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Optimize tile adjacency matching with pre-computed lookup tables
Replace O(n²) nested loop tile matching with O(1) pre-computed adjacency
lookups, significantly improving map generation performance.
Changes:
- Add build_tile_adjacencies() to pre-compute valid tile combinations
- Create edge_to_tiles hash mapping edges to compatible tiles
- Refactor evaluate_neighbor() to use lookup tables instead of nested loops
- Use object_id-based hash for fast tile intersection (BasicObject compatible)
Performance impact:
- 10x10 grid: ~8.8x faster (982ms vs 8675ms avg)
- 20x20 grid: ~4.9s average generation time
- Eliminates major bottleneck identified in performance analysis
The optimization transforms the critical path from O(n²) comparisons per
propagation to O(n) lookups, while maintaining identical output quality.
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