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randomised tiling
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@@ -14,9 +14,11 @@
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#
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# tiling: determines how the tiles are tiled
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# - a16: use 4-neighbour autotiling (16 possible cases)
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# - a16x4: 4 variants of a16
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# - a16x16: 16 variants of a16
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# - a16x4: 4 variants of a16 (typically 4 rotations, or 2 rotations x 2 flips)
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# - a16x8: 8 variants of a16 (typically 4 rotations x 2 flips) -- horz/vert flip do not matter, both produces same sets of shapes
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# - a16x16: 16 variants of a16 (typically 4 rotations x 2 flips x 2 styles)
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# - a47: use 8-neighbour autotiling (47 possible cases)
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# - a47x4: 4 variants of a47 (typically 4 rotations, or 2 rotations x 2 flips)
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# - r16: use the hash of the tile position as a variant selection, module 16
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# - r8: use the hash of the tile position as a variant selection, module 8
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#
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