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Hold finished tiles and hand them back by seed #44
Generating a tile is expensive and the same tile gets asked for more than once as the user moves around, so finished grids are kept rather than thrown away.
This is not a second store beside the sum and weight grids. It is the same tiled space at a later stage.
A tile is a fixed block of the world and does not overlap its neighbours. The sum and weight grids are held per tile, and a window crossing a boundary is split between the two tiles it covers.
A tile can only be handed out or dropped once every window covering it has been added. Dropping one part way through either loses it completely, or adds its windows a second time into the neighbour that shared them.
Description
Create a function to put a finished grid in under a tile and one to get it back out, returning nothing if that tile has not been generated yet.
A tile is identified by the global seed together with its coordinate, kept as three separate numbers rather than worked into one. See #59.
Testing:
Assert a tile that was put in comes back out unchanged
Assert asking for a tile that was never put in returns nothing
Assert two different tiles do not overwrite each other
Assert the same coordinate under two different global seeds does not overwrite either
Activity