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create or modify a custom ChainValidator. you'll have access to the full tile list and the current selection.
override moreIsChainable- applies required ruleset, discarding on any must-fail rules. if none are found this is called. here you may inspect the last tile selected successfully, the current tile trying to chain, the whole selection, and the whole board. return true if you find reasons to allow this chaining. otherwise return false -- exit fast for true in this method
override moreIsChainFinishable - you may inspect whole board and current selection. if you find reasons to deny it, return false, otherwise return true -- exit fast for false in this method
the validator will let you collect this
now we have to decide what happens when its collected
ChainAcceptedEvent and the Collection Resolution
Consider where the effect should occur during resolution
Add check in resolution - entry point at ChainAcceptedEvent.Visit
You may want to fire an event, you can add that in resolution
You may want to fire a domain event and have a state change, you can add that in resolution
Consider what SurfaceEvents you want going to the UI side
by level, by class, by monster
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