :
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target === 'end' ? 'right' :
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target === 'top' ? 'top' : 'bottom';
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const anchorTarget = navigator.findAnchorTarget(currentPos, direction);
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if (!anchorTarget) {
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window.dispatchEvent(new Event("maze-invalid"));
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return;
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}
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function moveToAnchor(target: 'start' | 'end' | 'top' | 'bottom'): void {
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const currentPos = position.current;
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const direction = target === 'start' ? 'left' :
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target === 'end' ? 'right' :
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target === 'top' ? 'top' : 'bottom';
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const dr = anchorTarget.row > currentPos.row ? 1 :
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anchorTarget.row < currentPos.row ? -1 : 0;
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const dc = anchorTarget.col > currentPos.col ? 1 :
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anchorTarget.col < currentPos.col ? -1 : 0;
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const steps = Math.abs(anchorTarget.row - currentPos.row) + Math.abs(anchorTarget.col - currentPos.col);
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const anchorTarget = navigator.findAnchorTarget(currentPos, direction);
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if (!anchorTarget) return;
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position.current = anchorTarget;
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if (hero && hero.heroPos) {
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hero.moveTo(anchorTarget);
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if (steps > 0) {
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vimMotions.setLastMotion({ dr, dc, steps });
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}
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}
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}
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const dr = anchorTarget.row > currentPos.row ? 1 :
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anchorTarget.row < currentPos.row ? -1 : 0;
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const dc = anchorTarget.col > currentPos.col ? 1 :
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anchorTarget.col < currentPos.col ? -1 : 0;
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const steps = Math.abs(anchorTarget.row - currentPos.row) + Math.abs(anchorTarget.col - currentPos.col);
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function moveToStart(): void {
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moveToAnchor('start');
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}
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position.current = anchorTarget;
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if (hero && hero.heroPos) {
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hero.moveTo(anchorTarget);
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if (steps > 0) {
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vimMotions.setLastMotion({ dr, dc, steps });
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}
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}
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}
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function moveToEnd(): void {
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moveToAnchor('end');
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}
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function moveToStart(): void {
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if (!validateAnchorMove('start', position.current, board)) {
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window.dispatchEvent(new Event("maze-invalid"));
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return;
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}
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moveToAnchor('start');
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}
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function moveToTop(): void {
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moveToAnchor('top');
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}
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function moveToEnd(): void {
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if (!validateAnchorMove('end', position.current, board)) {
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window.dispatchEvent(new Event("maze-invalid"));
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return;
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}
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moveToAnchor('end');
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}
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function moveToBottom(): void {
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moveToAnchor('bottom');
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}
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function moveToTop(): void {
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if (!validateAnchorMove('top', position.current, board)) {
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window.dispatchEvent(new Event("maze-invalid"));
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return;
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}
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moveToAnchor('top');
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}
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function moveToBottom(): void {
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if (!validateAnchorMove('bottom', position.current, board)) {
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window.dispatchEvent(new Event("maze-invalid"));
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return;
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}
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moveToAnchor('bottom');
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}
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function repeatLastMotion(): void {
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const motion = vimMotions.repeatLastMotion();
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if (!motion || !hero || !hero.heroPos) return;
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const currentPos = position.current;
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const targetCoord = {
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row: currentPos.row + motion.dr * motion.steps,
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