{"behavior":"degenerate_repetition","label_filter":null,"limit":10,"next_offset":10048,"offset":10038,"previous_offset":null,"rows":[{"assistant_initiates":false,"asst_text":"C\u00f3.","behavior":"degenerate_repetition","conversation_hash":"ebb3d699fa73590425d5f3e015164c3a","conversation_redacted":false,"conversation_toxic":false,"country":"Vietnam","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Vietnamese","model":"gpt-4o-mini-2024-07-18","n_chars":345,"n_turns_in_conversation":1,"n_words":79,"source_row_offset":10038,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:18 GMT","turn_id":"58cb269314341c07dd0299ce","turn_index":0,"user_text":"C\u00e2u h\u1ecfi c\u00f3 ph\u00f9 h\u1ee3p v\u1edbi n\u1ed9i dung kh\u00f4ng (tr\u1ea3 l\u1eddi c\u00f3 ho\u1eb7c kh\u00f4ng)?\nC\u00e2u h\u1ecfi: C\u00f3 t\u00ednh n\u0103ng n\u00e0o t\u1ef1 \u0111\u1ed9ng t\u00ednh ph\u00ed d\u1ecbch v\u1ee5 kh\u00f4ng?\nC\u00e2u tr\u1ea3 l\u1eddi: Tr\u00ean CMS nh\u00e0 h\u00e0ng b\u1eadt c\u1ea5u h\u00ecnh \"Cho ph\u00e9p t\u1ef1 nh\u1eadp ph\u00ed d\u1ecbch v\u1ee5\" th\u00ec nh\u00e2n vi\u00ean c\u00f3 th\u00ea nh\u1eadp ph\u00ed d\u1ecbch v\u1ee5 v\u00e0o \u0111\u01a1n h\u00e0ng.\nN\u1ebfu nh\u00e0 h\u00e0ng t\u1ea1o ph\u00ed d\u1ecbch v\u1ee5 t\u1eeb CMS, ph\u00ed s\u1ebd t\u1ef1 \u0111\u1ed9ng th\u00eam v\u00e0o \u0111\u01a1n h\u00e0ng n\u1ebfu th\u1ecfa m\u00e3n \u0111i\u1ec1u ki\u1ec7n."},{"assistant_initiates":false,"asst_text":"To implement the functionality where clicking a child node in the `trvTextures` TreeView changes the floor image to the image file represented by that node, you can follow these steps:\n\n1. **Add Event Handler**: Create a handler for the `AfterSelect` event of the `trvTextures` TreeView. This event will trigger when a node is selected (clicked).\n\n2. **Change the Floor Image**: In the event handler, check if the selected node is a child node (which represents an image file), and if so, update the floor image accordingly.\n\nHere is how you can implement this:\n\n### Step 1: Create the Event Handler\nIn your code, add a handler for the `AfterSelect` event of `trvTextures`. You can do this in the `InitializeEventHandlers` method. \n\n### Step 2: Implement the Event Handler Logic\nIn the event handler, check if the selected node represents a valid image file and then change the floor image.\n\n```vb\nPrivate Sub InitializeEventHandlers()\n    picGame.AllowDrop = True\n\n    ' Previous handlers\n    For Each ctl As Control In tabFloor1.Controls\n        If TypeOf ctl Is PictureBox Then\n            AddHandler ctl.MouseEnter, AddressOf PictureBox_MouseEnter\n            AddHandler ctl.MouseLeave, AddressOf PictureBox_MouseLeave\n        End If\n    Next\n\n    For Each ctl As Control In tabWalls.Controls\n        If TypeOf ctl Is PictureBox Then\n            AddHandler ctl.MouseEnter, AddressOf PictureBox_MouseEnter\n            AddHandler ctl.MouseLeave, AddressOf PictureBox_MouseLeave\n        End If\n    Next\n\n    ' Add handler for the TreeView selection\n    AddHandler trvTextures.AfterSelect, AddressOf TrvTextures_AfterSelect\nEnd Sub\n\nPrivate Sub TrvTextures_AfterSelect(sender As Object, e As TreeViewEventArgs)\n    If e.Node IsNot Nothing AndAlso e.Node.Tag IsNot Nothing Then\n        Dim selectedFilePath As String = e.Node.Tag.ToString()\n\n        ' Check if the file exists and is a valid image file\n        If File.Exists(selectedFilePath) AndAlso (Path.GetExtension(selectedFilePath).ToLower() = \".png\" OrElse _ \n            Path.GetExtension(selectedFilePath).ToLower() = \".jpg\" OrElse _ \n            Path.GetExtension(selectedFilePath).ToLower() = \".jpeg\") Then\n\n            ' Load the image as the floor\n            Dim newFloorImage As Image = Image.FromFile(selectedFilePath)\n\n            ' Assuming you have a method to update the floor's background/image, call it here\n            UpdateFloorImage(newFloorImage)\n\n            ' Invalidate the picGame control to refresh the display\n            picGame.Invalidate()\n        End If\n    End If\nEnd Sub\n\nPrivate Sub UpdateFloorImage(newImage As Image)\n    ' Assuming you store the floor image in a variable or a property\n    ' You can add logic to set the image to whatever floor control you are using\n    ' For example:\n    ' selectedFloorImage = newImage\n\n    ' This is where you would handle the visual change of the floor\n    ' You may need to draw or render the new floor image in your painting logic\n    ' You could also use a PictureBox or directly change the background of the grid\nEnd Sub\n```\n\n### Step 3: Update the Floor Drawing Logic\nYou probably have existing drawing logic for the floors. You need to update that logic to respect the new floor images. Ensure you're using the `selectedFloorImage` or however you've chosen to store your current floor image when you paint your grid.\n\nBy setting up your TreeView's selection and image loading logic as shown, clicking a child node would change the floor visual accordingly based on the selected image file.","behavior":"degenerate_repetition","conversation_hash":"f48259ba50ace5246fc8fb3661f186e7","conversation_redacted":false,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":123392,"n_turns_in_conversation":7,"n_words":11657,"source_row_offset":10039,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:21 GMT","turn_id":"fd7c6f6ec0ceedc387399d3a","turn_index":0,"user_text":"#Region \" Variables \"\n    Private regionIcon As Image\n    Public regions As New List(Of RegionInfo)\n    Public SnapToFloor As Boolean\n    Public Property HoveredTrigger As Triggers = Nothing\n    Public Property TriggerData As New List(Of Triggers)\n    Private triggersCollection As New List(Of Triggers)\n    Private triggerImage2 As Image\n    Private triggerImage As Image\n    Private triggerImageSmall As Image\n    Private triggerImage2Small As Image\n    Private IsOnGate As Boolean = False\n    Private IsOnBaddy As Boolean = False\n    Private xOrigin As Integer = INDENT\n    Private yOrigin As Integer = INDENT\n\n    Private selectedTriggerSquare As New Point(-1, -1)\n    Private selectedActionSquare As New Point(-1, -1)\n    Private selectedItemToRemove As String = \"\"\n\n    Private invalidateTimer As Timer\n    Private draggedSelectionCellX As Integer\n    Private draggedSelectionCellY As Integer\n\n    Private Const MaxRecentFiles As Integer = 10\n    Private recentFiles As New List(Of String)()\n    Private recentFilesFilePath As String = Path.Combine(GetProjectDirectory(), \"recent_files.txt\")\n\n    Private lastMouseMoveTime As Date = Date.MinValue\n    Private Const DEBOUNCE_INTERVAL As Integer = 50 ' milliseconds\n    Public Property SelectionMode As Boolean = False\n    Public Property SelectionRequestedByForm As Form = Nothing\n    Public Property SelectionRequestedFor As String = \"\"\n\n    Private Const INDENT As Integer = 30\n    Friend SQCOUNTX As Integer = 16\n    Friend SQCOUNTY As Integer = 11\n    Private Const WALL_THICKNESS As Integer = 10\n\n    Friend wallsHatchStyle As HatchStyle = HatchStyle.LargeConfetti\n    Friend wallsColor1 As Color = Color.FromArgb(255, 0, 0, 0)\n    Friend wallsColor2 As Color = Color.FromArgb(255, 64, 0, 0)\n    Friend floorsHatchStyle As HatchStyle = HatchStyle.Divot\n    Friend floorsColor1 As Color = Color.FromArgb(255, 64, 0, 0)\n    Friend floorsColor2 As Color = Color.FromArgb(255, 0, 64, 0)\n\n    Friend floorsUseEdgeStyle()() As Boolean 'track edge style usage\n\n    Private SQSizeX As Integer\n    Private SQSizeY As Integer\n\n    Private highlightedX As Integer\n    Private highlightedY As Integer\n    Private highlightedWallX As Boolean = False\n    Private highlightedWallY As Boolean = False\n    Private highlightColor As Color = Color.Black\n    Private highlightTimer As Timer\n\n    Private isRestoringState As Boolean = False\n    Private isActionInProgress As Boolean = False\n    Private undoStack As New Stack(Of RoomData)\n    Private redoStack As New Stack(Of RoomData)\n\n    Private ReadOnly projectDir As String = GetProjectDirectory()\n    Private ReadOnly premadesFolder As String = Path.Combine(projectDir, \"Data\", \"Premades\")\n    Private ReadOnly savesFolder As String = Path.Combine(projectDir, \"Data\", \"Saves\")\n    Private ReadOnly musicFolder As String = Path.Combine(projectDir, \"Data\", \"Sound/Music\")\n    Private ReadOnly tempFilePath As String = Path.Combine(Path.GetTempPath(), \"temp.room\")\n    Private ReadOnly ImagesFolder As String = Path.Combine(projectDir, \"Data\", \"Images\")\n    Private ReadOnly IconsFolder As String = Path.Combine(projectDir, \"Data\", \"Icons\")\n    Private ReadOnly TextureFolder As String = Path.Combine(projectDir, \"Data\", \"Textures\")\n\n    Private currentFilePath As String = \"\"\n    Friend SelectedMusic As String = \"\"\n\n    Friend verticalWalls()() As Boolean\n    Friend horizontalWalls()() As Boolean\n\n    Friend placedItems()() As ItemInfo\n    Friend verticalWallItems()() As ItemInfo\n    Friend horizontalWallItems()() As ItemInfo\n\n    Private animatedImages As New List(Of Image)\n    Private animationTimer As Timer\n\n    Private isDraggingItem As Boolean = False\n    Private draggedItem As ItemInfo = Nothing\n    Private draggedItemIsWall As Boolean = False\n    Private draggedItemIsVerticalWall As Boolean = False\n    Private draggedItemOriginalX As Integer\n    Private draggedItemOriginalY As Integer\n\n    Private mouseX As Integer\n    Private mouseY As Integer\n\n    Private rand As New Random()\n\n    Private rightMouseDownPosition As Point\n    Private rightMouseDownTime As Date\n    Private Const CLICK_DRAG_THRESHOLD As Integer = 5 ' pixels\n    Private Const CLICK_DRAG_THRESHOLD_SQUARED As Integer = CLICK_DRAG_THRESHOLD * CLICK_DRAG_THRESHOLD\n\n    Public useGradient As Boolean = False\n    Private itemsDictionary As Dictionary(Of String, List(Of ItemInfo))\n\n    Private regionOverlayColors As New Dictionary(Of String, Color) From {\n    {\"Region1\", Color.FromArgb(128, 255, 255, 0)},   ' Yellow\n    {\"Region2\", Color.FromArgb(128, 255, 165, 0)},   ' Orange\n    {\"Region3\", Color.FromArgb(128, 173, 255, 47)},  ' Light Green\n    {\"Region4\", Color.FromArgb(128, 173, 216, 230)}, ' Light Blue\n    {\"Region5\", Color.FromArgb(128, 211, 211, 211)}  ' Light Gray\n}\n\n#End Region\n\n#Region \" Constructor and Initialization \"\n\n    Public Sub New()\n        InitializeComponent()\n        InitializeWalls()\n        InitializeTimers()\n        InitializeEventHandlers()\n        InitializeAnimationForImages()\n        PopulateTextureTreeView()\n        If Not isRestoringState Then SaveStateForUndo()\n        KeyPreview = True\n\n        ' Load the Trigger.png image\n        triggerImage = Image.FromFile(Path.Combine(ImagesFolder, \"Trigger.png\"))\n\n        ' Load the Trigger2.png image\n        triggerImage2 = Image.FromFile(Path.Combine(ImagesFolder, \"Trigger2.png\"))\n\n        ' Create a smaller version of the image (70% smaller)\n        Dim originalWidth As Integer = triggerImage2.Width\n        Dim originalHeight As Integer = triggerImage2.Height\n        Dim newWidth As Integer = originalWidth * 0.3\n        Dim newHeight As Integer = originalHeight * 0.3\n        triggerImage2Small = New Bitmap(triggerImage2, New Size(newWidth, newHeight))\n\n        ' Create a smaller version of the Trigger.png image (80% smaller)\n        Dim originalWidthTrigger As Integer = triggerImage.Width\n        Dim originalHeightTrigger As Integer = triggerImage.Height\n        Dim newWidthTrigger As Integer = originalWidthTrigger * 1\n        Dim newHeightTrigger As Integer = originalHeightTrigger * 1\n        triggerImageSmall = New Bitmap(triggerImage, New Size(newWidthTrigger, newHeightTrigger))\n\n        ' Load the RegionIcon.png image\n        regionIcon = Image.FromFile(Path.Combine(IconsFolder, \"RegionIcon.png\"))\n    End Sub\n\n    Private Sub PopulateTextureTreeView()\n        trvTextures.Nodes.Clear() ' Clear existing nodes from the TreeView\n\n        If Directory.Exists(TextureFolder) Then ' Verify if the directory exists\n            ' Get all directories in the specified TextureFolder\n            Dim directories As String() = Directory.GetDirectories(TextureFolder)\n\n            ' Loop through each directory found\n            For Each dir As String In directories\n                Dim directoryName As String = Path.GetFileName(dir) ' Get the directory name\n                Dim parentNode As New TreeNode(directoryName) ' Create a new TreeNode for directory\n\n                ' Correctly call Directory.GetFiles to fetch all .png files in the current directory\n                Dim files As String() = Directory.GetFiles(dir, \"*.png\")\n\n                For Each file As String In files\n                    Dim fileName As String = Path.GetFileNameWithoutExtension(file) ' Get the file name without extension\n                    Dim childNode As New TreeNode(fileName) With {\n                .Tag = file ' Store the full path to the file in the Tag property\n            }\n\n                    ' Add the child node to the parent node\n                    parentNode.Nodes.Add(childNode)\n                Next\n\n                ' Add the parent node to the TreeView\n                trvTextures.Nodes.Add(parentNode)\n            Next\n        End If\n    End Sub\n    Private Sub FrmDesigner_Load(sender As Object, e As EventArgs) Handles MyBase.Load\n        RemoveHandler cboX.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n        RemoveHandler cboY.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n\n        If cboX.Items.Contains(SQCOUNTX.ToString()) Then\n            cboX.SelectedItem = SQCOUNTX.ToString()\n        End If\n        If cboY.Items.Contains(SQCOUNTY.ToString()) Then\n            cboY.SelectedItem = SQCOUNTY.ToString()\n        End If\n\n        AddHandler cboX.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n        AddHandler cboY.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n\n        ' Ensure one of the radio buttons is checked\n        rdoWalls.Checked = True\n\n        ' Initialize the color pickers with the current colors\n        colPattern.SelectedColor = wallsColor1\n        colBackground.SelectedColor = wallsColor2\n\n        LoadMusic()\n        LoadPremades()\n        LoadRecentFiles()\n\n        UpdateSelections()\n\n        ' Load the state from the temporary file\n        If File.Exists(tempFilePath) Then\n            Try\n                LoadRoomFromFile(tempFilePath)\n                UpdateGridSizeUI()\n                UpdateSelections()\n            Catch ex As Exception\n                Dim unused = MessageBox.Show(\"Error loading temporary file: \" & ex.Message)\n            End Try\n        End If\n\n        ' Reset currentFilePath to treat it as a new file\n        currentFilePath = \"\"\n\n        ' Reset the window title\n        Text = \"New Room\"\n\n        ' Initialize trigger colors\n        Dim rand As New Random()\n        picGame.Image = Nothing\n    End Sub\n\n    Friend Sub InitializeWalls()\n        verticalWalls = New Boolean(SQCOUNTX)() {}\n        verticalWallItems = New ItemInfo(SQCOUNTX)() {}\n        For x As Integer = 0 To SQCOUNTX\n            verticalWalls(x) = New Boolean(SQCOUNTY - 1) {}\n            verticalWallItems(x) = New ItemInfo(SQCOUNTY - 1) {}\n            For y As Integer = 0 To SQCOUNTY - 1\n                verticalWalls(x)(y) = True\n                verticalWallItems(x)(y) = Nothing\n            Next\n        Next\n\n        horizontalWalls = New Boolean(SQCOUNTX - 1)() {}\n        horizontalWallItems = New ItemInfo(SQCOUNTX - 1)() {}\n        For x As Integer = 0 To SQCOUNTX - 1\n            horizontalWalls(x) = New Boolean(SQCOUNTY) {}\n            horizontalWallItems(x) = New ItemInfo(SQCOUNTY) {}\n            For y As Integer = 0 To SQCOUNTY\n                horizontalWalls(x)(y) = True\n                horizontalWallItems(x)(y) = Nothing\n            Next\n        Next\n\n        placedItems = New ItemInfo(SQCOUNTX - 1)() {}\n        For x As Integer = 0 To SQCOUNTX - 1\n            placedItems(x) = New ItemInfo(SQCOUNTY - 1) {}\n            For y As Integer = 0 To SQCOUNTY - 1\n                placedItems(x)(y) = Nothing\n            Next\n        Next\n\n        floorsUseEdgeStyle = New Boolean(SQCOUNTX - 1)() {}\n        For x As Integer = 0 To SQCOUNTX - 1\n            floorsUseEdgeStyle(x) = New Boolean(SQCOUNTY - 1) {}\n            For y As Integer = 0 To SQCOUNTY - 1\n                floorsUseEdgeStyle(x)(y) = False\n            Next\n        Next\n    End Sub\n\n    Private Sub InitializeTimers()\n        highlightTimer = New Timer() With {.Interval = 250}\n        AddHandler highlightTimer.Tick, AddressOf HighlightTimer_Tick\n        highlightTimer.Start()\n\n        animationTimer = New Timer() With {.Interval = 100} ' Update every 100 milliseconds (10 times per second)\n        AddHandler animationTimer.Tick, AddressOf OnAnimationTick\n        animationTimer.Start()\n\n        invalidateTimer = New Timer() With {.Interval = 30} ' Update every 50 milliseconds (20 times per second)\n        AddHandler invalidateTimer.Tick, AddressOf InvalidateTimer_Tick\n        invalidateTimer.Start()\n    End Sub\n\n    Private Sub InitializeEventHandlers()\n        picGame.AllowDrop = True\n\n        For Each ctl As Control In tabFloor1.Controls\n            If TypeOf ctl Is PictureBox Then\n                AddHandler ctl.MouseEnter, AddressOf PictureBox_MouseEnter\n                AddHandler ctl.MouseLeave, AddressOf PictureBox_MouseLeave\n            End If\n        Next\n\n        For Each ctl As Control In tabWalls.Controls\n            If TypeOf ctl Is PictureBox Then\n                AddHandler ctl.MouseEnter, AddressOf PictureBox_MouseEnter\n                AddHandler ctl.MouseLeave, AddressOf PictureBox_MouseLeave\n            End If\n        Next\n    End Sub\n\n    Private Sub InitializeAnimationForImages()\n        animatedImages.Add(picBaddy1.Image)\n        animatedImages.Add(picBaddy2.Image)\n        animatedImages.Add(picBaddy3.Image)\n        animatedImages.Add(picBaddy4.Image)\n        animatedImages.Add(picLaser1.Image)\n        animatedImages.Add(picLaser2.Image)\n        animatedImages.Add(picFlipper1.Image)\n        animatedImages.Add(picFlipper2.Image)\n        animatedImages.Add(picFlipper3.Image)\n        animatedImages.Add(picFlipper4.Image)\n        animatedImages.Add(picCoin.Image)\n        animatedImages.Add(picGate.Image)\n        animatedImages.Add(picKey.Image)\n        animatedImages.Add(picStart.Image)\n        animatedImages.Add(picFinish.Image)\n        animatedImages.Add(picBall.Image)\n        animatedImages.Add(picBomb.Image)\n        animatedImages.Add(picWarp.Image)\n        animatedImages.Add(picWarp2.Image)\n        animatedImages.Add(picWarp3.Image)\n        animatedImages.Add(picVolcano.Image)\n\n        For Each img In animatedImages\n            If img IsNot Nothing Then\n                ImageAnimator.Animate(img, AddressOf OnFrameChanged)\n            End If\n        Next\n    End Sub\n\n#End Region\n\n#Region \" Event Handlers \"\n\n    Private Sub LoadPremades()\n        If Not Directory.Exists(premadesFolder) Then Dim unused1 = Directory.CreateDirectory(premadesFolder)\n        lstPremades.Items.Clear()\n        For Each file As String In Directory.GetFiles(premadesFolder, \"*.Premade\")\n            Dim unused = lstPremades.Items.Add(Path.GetFileNameWithoutExtension(file))\n        Next\n    End Sub\n\n    Private Sub LoadMusic()\n        If Not Directory.Exists(musicFolder) Then\n            Dim unused = Directory.CreateDirectory(musicFolder)\n        End If\n\n        Dim allowedExtensions As String() = {\".mp3\", \".wav\"}\n        Dim musicFileFound As Boolean = False\n        Dim defaultMusicFile As String = Path.Combine(musicFolder, \"The Jolly Drummer.wav\")\n        Dim defaultVolume As Integer = 100\n        Dim defaultGain As Integer = 5\n\n        For Each file As String In Directory.GetFiles(musicFolder)\n            Dim extension As String = Path.GetExtension(file).ToLower()\n            If allowedExtensions.Contains(extension) Then\n                Dim fileNameWithoutExtension As String = Path.GetFileNameWithoutExtension(file)\n                Dim volume As Integer = 50\n                Dim gain As Integer = 10\n\n                SelectedMusic = String.Format(\"{0}, V:{1}, G:{2}\", file, volume, gain)\n                lblAudio.Text = String.Format(\"{0}, V:{1}, G:{2}\", fileNameWithoutExtension, volume, gain)\n\n                musicFileFound = True\n                Exit For\n            End If\n        Next\n\n        If Not musicFileFound Then\n            ' Set default music file, volume, and gain\n            SelectedMusic = String.Format(\"{0}, V:{1}, G:{2}\", defaultMusicFile, defaultVolume, defaultGain)\n            lblAudio.Text = String.Format(\"{0}, V:{1}, G:{2}\", Path.GetFileNameWithoutExtension(defaultMusicFile), defaultVolume, defaultGain)\n        End If\n    End Sub\n\n    Private Sub OnAnimationTick(sender As Object, e As EventArgs)\n        For Each img In animatedImages\n            ImageAnimator.UpdateFrames(img)\n        Next\n    End Sub\n\n    Private Sub OnFrameChanged(o As Object, e As EventArgs)\n    End Sub\n\n    Private Sub HighlightTimer_Tick(sender As Object, e As EventArgs)\n        highlightColor = If(highlightColor = Color.Gray, Color.White, Color.Gray)\n    End Sub\n\n    Private Sub InvalidateTimer_Tick(sender As Object, e As EventArgs)\n        picGame.Invalidate()\n    End Sub\n\n    Private Function IsVerticalWallOuterBorder(x As Integer) As Boolean\n        Return x = 0 OrElse x = SQCOUNTX\n    End Function\n\n    Private Function IsHorizontalWallOuterBorder(y As Integer) As Boolean\n        Return y = 0 OrElse y = SQCOUNTY\n    End Function\n\n    Private Function GetItemName(imageKey As String) As String\n        Select Case imageKey\n            Case \"picBlock1\"\n                Return \"Block\"\n            Case \"picBlock2\"\n                Return \"Block2\"\n            Case \"picBaddy1\"\n                Return \"Baddy1\"\n            Case \"picBaddy2\"\n                Return \"Baddy2\"\n            Case \"picLaser1\"\n                Return \"Laser1\"\n            Case \"picLaser2\"\n                Return \"Laser2\"\n            Case \"picFlipper1\"\n                Return \"Flipper1\"\n            Case \"picFlipper2\"\n                Return \"Flipper2\"\n            Case \"picFlipper3\"\n                Return \"Flipper3\"\n            Case \"picFlipper4\"\n                Return \"Flipper4\"\n            Case \"picBaddy3\"\n                Return \"Baddy3\"\n            Case \"picBaddy4\"\n                Return \"Baddy4\"\n            Case \"picCoin\"\n                Return \"Coin\"\n            Case \"picGate\"\n                Return \"Gate\"\n            Case \"picKey\"\n                Return \"Key\"\n            Case \"picStart\"\n                Return \"Start\"\n            Case \"picFinish\"\n                Return \"Finish\"\n            Case \"picBlockStopper1\"\n                Return \"BlockStopper\"\n            Case \"picBall\"\n                Return \"Ball\"\n            Case \"picBlockSwitch\"\n                Return \"BlockSwitch\"\n            Case \"picBomb\"\n                Return \"Bomb\"\n            Case \"picWarp\"\n                Return \"Warp\"\n            Case \"picWarp2\"\n                Return \"Warp2\"\n            Case \"picWarp3\"\n                Return \"Warp3\"\n            Case \"picVolcano\"\n                Return \"Volcano\"\n            Case Else\n                Return \"Unknown\"\n        End Select\n    End Function\n\n    Private Sub RemoveEdgeStyleAtMousePosition(mouseX As Integer, mouseY As Integer)\n        UpdateHighlight(mouseX, mouseY)\n        If Not highlightedWallX AndAlso Not highlightedWallY Then\n            If highlightedX >= 0 AndAlso highlightedX < SQCOUNTX AndAlso highlightedY >= 0 AndAlso highlightedY < SQCOUNTY Then\n                floorsUseEdgeStyle(highlightedX)(highlightedY) = False\n\n            End If\n        End If\n    End Sub\n\n    Public Sub UpdateGridSizeUI()\n        RemoveHandler cboX.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n        RemoveHandler cboY.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n\n        If Not cboX.Items.Contains(SQCOUNTX.ToString()) Then\n            Dim unused1 = cboX.Items.Add(SQCOUNTX.ToString())\n        End If\n        cboX.SelectedItem = SQCOUNTX.ToString()\n\n        If Not cboY.Items.Contains(SQCOUNTY.ToString()) Then\n            Dim unused = cboY.Items.Add(SQCOUNTY.ToString())\n        End If\n        cboY.SelectedItem = SQCOUNTY.ToString()\n\n        AddHandler cboX.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n        AddHandler cboY.SelectedIndexChanged, AddressOf CboX_SelectedIndexChanged\n\n        CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n    End Sub\n\n    Private Sub CalculateSquareSizes(clientWidth As Integer, clientHeight As Integer)\n        If SQCOUNTX <= 0 OrElse SQCOUNTY <= 0 Then\n            Throw New InvalidOperationException(\"Grid dimensions must be greater than zero.\")\n        End If\n\n        SQSizeX = (clientWidth - (2 * INDENT) - ((SQCOUNTX + 1) * WALL_THICKNESS)) \\ SQCOUNTX\n        SQSizeY = (clientHeight - (2 * INDENT) - ((SQCOUNTY + 1) * WALL_THICKNESS)) \\ SQCOUNTY\n    End Sub\n\n#End Region\n#Region \" Design \"\n\n    Private Sub LstPremades_SelectedIndexChanged(sender As Object, e As EventArgs) Handles lstPremades.SelectedIndexChanged\n        TurnOffSelectionMode()\n        If lstPremades.SelectedIndex >= 0 Then\n            If Not isRestoringState Then SaveStateForUndo()\n            Dim selectedPremade As String = lstPremades.SelectedItem.ToString()\n            LoadSettingsFromFile(Path.Combine(premadesFolder, selectedPremade & \".Premade\"))\n            UpdateSelections()\n\n        End If\n    End Sub\n\n    Private Sub BtnSavePremade_Click(sender As Object, e As EventArgs) Handles btnSavePremade.Click\n        TurnOffSelectionMode()\n        Dim saveDialog As New SaveFileDialog() With {\n            .InitialDirectory = premadesFolder,\n            .Filter = \"Premade Files (*.Premade)|*.Premade\",\n            .DefaultExt = \"Premade\",\n            .AddExtension = True,\n            .Title = \"Save Premade\"\n        }\n        If saveDialog.ShowDialog() = DialogResult.OK Then\n            SaveSettingsToFile(saveDialog.FileName)\n            LoadPremades()\n        End If\n    End Sub\n\n    Private Sub LstHatchstyles_SelectedIndexChanged(sender As Object, e As EventArgs) Handles lstHatchstyles.SelectedIndexChanged\n        TurnOffSelectionMode()\n        If lstHatchstyles.SelectedItem IsNot Nothing Then\n            Dim selectedHatchStyleName As String = lstHatchstyles.SelectedItem.ToString()\n            Dim selectedHatchStyle As HatchStyle = [Enum].Parse(GetType(HatchStyle), selectedHatchStyleName)\n            If rdoFloors.Checked Then\n                floorsHatchStyle = selectedHatchStyle\n            ElseIf rdoWalls.Checked Then\n                wallsHatchStyle = selectedHatchStyle\n            End If\n            If Not isRestoringState Then SaveStateForUndo()\n\n        End If\n    End Sub\n\n    Private Sub btnRandom_Click(sender As Object, e As EventArgs) Handles btnRandom.Click\n        If lstHatchstyles.Items.Count > 0 Then\n            Dim random As New Random()\n            Dim randomIndex As Integer = random.Next(lstHatchstyles.Items.Count)\n            lstHatchstyles.SelectedIndex = randomIndex\n        End If\n        If Not isRestoringState Then SaveStateForUndo()\n    End Sub\n\n    Private Sub BtnAll_Click(sender As Object, e As EventArgs) Handles BtnAll.Click\n        TurnOffSelectionMode()\n        If Not isRestoringState Then SaveStateForUndo()\n        RandomizeWalls()\n        RandomizeFloors()\n    End Sub\n\n    Private Sub BtnWalls_Click(sender As Object, e As EventArgs) Handles BtnWall.Click\n        TurnOffSelectionMode()\n        If Not isRestoringState Then SaveStateForUndo()\n        RandomizeWalls()\n    End Sub\n\n    Private Sub BtnFloors_Click(sender As Object, e As EventArgs) Handles BtnFloor.Click\n        TurnOffSelectionMode()\n        If Not isRestoringState Then SaveStateForUndo()\n        RandomizeFloors()\n\n    End Sub\n\n    Private Sub RandomizeWalls()\n        wallsColor1 = Color.FromArgb(rand.Next(256), rand.Next(256), rand.Next(256))\n        wallsColor2 = Color.FromArgb(rand.Next(256), rand.Next(256), rand.Next(256))\n        Dim hatchStyles As Array = [Enum].GetValues(GetType(HatchStyle))\n        wallsHatchStyle = CType(hatchStyles.GetValue(rand.Next(hatchStyles.Length)), HatchStyle)\n        UpdateSelections()\n    End Sub\n\n    Private Sub RandomizeFloors()\n        floorsColor1 = Color.FromArgb(rand.Next(256), rand.Next(256), rand.Next(256))\n        floorsColor2 = Color.FromArgb(rand.Next(256), rand.Next(256), rand.Next(256))\n        Dim hatchStyles As Array = [Enum].GetValues(GetType(HatchStyle))\n        floorsHatchStyle = CType(hatchStyles.GetValue(rand.Next(hatchStyles.Length)), HatchStyle)\n        UpdateSelections()\n    End Sub\n\n    Private Sub UpdateSelections()\n        If rdoWalls.Checked Then\n            lstHatchstyles.SelectedItem = wallsHatchStyle.ToString()\n        ElseIf rdoFloors.Checked Then\n            lstHatchstyles.SelectedItem = floorsHatchStyle.ToString()\n        ElseIf rdoEdge.Checked Then\n            lstHatchstyles.SelectedItem = wallsHatchStyle.ToString()\n        End If\n\n        cboStyleChoice.Enabled = rdoFloors.Checked\n        lstHatchstyles.Enabled = Not rdoFloors.Checked OrElse Not useGradient\n\n        If cboStyleChoice.Items.Count > 0 Then\n            cboStyleChoice.SelectedIndex = If(useGradient, cboStyleChoice.Items.IndexOf(\"Gradient\"), cboStyleChoice.Items.IndexOf(\"HatchStyle\"))\n        End If\n\n        ' Update the color pickers to reflect the current colors\n        UpdateColorPickers()\n    End Sub\n\n    Private Sub RdoWalls_CheckedChanged(sender As Object, e As EventArgs) Handles rdoWalls.CheckedChanged\n        TurnOffSelectionMode()\n        If rdoWalls.Checked Then\n            UpdateSelections()\n        End If\n    End Sub\n\n    Private Sub RdoFloors_CheckedChanged(sender As Object, e As EventArgs) Handles rdoFloors.CheckedChanged\n        TurnOffSelectionMode()\n        If rdoFloors.Checked Then\n            UpdateSelections()\n        End If\n    End Sub\n\n    Private Sub RdoEdge_CheckedChanged(sender As Object, e As EventArgs) Handles rdoEdge.CheckedChanged\n        TurnOffSelectionMode()\n        If rdoEdge.Checked Then\n            UpdateSelections()\n        End If\n    End Sub\n\n    Private Sub CboStyleChoice_SelectedIndexChanged(sender As Object, e As EventArgs) Handles cboStyleChoice.SelectedIndexChanged\n        TurnOffSelectionMode()\n        useGradient = cboStyleChoice.SelectedItem.ToString() = \"Gradient\"\n        lstHatchstyles.Enabled = Not useGradient\n        ' Redraw the picGame control\n    End Sub\n\n    Private Sub CboX_SelectedIndexChanged(sender As Object, e As EventArgs) Handles cboX.SelectedIndexChanged, cboY.SelectedIndexChanged\n        TurnOffSelectionMode()\n        UpdateGridSize()\n    End Sub\n\n    Private Sub UpdateGridSize()\n        Dim newSQCOUNTX As Integer\n        Dim newSQCOUNTY As Integer\n        If Integer.TryParse(cboX.SelectedItem?.ToString(), newSQCOUNTX) AndAlso Integer.TryParse(cboY.SelectedItem?.ToString(), newSQCOUNTY) Then\n            If Not isRestoringState Then SaveStateForUndo()\n            Dim oldSQCOUNTX As Integer = SQCOUNTX\n            Dim oldSQCOUNTY As Integer = SQCOUNTY\n            SQCOUNTX = newSQCOUNTX\n            SQCOUNTY = newSQCOUNTY\n            useGradient = cboStyleChoice.SelectedItem?.ToString() = \"Gradient\"\n            ResizeArrays(oldSQCOUNTX, oldSQCOUNTY, SQCOUNTX, SQCOUNTY)\n            CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n            highlightedX = -1\n            highlightedY = -1\n            isMouseInsideGrid = False\n            selectionRectangle = Rectangle.Empty\n        End If\n    End Sub\n\n    Friend Sub ResizeArrays(oldX As Integer, oldY As Integer, newX As Integer, newY As Integer)\n        verticalWalls = ResizeJaggedArray(verticalWalls, oldX + 1, oldY - 1, newX + 1, newY - 1, True)\n        verticalWallItems = ResizeJaggedArray(verticalWallItems, oldX + 1, oldY - 1, newX + 1, newY - 1, False)\n        horizontalWalls = ResizeJaggedArray(horizontalWalls, oldX - 1, oldY + 1, newX - 1, newY + 1, True)\n        horizontalWallItems = ResizeJaggedArray(horizontalWallItems, oldX - 1, oldY + 1, newX - 1, newY + 1, False)\n        placedItems = ResizeJaggedArray(placedItems, oldX - 1, oldY - 1, newX - 1, newY - 1, False)\n        floorsUseEdgeStyle = ResizeJaggedArray(floorsUseEdgeStyle, oldX - 1, oldY - 1, newX - 1, newY - 1, False)\n        FillBorderWalls()\n    End Sub\n\n    Private Function ResizeJaggedArray(Of T)(sourceArray As T()(), oldSizeX As Integer, oldSizeY As Integer, newSizeX As Integer, newSizeY As Integer, initializeValue As Boolean) As T()()\n        Dim newArray As T()() = New T(newSizeX)() {}\n        For x As Integer = 0 To newSizeX\n            newArray(x) = New T(newSizeY) {}\n            For y As Integer = 0 To newSizeY\n                newArray(x)(y) = If(x < sourceArray.Length AndAlso y < sourceArray(x).Length,\n                    sourceArray(x)(y),\n                    If(GetType(T) Is GetType(Boolean) AndAlso initializeValue, CType(Convert.ChangeType(True, GetType(T)), T), Nothing))\n            Next\n        Next\n        Return newArray\n    End Function\n\n#End Region\n\n#Region \" Mouse Up, Down, Move \"\n\n    Private Sub PicGame_MouseDown(sender As Object, e As MouseEventArgs) Handles picGame.MouseDown\n        If SelectionMode Then\n            HandleSelectionMode(e)\n            Return\n        End If\n\n        If e.Button = MouseButtons.Left Then\n            ' Handle actions when the left mouse button is clicked\n            HandleGateClicked(e.X, e.Y)\n            HandleBaddyClicked(e.X, e.Y) ' Ensure this line is added\n\n            ' Start the selection process\n            isSelecting = True\n            selectionStartPoint = e.Location\n            selectionEndPoint = e.Location\n            selectionRectangle = GetRectangle(selectionStartPoint, selectionEndPoint)\n\n            ' Reset selection data only if not in copy-paste operation\n            If Not isCopying Then\n                selectionData = Nothing\n                selectionStartCell = New Point(-1, -1)\n                copiedSelectionData = Nothing\n                copiedSelectionType = \"\"\n            End If\n\n            ' Check if selection starts from a wall or the space between walls\n            Dim offsetX As Integer = (selectionStartPoint.X - INDENT) Mod (SQSizeX + WALL_THICKNESS)\n            Dim offsetY As Integer = (selectionStartPoint.Y - INDENT) Mod (SQSizeY + WALL_THICKNESS)\n            selectionStartedOnWall = (offsetX < WALL_THICKNESS) OrElse (offsetY < WALL_THICKNESS)\n\n            ' Adjust the selection start point to snap to the grid\n            selectionStartPoint = GetGridAlignedPoint(selectionStartPoint)\n\n            ' Determine if the user starts the selection on a floor or a wall\n            Dim clickedX As Integer = (e.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n            Dim clickedY As Integer = (e.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n            If clickedX >= 0 AndAlso clickedX < SQCOUNTX AndAlso clickedY >= 0 AndAlso clickedY < SQCOUNTY Then\n                If Not IsMouseOverWall(e.X, e.Y) Then\n                    ' The starting selection is on the floor\n                    SnapToFloor = True\n                Else\n                    ' Starting on a wall\n                    SnapToFloor = False\n                End If\n            End If\n\n            ' Check if the click is on a region icon\n            If chkShowRegions.Checked Then\n                For Each region As RegionInfo In regions\n                    Dim iconRect As New Rectangle(\n                    INDENT + (region.Rectangle.X * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    INDENT + (region.Rectangle.Y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    regionIcon.Width,\n                    regionIcon.Height\n                )\n                    If iconRect.Contains(e.Location) Then\n                        ' Select the entire region\n                        selectionRectangle = region.Rectangle\n                        selectionStartCell = New Point(region.Rectangle.X, region.Rectangle.Y)\n                        isSelectionReadyToDrag = True\n                        ctmMenu.Show(picGame, e.Location)\n                        Return\n                    End If\n                Next\n            End If\n        ElseIf e.Button = MouseButtons.Right Then\n            ' Hide properties displays\n            UcBaddyProps.Visible = False\n            krKeys.Visible = False\n        End If\n\n        If isSelectionReadyToDrag Then\n            If selectionRectangle.Contains(e.Location) Then\n                If e.Button = MouseButtons.Left Then\n                    SaveStateForUndo()\n                    isDraggingSelection = True\n                    selectionOffset = New Point(e.X - selectionRectangle.Location.X, e.Y - selectionRectangle.Location.Y)\n                    selectionStartCell = New Point(\n        (selectionRectangle.Location.X - INDENT) \\ (SQSizeX + WALL_THICKNESS),\n        (selectionRectangle.Location.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS))\n                    picGame.Capture = True\n                    Cursor = Cursors.SizeAll\n                ElseIf e.Button = MouseButtons.Right Then\n                    ' Show context menu if right-clicking inside the selection\n                    Dim menuPosition As Point = e.Location\n                    ctmMenu.Show(picGame, menuPosition)\n                End If\n            End If\n        ElseIf isInSelectionMode Then\n            ' Start selecting a new area\n            If e.Button = MouseButtons.Left Then\n                isSelecting = True\n                selectionStartPoint = e.Location\n                selectionEndPoint = e.Location\n                selectionRectangle = GetRectangle(selectionStartPoint, selectionEndPoint)\n\n                ' Reset selection data only if not in copy-paste operation\n                If Not isCopying Then\n                    selectionData = Nothing\n                    selectionStartCell = New Point(-1, -1)\n                    copiedSelectionData = Nothing\n                    copiedSelectionType = \"\"\n                End If\n\n                ' Reset the cycle\n                isSelectionExpandedToWalls = False\n                isSelectionExpandedToFloors = False\n\n                ' Adjust the selection start point to snap to the grid\n                selectionStartPoint = GetGridAlignedPoint(selectionStartPoint)\n            ElseIf e.Button = MouseButtons.Right Then\n                If selectionRectangle.Contains(e.Location) Then\n                    Dim menuPosition As Point = e.Location\n                    ctmMenu.Show(picGame, menuPosition)\n                End If\n            Else\n                TurnOffSelectionMode()\n            End If\n        Else\n            ' Normal mouse down processing\n            If e.Button = MouseButtons.Right Then\n                isRightMouseDown = True\n                rightMouseDownPosition = e.Location\n                rightMouseDownTime = Date.Now\n                If Not isActionInProgress Then\n                    isActionInProgress = True\n                    SaveStateForUndo()\n                End If\n            ElseIf e.Button = MouseButtons.Left Then\n                isLeftMouseDown = True\n                UpdateHighlight(e.X, e.Y)\n                Dim itemPickedUp As Boolean = False\n\n                If isMouseInsideGrid Then\n                    If Not isActionInProgress Then\n                        isActionInProgress = True\n                        SaveStateForUndo()\n                    End If\n\n                    If highlightedWallX Then\n                        ' Handle vertical wall item pickup\n                        If highlightedX >= 0 AndAlso highlightedX < verticalWallItems.Length AndAlso\n           highlightedY >= 0 AndAlso highlightedY < verticalWallItems(0).Length Then\n                            If verticalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                                isDraggingItem = True\n                                draggedItem = verticalWallItems(highlightedX)(highlightedY)\n                                draggedItemIsWall = True\n                                draggedItemIsVerticalWall = True\n                                draggedItemIsVerticalWall = True\n                                draggedItemOriginalX = highlightedX\n                                draggedItemOriginalY = highlightedY\n                                verticalWallItems(highlightedX)(highlightedY) = Nothing\n                                verticalWalls(highlightedX)(highlightedY) = True\n                                picGame.Capture = True\n                                itemPickedUp = True\n                            End If\n                        End If\n                    ElseIf highlightedWallY Then\n                        ' Handle horizontal wall item pickup\n                        If highlightedX >= 0 AndAlso highlightedX < horizontalWallItems.Length AndAlso\n           highlightedY >= 0 AndAlso highlightedY < horizontalWallItems(0).Length Then\n                            If horizontalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                                isDraggingItem = True\n                                draggedItem = horizontalWallItems(highlightedX)(highlightedY)\n                                draggedItemIsWall = True\n                                draggedItemIsVerticalWall = False\n                                draggedItemOriginalX = highlightedX\n                                draggedItemOriginalY = highlightedY\n                                horizontalWallItems(highlightedX)(highlightedY) = Nothing\n                                horizontalWalls(highlightedX)(highlightedY) = True\n                                picGame.Capture = True\n                                itemPickedUp = True\n                            End If\n                        End If\n                    Else\n                        ' Handle floor item pickup\n                        If highlightedX >= 0 AndAlso highlightedX < placedItems.Length AndAlso\n           highlightedY >= 0 AndAlso highlightedY < placedItems(0).Length Then\n                            If placedItems(highlightedX)(highlightedY) IsNot Nothing Then\n                                isDraggingItem = True\n                                draggedItem = placedItems(highlightedX)(highlightedY)\n                                draggedItemIsWall = False\n                                draggedItemOriginalX = highlightedX\n                                draggedItemOriginalY = highlightedY\n                                placedItems(highlightedX)(highlightedY) = Nothing\n                                picGame.Capture = True\n                                itemPickedUp = True\n                            End If\n                        End If\n                    End If\n\n                    If itemPickedUp Then\n                        redoStack.Clear()\n                    Else\n                        ' Add wall or edge style handling\n                        If rdoEdge.Checked Then\n                            isLeftMouseDown = True\n                            SetEdgeStyleAtMousePosition(e.X, e.Y)\n                        Else\n                            isLeftMouseDown = True\n                            AddWallAtMousePosition(e.X, e.Y)\n                        End If\n                    End If\n                End If\n            End If\n        End If\n\n        ' Check if the krKeys control is visible and the click is outside the cell with the gate\n        If krKeys.Visible And IsOnGate = False Then\n            Dim clickedX As Integer = (e.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n            Dim clickedY As Integer = (e.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n            If clickedX >= 0 AndAlso clickedX < placedItems.Length AndAlso\n   clickedY >= 0 AndAlso clickedY < placedItems(0).Length Then\n                Dim clickedItem As ItemInfo = placedItems(clickedX)(clickedY)\n                If clickedItem Is Nothing OrElse clickedItem.ImageKey <> \"picGate\" Then\n                    krKeys.Visible = False\n                End If\n            Else\n                krKeys.Visible = False\n            End If\n        End If\n\n        ' Check if the UcBaddyProps control is visible and the click is outside the cell with the Baddy\n        If UcBaddyProps.Visible AndAlso Not IsOnBaddy Then\n            Dim clickedX As Integer = (e.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n            Dim clickedY As Integer = (e.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n            If clickedX >= 0 AndAlso clickedX < placedItems.Length AndAlso\n   clickedY >= 0 AndAlso clickedY < placedItems(0).Length Then\n                Dim clickedItem As ItemInfo = placedItems(clickedX)(clickedY)\n                If Not clickedItem.ImageKey.StartsWith(\"picBaddy\") Then\n                    UcBaddyProps.Visible = False\n                End If\n            Else\n                UcBaddyProps.Visible = False\n            End If\n        End If\n    End Sub\n\n    Private Sub PicGame_MouseMove(sender As Object, e As MouseEventArgs) Handles picGame.MouseMove\n        isCursorOnPicGame = True\n\n        If isDraggingSelection Then\n            ' Existing code for dragging selection\n            If isCopying Then\n                If copiedSelectionData Is Nothing Then\n                    Return\n                End If\n            Else\n                If selectionData Is Nothing Then\n                    CaptureSelectionData()\n                End If\n            End If\n\n            ' Calculate new cell positions\n            Dim newX As Integer = e.X - selectionOffset.X\n            Dim newY As Integer = e.Y - selectionOffset.Y\n\n            Dim cellX As Integer = (newX - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n            Dim cellY As Integer = (newY - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n            ' Ensure cellX and cellY are within bounds\n            If isCopying Then\n                cellX = Math.Max(0, Math.Min(SQCOUNTX - copiedSelectionData.selectionWidth, cellX))\n                cellY = Math.Max(0, Math.Min(SQCOUNTY - copiedSelectionData.selectionHeight, cellY))\n                selectionRectangle.Width = copiedSelectionData.selectionWidth * (SQSizeX + WALL_THICKNESS) ' Remove - WALL_THICKNESS\n                selectionRectangle.Height = copiedSelectionData.selectionHeight * (SQSizeY + WALL_THICKNESS) ' Remove - WALL_THICKNESS\n            Else\n                cellX = Math.Max(0, Math.Min(SQCOUNTX - selectionData.selectionWidth, cellX))\n                cellY = Math.Max(0, Math.Min(SQCOUNTY - selectionData.selectionHeight, cellY))\n                selectionRectangle.Width = (selectionData.selectionWidth * (SQSizeX + WALL_THICKNESS)) - WALL_THICKNESS\n                selectionRectangle.Height = (selectionData.selectionHeight * (SQSizeY + WALL_THICKNESS)) - WALL_THICKNESS\n            End If\n\n            ' Update selection rectangle position\n            selectionRectangle.X = INDENT + (cellX * (SQSizeX + WALL_THICKNESS))\n            selectionRectangle.Y = INDENT + (cellY * (SQSizeY + WALL_THICKNESS))\n\n            ' Store cell positions for use in MouseUp\n            draggedSelectionCellX = cellX\n            draggedSelectionCellY = cellY\n\n        ElseIf isDraggingItem Then\n            ' Update the mouse position to the current cursor position\n            mouseX = e.X\n            mouseY = e.Y\n\n            ' Snap the item to the nearest wall and center it\n            UpdateHighlight(e.X, e.Y)\n            If draggedItemIsWall Then\n                If draggedItemIsVerticalWall Then\n                    mouseX = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) + 4\n                    mouseY = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeY \\ 2)\n                Else\n                    mouseX = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeX \\ 2)\n                    mouseY = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) + 4\n                End If\n            Else\n                mouseX = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeX \\ 2)\n                mouseY = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeY \\ 2)\n            End If\n\n        ElseIf isInSelectionMode Then\n            If isSelecting Then\n                Dim newEndPoint = e.Location\n\n                ' Adjust the snap behavior based on where we started the selection\n                If SnapToFloor Then\n                    selectionStartPoint = GetGridAlignedPoint(selectionStartPoint)\n                    newEndPoint = GetGridAlignedPoint(newEndPoint, isFloor:=True)\n                Else\n                    selectionStartPoint = GetGridAlignedPoint(selectionStartPoint, isWall:=True)\n                    newEndPoint = GetGridAlignedPoint(newEndPoint, isWall:=True)\n                End If\n\n                selectionRectangle = GetRectangle(selectionStartPoint, newEndPoint)\n            End If\n        Else\n            UpdateHighlight(e.X, e.Y)\n\n            If isRightMouseDown Then\n                If rdoEdge.Checked Then\n                    If isMouseInsideGrid Then\n                        RemoveEdgeStyleAtMousePosition(e.X, e.Y)\n                    End If\n                Else\n                    Dim deltaX As Integer = e.X - rightMouseDownPosition.X\n                    Dim deltaY As Integer = e.Y - rightMouseDownPosition.Y\n                    Dim distanceSquared As Integer = (deltaX * deltaX) + (deltaY * deltaY)\n                    If distanceSquared > CLICK_DRAG_THRESHOLD_SQUARED Then\n                        RemoveObjectAtMousePosition(e.X, e.Y, removeWalls:=True, removeItems:=False)\n                    End If\n                End If\n            End If\n            If isLeftMouseDown Then\n                If rdoEdge.Checked Then\n                    If isMouseInsideGrid Then\n                        SetEdgeStyleAtMousePosition(e.X, e.Y)\n                    End If\n                Else\n                    AddWallAtMousePosition(e.X, e.Y)\n                End If\n            End If\n        End If\n\n        UpdateStatusBar(e.X, e.Y)\n    End Sub\n\n    Private Sub PicGame_MouseUp(sender As Object, e As MouseEventArgs) Handles picGame.MouseUp\n        If isDraggingSelection Then\n            ' Completing selection dragging\n            If e.Button = MouseButtons.Left Then\n                ' Save the state before modifying the data model\n                If Not isRestoringState Then\n                    SaveStateForUndo()\n                End If\n\n                isDraggingSelection = False\n                picGame.Capture = False\n                Cursor = Cursors.Default\n\n                If selectionRectangle.IsEmpty Then\n                    Return\n                End If\n\n                ' Use the dragged selection cell coordinates calculated in MouseMove\n                ' These represent the top-left corner where the paste should occur\n                If draggedSelectionCellX >= 0 AndAlso draggedSelectionCellY >= 0 Then\n                    PasteSelectionDataTo(New Point(draggedSelectionCellX, draggedSelectionCellY), False, copiedSelectionType = \"Edge\")\n                End If\n\n                isCopying = False\n                isSelectionReadyToDrag = False\n\n                ' Reset selection-related variables to prevent issues with future operations\n                selectionData = Nothing\n                selectionStartCell = New Point(-1, -1)\n                copiedSelectionData = Nothing\n                copiedSelectionType = \"\"\n                isCopying = False\n                isSelectionReadyToDrag = False\n                isDraggingSelection = False\n\n                ' Clear the redo stack since we've made a new change\n                redoStack.Clear()\n            End If\n        ElseIf isInSelectionMode AndAlso isSelecting Then\n            If e.Button = MouseButtons.Left Then\n                ' Finalizing the selection rectangle\n                isSelecting = False\n                selectionEndPoint = e.Location\n\n                ' Always snap to the wall for both start and end points\n                selectionStartPoint = GetGridAlignedPoint(selectionStartPoint, isWall:=True)\n                selectionEndPoint = GetGridAlignedPoint(selectionEndPoint, isWall:=True)\n\n                selectionRectangle = GetRectangle(selectionStartPoint, selectionEndPoint)\n\n                ' Reset selection-related variables\n                selectionData = Nothing\n                selectionStartCell = New Point(-1, -1)\n                copiedSelectionData = Nothing\n                copiedSelectionType = \"\"\n                isCopying = False\n                isSelectionReadyToDrag = False\n                isDraggingSelection = False\n\n                If selectionRectangle.IsEmpty Then\n                    TurnOffSelectionMode()\n                End If\n            End If\n        Else\n            ' Normal mouse up processing\n            If e.Button = MouseButtons.Left Then\n                If isDraggingItem Then\n                    ' Save the state before modifying the data model\n                    If Not isRestoringState Then\n                        SaveStateForUndo()\n                    End If\n\n                    isDraggingItem = False\n                    picGame.Capture = False\n                    Cursor.Current = Cursors.Default\n\n                    ' Snap the item to the grid position\n                    UpdateHighlight(e.X, e.Y)\n                    If isMouseInsideGrid Then\n                        If draggedItemIsWall Then\n                            If draggedItemIsVerticalWall Then\n                                If highlightedX >= 0 AndAlso highlightedX < verticalWallItems.Length AndAlso\n                   verticalWallItems(highlightedX) IsNot Nothing AndAlso\n                   highlightedY >= 0 AndAlso highlightedY < verticalWallItems(0).Length Then\n\n                                    If Not IsVerticalWallConnectedToEdge(New Point(highlightedX, highlightedY)) OrElse IsFlipperItem(draggedItem.ImageKey) Then\n                                        verticalWallItems(highlightedX)(highlightedY) = draggedItem\n                                        verticalWalls(highlightedX)(highlightedY) = False\n                                    Else\n                                        ReturnItemToOriginalLocation()\n                                    End If\n                                End If\n                            Else\n                                If highlightedX >= 0 AndAlso highlightedX < horizontalWallItems.Length AndAlso\n                   horizontalWallItems(highlightedX) IsNot Nothing AndAlso\n                   highlightedY >= 0 AndAlso highlightedY < horizontalWallItems(0).Length Then\n\n                                    If Not IsHorizontalWallConnectedToEdge(New Point(highlightedX, highlightedY)) OrElse IsFlipperItem(draggedItem.ImageKey) Then\n                                        horizontalWallItems(highlightedX)(highlightedY) = draggedItem\n                                        horizontalWalls(highlightedX)(highlightedY) = False\n                                    Else\n                                        ReturnItemToOriginalLocation()\n                                    End If\n                                End If\n                            End If\n                        Else\n                            If highlightedX >= 0 AndAlso highlightedX < placedItems.Length AndAlso\n                   highlightedY >= 0 AndAlso highlightedY < placedItems(0).Length Then\n\n                                placedItems(highlightedX)(highlightedY) = draggedItem\n                            End If\n                        End If\n                    End If\n\n                    ' Clear redo stack since we've made a new change\n                    redoStack.Clear()\n\n                    ' Invalidate the picGame control to refresh the display\n\n                End If\n\n                isLeftMouseDown = False\n                isActionInProgress = False\n\n            ElseIf e.Button = MouseButtons.Right Then\n                If isRightMouseDown Then\n                    isRightMouseDown = False\n\n                    If rdoEdge.Checked Then\n                        UpdateHighlight(e.X, e.Y)\n                        If isMouseInsideGrid Then\n                            If Not highlightedWallX AndAlso Not highlightedWallY Then\n                                If highlightedX >= 0 AndAlso highlightedX < SQCOUNTX AndAlso highlightedY >= 0 AndAlso highlightedY < SQCOUNTY Then\n                                    floorsUseEdgeStyle(highlightedX)(highlightedY) = False\n\n                                End If\n                            End If\n                        End If\n                    Else\n                        Dim deltaX As Integer = e.X - rightMouseDownPosition.X\n                        Dim deltaY As Integer = e.Y - rightMouseDownPosition.Y\n                        Dim distanceSquared As Integer = (deltaX * deltaX) + (deltaY * deltaY)\n                        If distanceSquared < CLICK_DRAG_THRESHOLD_SQUARED Then\n                            RemoveObjectAtMousePosition(e.X, e.Y, removeWalls:=False, removeItems:=True)\n                        End If\n                    End If\n\n                    isActionInProgress = False\n                End If\n\n                ' Check if the right-click is outside the selected area\n                If isInSelectionMode AndAlso Not selectionRectangle.Contains(e.Location) Then\n                    TurnOffSelectionMode()\n                End If\n            End If\n        End If\n    End Sub\n\n    Private Sub Form_MouseMove(sender As Object, e As MouseEventArgs) Handles Me.MouseMove\n        Dim screenPos As Point = PointToScreen(New Point(e.X, e.Y))\n        Dim picGameClientPoint As Point = picGame.PointToClient(screenPos)\n\n        isCursorOnPicGame = picGame.ClientRectangle.Contains(picGameClientPoint)\n\n        If isDraggingItem Then\n            mouseX = picGameClientPoint.X\n            mouseY = picGameClientPoint.Y\n\n            If isCursorOnPicGame Then\n                UpdateHighlight(mouseX, mouseY)\n                isMouseInsideGrid = True\n\n                ' Snap the item to the nearest wall and center it\n                If draggedItemIsWall Then\n                    If draggedItemIsVerticalWall Then\n                        mouseX = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) + 4\n                        mouseY = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeY \\ 2)\n                    Else\n                        mouseX = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeX \\ 2)\n                        mouseY = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) + 4\n                    End If\n                Else\n                    mouseX = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeX \\ 2)\n                    mouseY = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (SQSizeY \\ 2)\n                End If\n            Else\n                isMouseInsideGrid = False\n            End If\n\n            ' Invalidate only the picGame control\n        End If\n\n        ' Force the highlight color to toggle based on mouse movement\n        Dim currentTime As Date = Date.Now\n        If (currentTime - lastMouseMoveTime).TotalMilliseconds >= DEBOUNCE_INTERVAL Then\n            highlightColor = If(highlightColor = Color.Black, Color.White, Color.Black)\n            lastMouseMoveTime = currentTime\n        End If\n\n        UpdateStatusBar(e.X, e.Y)\n    End Sub\n\n    Private Sub Form_MouseUp(sender As Object, e As MouseEventArgs) Handles Me.MouseUp\n        If isDraggingItem AndAlso e.Button = MouseButtons.Left Then\n            ' Before modifying the data model, save the state\n            If Not isRestoringState Then\n                SaveStateForUndo()\n            End If\n\n            isDraggingItem = False\n            Capture = False\n            Cursor.Current = Cursors.Default\n\n            Dim screenPos As Point = PointToScreen(New Point(e.X, e.Y))\n            Dim picGameClientPoint As Point = picGame.PointToClient(screenPos)\n\n            If picGame.ClientRectangle.Contains(picGameClientPoint) Then\n                mouseX = picGameClientPoint.X\n                mouseY = picGameClientPoint.Y\n                UpdateHighlight(mouseX, mouseY)\n\n                If isMouseInsideGrid Then\n                    If draggedItemIsWall Then\n                        If draggedItemIsVerticalWall Then\n                            If highlightedX >= 0 AndAlso highlightedX < verticalWallItems.Length AndAlso\n                           verticalWallItems(highlightedX) IsNot Nothing AndAlso\n                           highlightedY >= 0 AndAlso highlightedY < verticalWallItems(0).Length Then\n\n                                If Not IsVerticalWallConnectedToEdge(New Point(highlightedX, highlightedY)) OrElse IsFlipperItem(draggedItem.ImageKey) Then\n                                    verticalWallItems(highlightedX)(highlightedY) = draggedItem\n                                    verticalWalls(highlightedX)(highlightedY) = False\n                                Else\n                                    ReturnItemToOriginalLocation()\n                                End If\n                            End If\n                        Else\n                            If highlightedX >= 0 AndAlso highlightedX < horizontalWallItems.Length AndAlso\n                           horizontalWallItems(highlightedX) IsNot Nothing AndAlso\n                           highlightedY >= 0 AndAlso highlightedY < horizontalWallItems(0).Length Then\n\n                                If Not IsHorizontalWallConnectedToEdge(New Point(highlightedX, highlightedY)) OrElse IsFlipperItem(draggedItem.ImageKey) Then\n                                    horizontalWallItems(highlightedX)(highlightedY) = draggedItem\n                                    horizontalWalls(highlightedX)(highlightedY) = False\n                                Else\n                                    ReturnItemToOriginalLocation()\n                                End If\n                            End If\n                        End If\n                    Else\n                        ' Existing code for placing non-wall items\n                        If highlightedX >= 0 AndAlso highlightedX < placedItems.Length AndAlso\n                       highlightedY >= 0 AndAlso highlightedY < placedItems(0).Length Then\n\n                            placedItems(highlightedX)(highlightedY) = draggedItem\n                        End If\n                    End If\n                Else\n                    ReturnItemToOriginalLocation()\n                End If\n            Else\n                ReturnItemToOriginalLocation()\n            End If\n\n            draggedItem = Nothing\n\n            If isActionInProgress Then\n                isActionInProgress = False\n                redoStack.Clear()\n            End If\n\n            redoStack.Clear()\n        End If\n    End Sub\n\n    Private Sub PicBlock_MouseDown(sender As Object, e As MouseEventArgs) Handles picBlock1.MouseDown, picBlock2.MouseDown, picBaddy1.MouseDown, picBaddy2.MouseDown, picLaser1.MouseDown, picLaser2.MouseDown, picFlipper1.MouseDown, picFlipper2.MouseDown, picFlipper3.MouseDown, picFlipper4.MouseDown, picBaddy3.MouseDown, picBaddy4.MouseDown, picCoin.MouseDown, picGate.MouseDown, picKey.MouseDown, picStart.MouseDown, picFinish.MouseDown, picBlockStopper1.MouseDown, picBall.MouseDown, picBlockSwitch.MouseDown, picBomb.MouseDown, picWarp.MouseDown, picWarp2.MouseDown, picWarp3.MouseDown, picVolcano.MouseDown\n        TurnOffSelectionMode()\n        Dim pic = CType(sender, PictureBox)\n\n        isDraggingItem = True\n\n        ' Create a new PlacedItem with the ImageKey\n        draggedItem = New ItemInfo(pic.Name, New Point(0, 0), Guid.NewGuid.ToString, isDoodad:=IsDoodadItem(pic.Name))\n\n        ' Determine if it's a wall item\n        draggedItemIsWall = IsVerticalItem(pic.Name) OrElse IsHorizontalItem(pic.Name)\n        draggedItemIsVerticalWall = IsVerticalItem(pic.Name)\n\n        ' Since it's being dragged from the toolbox, there is no original position\n        draggedItemOriginalX = -1\n        draggedItemOriginalY = -1\n\n        ' Capture the mouse events at the form level\n        Capture = True\n\n        Cursor.Current = Cursors.Hand\n\n        ' Initialize the mouse position to the current cursor position\n        Dim mousePos = picGame.PointToClient(Cursor.Position)\n        mouseX = mousePos.X\n        mouseY = mousePos.Y\n    End Sub\n\n#End Region\n\n#Region \" Mouse Helpers \"\n\n    Private Function GetGridAlignedPoint(point As Point, Optional isFloor As Boolean = False, Optional isWall As Boolean = False) As Point\n        Dim cellX As Integer = (point.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n        Dim cellY As Integer = (point.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n        ' Ensure we align correctly based on the type of snapping\n        If isFloor Then\n            cellX = Math.Max(0, Math.Min(SQCOUNTX - 1, cellX))\n            cellY = Math.Max(0, Math.Min(SQCOUNTY - 1, cellY))\n        ElseIf isWall Then\n            ' To get wall or wall intersection points, adjust this computation\n            cellX = Math.Max(0, Math.Min(SQCOUNTX, cellX)) ' Adjust bounds for wall snapping\n            cellY = Math.Max(0, Math.Min(SQCOUNTY, cellY)) ' Adjust bounds for wall snapping\n        End If\n\n        Dim alignedX As Integer = INDENT + (cellX * (SQSizeX + WALL_THICKNESS))\n        Dim alignedY As Integer = INDENT + (cellY * (SQSizeY + WALL_THICKNESS))\n\n        Return New Point(alignedX, alignedY)\n    End Function\n\n    Private Function IsMouseOverWall(mouseX As Integer, mouseY As Integer) As Boolean\n        ' You can iterate over the vertical and horizontal walls to determine if the mouse is over a wall\n        UpdateHighlight(mouseX, mouseY)\n        Return highlightedWallX OrElse highlightedWallY\n    End Function\n\n    Private Function AdjustSelectionRectangleToWalls(rect As Rectangle) As Rectangle\n        ' Determine starting and ending points for cell snapping\n        Dim startCellX As Integer = (rect.X - INDENT + (WALL_THICKNESS \\ 2)) \\ (SQSizeX + WALL_THICKNESS)\n        Dim startCellY As Integer = (rect.Y - INDENT + (WALL_THICKNESS \\ 2)) \\ (SQSizeY + WALL_THICKNESS)\n        Dim endCellX As Integer = (rect.Right - INDENT - (WALL_THICKNESS \\ 2) - 1) \\ (SQSizeX + WALL_THICKNESS)\n        Dim endCellY As Integer = (rect.Bottom - INDENT - (WALL_THICKNESS \\ 2) - 1) \\ (SQSizeY + WALL_THICKNESS)\n\n        ' Make sure to stay within grid bounds\n        startCellX = Math.Max(0, Math.Min(SQCOUNTX - 1, startCellX))\n        startCellY = Math.Max(0, Math.Min(SQCOUNTY - 1, startCellY))\n        endCellX = Math.Max(0, Math.Min(SQCOUNTX - 1, endCellX))\n        endCellY = Math.Max(0, Math.Min(SQCOUNTY - 1, endCellY))\n\n        ' Adjust rectangle to snap to walls' positions\n        If highlightedWallX OrElse highlightedWallY Then\n            ' Adjust snap position for walls\n            Dim adjustedRect As New Rectangle(\n            INDENT + (startCellX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n            INDENT + (startCellY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n            ((endCellX - startCellX + 1) * (SQSizeX + WALL_THICKNESS)) - WALL_THICKNESS,\n            ((endCellY - startCellY + 1) * (SQSizeY + WALL_THICKNESS)) - WALL_THICKNESS\n        )\n            Return adjustedRect\n        Else\n            ' Otherwise, follow the standard floor area snapping.\n            Dim adjustedRect As New Rectangle(\n            INDENT + (startCellX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n            INDENT + (startCellY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n            ((endCellX - startCellX + 1) * (SQSizeX + WALL_THICKNESS)) - WALL_THICKNESS,\n            ((endCellY - startCellY + 1) * (SQSizeY + WALL_THICKNESS)) - WALL_THICKNESS\n        )\n            Return adjustedRect\n        End If\n    End Function\n\n    Private Sub HandleBaddyClicked(mouseX As Integer, mouseY As Integer)\n        ' Calculate the cell coordinates based on the mouse position\n        Dim clickedX As Integer = (mouseX - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n        Dim clickedY As Integer = (mouseY - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n        ' Check if the clicked cell contains a Baddy\n        If clickedX >= 0 AndAlso clickedX < placedItems.Length AndAlso clickedY >= 0 AndAlso clickedY < placedItems(0).Length Then\n            Dim clickedItem As ItemInfo = placedItems(clickedX)(clickedY)\n            If clickedItem IsNot Nothing AndAlso clickedItem.ImageKey.StartsWith(\"picBaddy\") Then\n                IsOnBaddy = True\n\n                ' Calculate the top-right corner of the clicked cell\n                Dim cellTopRightX As Integer = INDENT + (clickedX * (SQSizeX + WALL_THICKNESS)) + SQSizeX + 9\n                Dim cellTopRightY As Integer = INDENT + (clickedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS * 2) + 38\n\n                ' Set the position and make the control visible\n                UcBaddyProps.Location = New Point(cellTopRightX, cellTopRightY)\n                UcBaddyProps.Visible = True\n\n                ' Set properties of UcBaddyProps based on the clicked Baddy item\n                UcBaddyProps.ItemInfo = clickedItem\n\n                UcBaddyProps.BringToFront() ' Bring the control to the front\n            Else\n                ' Hide the control if the clicked item is not a Baddy\n                UcBaddyProps.Visible = False\n            End If\n        End If\n    End Sub\n\n    Private Sub HandleGateClicked(mouseX As Integer, mouseY As Integer)\n        ' Calculate the cell coordinates based on the mouse position\n        Dim clickedX As Integer = (mouseX - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n        Dim clickedY As Integer = (mouseY - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n        ' Check if the clicked cell contains a gate\n        If clickedX >= 0 AndAlso clickedX < placedItems.Length AndAlso\n   clickedY >= 0 AndAlso clickedY < placedItems(0).Length Then\n\n            Dim clickedItem As ItemInfo = placedItems(clickedX)(clickedY)\n            If clickedItem IsNot Nothing AndAlso clickedItem.ImageKey = \"picGate\" Then\n                IsOnGate = True\n                ' Calculate the top-right corner of the clicked cell\n                Dim cellTopRightX As Integer = INDENT + (clickedX * (SQSizeX + WALL_THICKNESS)) + SQSizeX + 7\n                Dim cellTopRightY As Integer = INDENT + (clickedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS * 2) + 38\n\n                ' Set the position and make the control visible\n                krKeys.Location = New Point(cellTopRightX, cellTopRightY)\n                krKeys.SelectedGate = clickedItem ' Set the SelectedGate property\n                krKeys.Grid = picGame ' Set the Grid property\n                krKeys.SetNumKeysValue(clickedItem.KeysRequiredToOpen) ' Set the NumKeys value to the gate's value\n                krKeys.Visible = True\n            Else\n                IsOnGate = False\n            End If\n        End If\n    End Sub\n\n    Private Sub HandleSelectionMode(e As MouseEventArgs)\n        ' Handle selecting a square in selection mode\n        Dim clickedX As Integer = (e.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n        Dim clickedY As Integer = (e.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n        ' Determine if the user clicked on a wall or a floor\n        Dim isWall As Boolean = highlightedWallX OrElse highlightedWallY\n        Dim itemType As String = If(isWall, If(highlightedWallX, \"VerticalWall\", \"HorizontalWall\"), \"Floor\")\n\n        ' Determine the item at the selected point\n        Dim item As String\n        If isWall Then\n            If highlightedWallX Then\n                ' Check vertical wall items\n                If clickedX >= 0 AndAlso clickedX < verticalWallItems.Length AndAlso\n       clickedY >= 0 AndAlso clickedY < verticalWallItems(clickedX).Length Then\n                    item = If(verticalWallItems(clickedX)(clickedY) IsNot Nothing, verticalWallItems(clickedX)(clickedY).ImageKey, \"Nothing\")\n                End If\n            ElseIf highlightedWallY Then\n                ' Check horizontal wall items\n                If clickedX >= 0 AndAlso clickedX < horizontalWallItems.Length AndAlso\n       clickedY >= 0 AndAlso clickedY < horizontalWallItems(clickedX).Length Then\n                    item = If(horizontalWallItems(clickedX)(clickedY) IsNot Nothing, horizontalWallItems(clickedX)(clickedY).ImageKey, \"Nothing\")\n                End If\n            End If\n        Else\n            ' Check floor items\n            If clickedX >= 0 AndAlso clickedX < placedItems.Length AndAlso\n   clickedY >= 0 AndAlso clickedY < placedItems(clickedX).Length Then\n                item = If(placedItems(clickedX)(clickedY) IsNot Nothing, placedItems(clickedX)(clickedY).ImageKey, \"Nothing\")\n            End If\n        End If\n\n        ' Check selection constraints\n        Dim triggerEditor As frmTriggerEditor = CType(SelectionRequestedByForm, frmTriggerEditor)\n        If SelectionRequestedFor = \"TriggeringPoint\" Then\n            If triggerEditor.AllowFloorSelectionOnly AndAlso isWall Then\n                Return\n            End If\n        ElseIf SelectionRequestedFor = \"TriggerActionPoint\" Then\n            ' Allow clicking anything for TriggerActionPoint\n        ElseIf SelectionRequestedFor = \"TriggerItemToRemove\" Then\n            If triggerEditor.AllowWallSelectionOnly AndAlso Not isWall Then\n                Return\n            End If\n        End If\n\n        ' Pass the selected point, item, and item type back to the requesting form\n        If TypeOf SelectionRequestedByForm Is frmTriggerEditor Then\n            If SelectionRequestedFor = \"TriggeringPoint\" Then\n                triggerEditor.SetTriggeringPoint(New Point(clickedX, clickedY))\n            ElseIf SelectionRequestedFor = \"TriggerActionPoint\" Then\n                triggerEditor.SetTriggerActionPoint(New Point(clickedX, clickedY), itemType)\n            End If\n        End If\n\n        TurnOffSelectionMode()\n\n        ' Bring FrmTriggerEditor to the foreground\n        If TypeOf SelectionRequestedByForm Is frmTriggerEditor Then\n            triggerEditor.BringToFront() ' Bring FrmTriggerEditor to the front\n            Dim unused = triggerEditor.Focus() ' Focus on FrmTriggerEditor\n        End If\n    End Sub\n\n    ' Create a new method to reset the cursor\n    Private Sub ResetTheCursor()\n        picGame.Cursor = Cursors.Default\n        Cursor = Cursors.Default\n    End Sub\n\n    ' Call this method in TurnOffSelectionMode\n    Private Sub TurnOffSelectionMode()\n        isInSelectionMode = False\n        selectionRectangle = Rectangle.Empty\n        SelectionMode = False\n        SelectionRequestedByForm = Nothing\n        SelectionRequestedFor = Nothing\n        ResetTheCursor()\n\n        ' Reset the cycle\n        isSelectionExpandedToWalls = False\n        isSelectionExpandedToFloors = False\n    End Sub\n\n    Private Function IsDoodadItem(imageKey As String) As Boolean\n        Return imageKey = \"picBlockSwitch\" OrElse imageKey.StartsWith(\"picDoodad\")\n    End Function\n\n    Private Sub UpdateStatusBar(pixelX As Integer, pixelY As Integer)\n        ' Calculate the square coordinates based on the mouse position\n        Dim squareX As Integer = (pixelX - INDENT + ((SQSizeX + WALL_THICKNESS) \\ 2)) \\ (SQSizeX + WALL_THICKNESS)\n        Dim squareY As Integer = (pixelY - INDENT + ((SQSizeY + WALL_THICKNESS) \\ 2)) \\ (SQSizeY + WALL_THICKNESS)\n        Dim triggerInfo As String = \"\"\n\n        ' Determine if the mouse is over a wall\n        Dim isOverWall As Boolean = highlightedWallX OrElse highlightedWallY\n\n        ' Determine the content of the square or wall\n        Dim content As String = \"Empty\"\n        Dim uniqueId As String = \"\"\n\n        If isOverWall Then\n            If highlightedWallX Then\n                ' Check vertical wall items or walls\n                If highlightedX >= 0 AndAlso highlightedX < verticalWallItems.Length AndAlso\n   highlightedY >= 0 AndAlso highlightedY < verticalWallItems(0).Length Then\n                    If verticalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                        content = GetItemFullName(verticalWallItems(highlightedX)(highlightedY).ImageKey)\n                        uniqueId = verticalWallItems(highlightedX)(highlightedY).UniqueId\n                    ElseIf verticalWalls(highlightedX)(highlightedY) Then\n                        content = \"Wall\"\n                    End If\n                End If\n            ElseIf highlightedWallY Then\n                ' Check horizontal wall items or walls\n                If highlightedX >= 0 AndAlso highlightedX < horizontalWallItems.Length AndAlso\n   highlightedY >= 0 AndAlso highlightedY < horizontalWallItems(0).Length Then\n                    If horizontalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                        content = GetItemFullName(horizontalWallItems(highlightedX)(highlightedY).ImageKey)\n                        uniqueId = horizontalWallItems(highlightedX)(highlightedY).UniqueId\n                    ElseIf horizontalWalls(highlightedX)(highlightedY) Then\n                        content = \"Wall\"\n                    End If\n                End If\n            End If\n        Else\n            ' Check floor items\n            If highlightedX >= 0 AndAlso highlightedX < placedItems.Length AndAlso\n   highlightedY >= 0 AndAlso highlightedY < placedItems(0).Length Then\n                If placedItems(highlightedX)(highlightedY) IsNot Nothing Then\n                    content = GetItemFullName(placedItems(highlightedX)(highlightedY).ImageKey)\n                    uniqueId = placedItems(highlightedX)(highlightedY).UniqueId\n                ElseIf floorsUseEdgeStyle(highlightedX)(highlightedY) Then\n                    content = \"Edge\"\n                End If\n            End If\n        End If\n\n        ' Update the status bar labels\n        stbMouseCoords.Text = $\"{pixelX}, {pixelY}\"\n\n        If isOverWall Then\n            If highlightedWallX Then\n                stbGridCoords.Text = $\"Vertical Wall: {highlightedX}, {highlightedY}\"\n            ElseIf highlightedWallY Then\n                stbGridCoords.Text = $\"Horizontal Wall: {highlightedX}, {highlightedY}\"\n            End If\n        Else\n            stbGridCoords.Text = $\"Floor: {highlightedX}, {highlightedY}\"\n        End If\n\n        stbItemType.Text = content\n        stbID.Text = uniqueId\n\n        ' Look for triggers associated with this point using GRID COORDINATES\n        For Each trigger As Triggers In TriggerData\n            ' Check floor triggers\n            If trigger.TriggeringPoint.Item1 = highlightedX AndAlso trigger.TriggeringPoint.Item2 = highlightedY Then\n                triggerInfo = trigger.TriggerFull\n                Exit For\n            End If\n\n            ' Check if the TriggerActionPoint is on a wall\n            If trigger.TriggerActionPoint.Item1 = highlightedX AndAlso trigger.TriggerActionPoint.Item2 = highlightedY Then\n                If trigger.TriggerActionIsWall Then\n                    If trigger.TriggerActionIsVerticalWall AndAlso highlightedWallX Then\n                        triggerInfo = trigger.TriggerFull\n                    ElseIf trigger.TriggerActionIsHorizontalWall AndAlso highlightedWallY Then\n                        triggerInfo = trigger.TriggerFull\n                    End If\n                Else\n                    triggerInfo = trigger.TriggerFull\n                End If\n                Exit For\n            End If\n        Next\n\n        ' Only update stbTrigger if not over a wall or if the trigger action point is on the correct wall type\n        If Not isOverWall Then\n            stbTrigger.Text = triggerInfo ' Display the trigger information in the status bar\n        Else\n            For Each trigger As Triggers In TriggerData\n                If trigger.TriggerActionPoint.Item1 = highlightedX AndAlso trigger.TriggerActionPoint.Item2 = highlightedY Then\n                    If trigger.TriggerActionIsWall AndAlso\n           ((trigger.TriggerActionIsVerticalWall AndAlso highlightedWallX) OrElse\n            (trigger.TriggerActionIsHorizontalWall AndAlso highlightedWallY)) Then\n                        stbTrigger.Text = triggerInfo ' Display the trigger information in the status bar\n                        Exit For\n                    End If\n                End If\n            Next\n            If stbTrigger.Text = \"\" Then\n                stbTrigger.Text = \"\"\n            End If\n        End If\n\n        ' Apply formatting to the RichTextBox\n        ApplyFormatting(stbTrigger, triggerInfo)\n    End Sub\n\n    Private Function GetItemTypeAtPosition(x As Integer, y As Integer) As String\n        ' Determine if the selected item is a wall, wall item, or floor item\n        If highlightedWallX Then\n            Return If(verticalWallItems(x)(y) IsNot Nothing, \"VerticalWallItem\", \"VerticalWall\")\n        ElseIf highlightedWallY Then\n            Return If(horizontalWallItems(x)(y) IsNot Nothing, \"HorizontalWallItem\", \"HorizontalWall\")\n        Else\n            Return If(placedItems(x)(y) IsNot Nothing, \"FloorItem\", \"Floor\")\n        End If\n    End Function\n\n    Private Sub HideUcBaddyProps()\n        UcBaddyProps.Visible = False\n    End Sub\n\n    Public Sub PictureBox_MouseEnter(sender As Object, e As EventArgs)\n        Dim pb As PictureBox = DirectCast(sender, PictureBox)\n        pb.BackColor = Color.LightBlue\n    End Sub\n\n    Public Sub PictureBox_MouseLeave(sender As Object, e As EventArgs)\n        Dim pb As PictureBox = DirectCast(sender, PictureBox)\n        pb.BackColor = Color.Transparent\n    End Sub\n\n    Private Sub AddWallAtMousePosition(mouseX As Integer, mouseY As Integer)\n        UpdateHighlight(mouseX, mouseY)\n\n        If highlightedWallX Then\n            If highlightedX >= 0 AndAlso highlightedX < verticalWalls.Length AndAlso\n   highlightedY >= 0 AndAlso highlightedY < verticalWalls(0).Length Then\n                verticalWalls(highlightedX)(highlightedY) = True\n\n            End If\n        ElseIf highlightedWallY Then\n            If highlightedX >= 0 AndAlso highlightedX < horizontalWalls.Length AndAlso\n   highlightedY >= 0 AndAlso highlightedY < horizontalWalls(0).Length Then\n                horizontalWalls(highlightedX)(highlightedY) = True\n\n            End If\n        End If\n    End Sub\n\n    Private Sub RemoveObjectAtMousePosition(mouseX As Integer, mouseY As Integer, removeWalls As Boolean, removeItems As Boolean)\n        UpdateHighlight(mouseX, mouseY)\n\n        If Not isMouseInsideGrid Then\n            Return\n        End If\n\n        If highlightedWallX Then\n            If highlightedX >= 0 AndAlso highlightedX < verticalWallItems.Length AndAlso\n   verticalWallItems(highlightedX) IsNot Nothing AndAlso\n   highlightedY >= 0 AndAlso highlightedY < verticalWallItems(0).Length Then\n\n                If removeItems AndAlso verticalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                    verticalWallItems(highlightedX)(highlightedY) = Nothing\n                    verticalWalls(highlightedX)(highlightedY) = True\n\n                    If IsVerticalWallConnectedToEdge(New Point(highlightedX, highlightedY)) Then\n                        verticalWalls(highlightedX)(highlightedY) = True\n                    End If\n                ElseIf removeWalls AndAlso verticalWalls(highlightedX)(highlightedY) Then\n                    If Not IsVerticalWallOuterBorder(highlightedX) AndAlso Not IsVerticalWallConnectedToEdge(New Point(highlightedX, highlightedY)) Then\n                        verticalWalls(highlightedX)(highlightedY) = False\n\n                    End If\n                End If\n            End If\n        ElseIf highlightedWallY Then\n            If highlightedX >= 0 AndAlso highlightedX < horizontalWallItems.Length AndAlso\n   horizontalWallItems(highlightedX) IsNot Nothing AndAlso\n   highlightedY >= 0 AndAlso highlightedY < horizontalWallItems(0).Length Then\n\n                If removeItems AndAlso horizontalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                    horizontalWallItems(highlightedX)(highlightedY) = Nothing\n                    horizontalWalls(highlightedX)(highlightedY) = True\n\n                    If IsHorizontalWallConnectedToEdge(New Point(highlightedX, highlightedY)) Then\n                        horizontalWalls(highlightedX)(highlightedY) = True\n                    End If\n                ElseIf removeWalls AndAlso horizontalWalls(highlightedX)(highlightedY) Then\n                    If Not IsHorizontalWallOuterBorder(highlightedY) AndAlso Not IsHorizontalWallConnectedToEdge(New Point(highlightedX, highlightedY)) Then\n                        horizontalWalls(highlightedX)(highlightedY) = False\n\n                    End If\n                End If\n            End If\n        Else\n            If highlightedX >= 0 AndAlso highlightedX < placedItems.Length AndAlso\n   placedItems(highlightedX) IsNot Nothing AndAlso\n   highlightedY >= 0 AndAlso highlightedY < placedItems(0).Length Then\n\n                If removeItems AndAlso placedItems(highlightedX)(highlightedY) IsNot Nothing Then\n                    placedItems(highlightedX)(highlightedY) = Nothing\n\n                End If\n            End If\n        End If\n    End Sub\n\n    Private Sub SetEdgeStyleAtMousePosition(mouseX As Integer, mouseY As Integer)\n        UpdateHighlight(mouseX, mouseY)\n        If Not highlightedWallX AndAlso Not highlightedWallY Then\n            If highlightedX >= 0 AndAlso highlightedX < SQCOUNTX AndAlso highlightedY >= 0 AndAlso highlightedY < SQCOUNTY Then\n                floorsUseEdgeStyle(highlightedX)(highlightedY) = True\n\n                If highlightedX >= 0 AndAlso highlightedX < verticalWalls.Length AndAlso\n           verticalWalls(highlightedX) IsNot Nothing AndAlso\n           highlightedY >= 0 AndAlso highlightedY < verticalWalls(0).Length Then\n                    verticalWallItems(highlightedX)(highlightedY) = Nothing\n                    verticalWalls(highlightedX)(highlightedY) = True\n                End If\n\n                If highlightedX + 1 >= 0 AndAlso highlightedX + 1 < verticalWalls.Length AndAlso\n           verticalWalls(highlightedX + 1) IsNot Nothing AndAlso\n           highlightedY >= 0 AndAlso highlightedY < verticalWalls(0).Length Then\n                    verticalWallItems(highlightedX + 1)(highlightedY) = Nothing\n                    verticalWalls(highlightedX + 1)(highlightedY) = True\n                End If\n\n                If highlightedX >= 0 AndAlso highlightedX < horizontalWalls.Length AndAlso\n           horizontalWalls(highlightedX) IsNot Nothing AndAlso\n           highlightedY >= 0 AndAlso highlightedY < horizontalWalls(0).Length Then\n                    horizontalWallItems(highlightedX)(highlightedY) = Nothing\n                    horizontalWalls(highlightedX)(highlightedY) = True\n                End If\n\n                If highlightedX >= 0 AndAlso highlightedX < horizontalWalls.Length AndAlso\n           horizontalWalls(highlightedX) IsNot Nothing AndAlso\n           highlightedY + 1 >= 0 AndAlso highlightedY + 1 < horizontalWalls(0).Length Then\n                    horizontalWallItems(highlightedX)(highlightedY + 1) = Nothing\n                    horizontalWalls(highlightedX)(highlightedY + 1) = True\n                End If\n\n            End If\n        End If\n    End Sub\n\n    Private Function IsHorizontalWallConnectedToEdge(pt As Point) As Boolean\n        Dim x As Integer = pt.X\n        Dim y As Integer = pt.Y\n\n        If y > 0 AndAlso floorsUseEdgeStyle(x)(y - 1) Then Return True\n        If y < SQCOUNTY AndAlso floorsUseEdgeStyle(x)(y) Then Return True\n\n        Return False\n    End Function\n\n    Private Function IsVerticalWallConnectedToEdge(pt As Point) As Boolean\n        Dim x As Integer = pt.X\n        Dim y As Integer = pt.Y\n\n        If x > 0 AndAlso floorsUseEdgeStyle(x - 1)(y) Then Return True\n        If x < SQCOUNTX AndAlso floorsUseEdgeStyle(x)(y) Then Return True\n\n        Return False\n    End Function\n\n    Private Function GetRectangle(p1 As Point, p2 As Point) As Rectangle\n        Dim x As Integer = Math.Min(p1.X, p2.X)\n        Dim y As Integer = Math.Min(p1.Y, p2.Y)\n        Dim width As Integer = Math.Abs(p1.X - p2.X)\n        Dim height As Integer = Math.Abs(p1.Y - p2.Y)\n        Return New Rectangle(x, y, width, height)\n    End Function\n\n    Private Function GetCellsInRectangle(rect As Rectangle) As List(Of Point)\n        Dim selectedCells As New List(Of Point)\n        For x As Integer = 0 To SQCOUNTX - 1\n            For y As Integer = 0 To SQCOUNTY - 1\n                Dim cellRect As Rectangle = GetCellRectangle(x, y)\n                If rect.IntersectsWith(cellRect) Then\n                    selectedCells.Add(New Point(x, y))\n                End If\n            Next\n        Next\n        Return selectedCells\n    End Function\n\n    Private Function GetCellRectangle(x As Integer, y As Integer) As Rectangle\n        Dim xOrigin As Integer = INDENT\n        Dim yOrigin As Integer = INDENT\n        Return New Rectangle(\n        xOrigin + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        yOrigin + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        SQSizeX,\n        SQSizeY)\n    End Function\n\n    Private Function GetVerticalWallsInRectangle(rect As Rectangle) As List(Of Point)\n        Dim selectedWalls As New List(Of Point)\n        For x As Integer = 0 To SQCOUNTX\n            For y As Integer = 0 To SQCOUNTY - 1\n                Dim wallRect As Rectangle = GetVerticalWallRectangle(x, y)\n                If rect.IntersectsWith(wallRect) Then\n                    selectedWalls.Add(New Point(x, y))\n                End If\n            Next\n        Next\n        Return selectedWalls\n    End Function\n\n    Private Function GetVerticalWallRectangle(x As Integer, y As Integer) As Rectangle\n        Dim xOrigin As Integer = INDENT\n        Dim yOrigin As Integer = INDENT\n        Return New Rectangle(\n        xOrigin + (x * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2),\n        yOrigin + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        WALL_THICKNESS, SQSizeY)\n    End Function\n\n    Private Function GetHorizontalWallsInRectangle(rect As Rectangle) As List(Of Point)\n        Dim selectedWalls As New List(Of Point)\n        For x As Integer = 0 To SQCOUNTX - 1\n            For y As Integer = 0 To SQCOUNTY\n                Dim wallRect As Rectangle = GetHorizontalWallRectangle(x, y)\n                If rect.IntersectsWith(wallRect) Then\n                    selectedWalls.Add(New Point(x, y))\n                End If\n            Next\n        Next\n        Return selectedWalls\n    End Function\n\n    Private Function GetHorizontalWallRectangle(x As Integer, y As Integer) As Rectangle\n        Dim xOrigin As Integer = INDENT\n        Dim yOrigin As Integer = INDENT\n        Return New Rectangle(\n        xOrigin + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        yOrigin + (y * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2),\n        SQSizeX, WALL_THICKNESS)\n    End Function\n\n    Private Sub ReturnItemToOriginalLocation()\n        If draggedItemIsWall Then\n            If draggedItemOriginalX >= 0 AndAlso draggedItemOriginalY >= 0 Then\n                If draggedItemIsVerticalWall Then\n                    verticalWallItems(draggedItemOriginalX)(draggedItemOriginalY) = draggedItem\n                    verticalWalls(draggedItemOriginalX)(draggedItemOriginalY) = False\n                Else\n                    horizontalWallItems(draggedItemOriginalX)(draggedItemOriginalY) = draggedItem\n                    horizontalWalls(draggedItemOriginalX)(draggedItemOriginalY) = False\n                End If\n            End If\n        Else\n            If draggedItemOriginalX >= 0 AndAlso draggedItemOriginalY >= 0 Then\n                placedItems(draggedItemOriginalX)(draggedItemOriginalY) = draggedItem\n            End If\n        End If\n    End Sub\n\n    Private Function IsVerticalItem(imgKey As String) As Boolean\n        Return imgKey = \"picLaser1\" OrElse imgKey = \"picFlipper1\" OrElse imgKey = \"picFlipper2\"\n    End Function\n\n    Private Function IsHorizontalItem(imgKey As String) As Boolean\n        Return imgKey = \"picLaser2\" OrElse imgKey = \"picFlipper3\" OrElse imgKey = \"picFlipper4\"\n    End Function\n\n    Private Function IsFlipperItem(item As ItemInfo) As Boolean\n        If item Is Nothing Then Return False\n\n        Dim imgKey = item.ImageKey\n        Return imgKey = \"picFlipper1\" OrElse imgKey = \"picFlipper2\" _\n        OrElse imgKey = \"picFlipper3\" OrElse imgKey = \"picFlipper4\"\n    End Function\n\n    Private Function IsFlipperItem(imgKey As String) As Boolean\n        Return imgKey = \"picFlipper1\" OrElse imgKey = \"picFlipper2\" _\n        OrElse imgKey = \"picFlipper3\" OrElse imgKey = \"picFlipper4\"\n    End Function\n\n#End Region\n\n#Region \" Draw \"\n\n    Private Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n        ' Calculate the sizes of the squares based on the client size of picGame\n        CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n        ' Set the smoothing mode to None for pixel-perfect drawing\n        e.Graphics.SmoothingMode = SmoothingMode.None\n\n        ' Draw the gradient background if useGradient is true\n        If useGradient Then\n            DrawGradientBackground(e.Graphics)\n        End If\n\n        ' Draw the grid\n        DrawGrid(e.Graphics)\n\n        ' Draw any dragged item\n        If isDraggingItem AndAlso draggedItem IsNot Nothing Then\n            Dim img As Image = GetImageByKey(draggedItem.ImageKey)\n            If img IsNot Nothing Then\n                ImageAnimator.UpdateFrames(img)\n                Dim drawRect As Rectangle\n\n                If draggedItemIsWall Then\n                    If draggedItemIsVerticalWall Then\n                        Dim wallWidth As Integer = WALL_THICKNESS\n                        Dim wallHeight As Integer = SQSizeY\n                        Dim xPos As Integer = mouseX - (WALL_THICKNESS \\ 2)\n                        Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                        Dim newWidth As Integer = img.Width\n                        Dim newHeight As Integer = wallHeight\n                        Dim centeredX As Integer = xPos + ((wallWidth - newWidth) \\ 2)\n                        drawRect = New Rectangle(centeredX, yPos, newWidth, newHeight)\n                    Else\n                        Dim wallWidth As Integer = SQSizeX\n                        Dim wallHeight As Integer = WALL_THICKNESS\n                        Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                        Dim yPos As Integer = mouseY - (WALL_THICKNESS \\ 2)\n                        Dim newWidth As Integer = wallWidth\n                        Dim newHeight As Integer = img.Height\n                        Dim centeredY As Integer = yPos + ((wallHeight - newHeight) \\ 2)\n                        drawRect = New Rectangle(xPos, centeredY, newWidth, newHeight)\n                    End If\n                Else\n                    Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                    Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                    drawRect = New Rectangle(xPos, yPos, SQSizeX, SQSizeY)\n                End If\n                e.Graphics.DrawImage(img, drawRect)\n            End If\n        End If\n\n        ' Draw selection rectangle\n        If (isInSelectionMode OrElse isSelectionReadyToDrag OrElse isDraggingSelection) AndAlso Not selectionRectangle.IsEmpty Then\n            Using selectionBrush As New SolidBrush(Color.FromArgb(64, Color.Blue))\n                e.Graphics.FillRectangle(selectionBrush, selectionRectangle)\n            End Using\n            Using selectionPen As New Pen(Color.Blue, 2) With {.DashStyle = DashStyle.Dash}\n                e.Graphics.DrawRectangle(selectionPen, selectionRectangle)\n            End Using\n        End If\n\n        ' Draw selection data during drag\n        If isDraggingSelection Then\n            Dim baseCellX As Integer = (selectionRectangle.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n            Dim baseCellY As Integer = (selectionRectangle.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n            ' Ensure selectionData is valid before drawing\n            If selectionData IsNot Nothing Then\n                If isCopying Then\n                    DrawSelectionData(e.Graphics, baseCellX, baseCellY, copiedSelectionData)\n                Else\n                    DrawSelectionData(e.Graphics, baseCellX, baseCellY, selectionData)\n                End If\n            Else\n                Debug.WriteLine(\"selectionData is Nothing. Skipping drawing.\")\n            End If\n        End If\n\n        ' Ensure DrawHighlight is called\n        DrawHighlight(e.Graphics)\n\n        ' Draw triggers\n        DrawTriggers(e.Graphics)\n    End Sub\n\n    Private Sub DrawGradientBackground(g As Graphics)\n        Dim xOrigin As Integer = INDENT\n        Dim yOrigin As Integer = INDENT\n        Dim gridWidth As Integer = SQCOUNTX * (SQSizeX + WALL_THICKNESS)\n        Dim gridHeight As Integer = SQCOUNTY * (SQSizeY + WALL_THICKNESS)\n\n        Dim gradientRect As New Rectangle(xOrigin, yOrigin, gridWidth, gridHeight)\n\n        Using brush As New LinearGradientBrush(gradientRect, floorsColor1, floorsColor2, LinearGradientMode.Vertical)\n            g.FillRectangle(brush, gradientRect)\n        End Using\n    End Sub\n\n    Private Sub DrawGrid(g As Graphics)\n        Dim xOrigin As Integer = INDENT\n        Dim yOrigin As Integer = INDENT\n\n        DrawGradientBackground(g)\n\n        For x As Integer = 0 To SQCOUNTX - 1\n            For y As Integer = 0 To SQCOUNTY - 1\n                Dim floorRect As New Rectangle(\n        xOrigin + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        yOrigin + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        SQSizeX,\n        SQSizeY\n    )\n\n                If floorsUseEdgeStyle(x)(y) Then\n                    Using floorBrush As New HatchBrush(wallsHatchStyle, wallsColor1, wallsColor2)\n                        g.FillRectangle(floorBrush, floorRect)\n                    End Using\n                ElseIf useGradient Then\n                    Using hatchBrush As New HatchBrush(floorsHatchStyle, Color.Transparent, Color.Transparent)\n                        g.FillRectangle(hatchBrush, floorRect)\n                    End Using\n                Else\n                    Using floorBrush As New HatchBrush(floorsHatchStyle, floorsColor1, floorsColor2)\n                        g.FillRectangle(floorBrush, floorRect)\n                    End Using\n                End If\n            Next\n        Next\n\n        ' Draw the region icon once in the top-left corner of each region\n        For Each region As RegionInfo In regions\n            If region.Rectangle.Width > 0 And region.Rectangle.Height > 0 Then ' Ensure region has valid dimensions\n                g.DrawImage(regionIcon, region.Rectangle.X + 4, region.Rectangle.Y + 4, regionIcon.Width + 5, regionIcon.Height + 5)\n            End If\n        Next\n\n        For x As Integer = 0 To SQCOUNTX\n            For y As Integer = 0 To SQCOUNTY\n                Dim intersectionRect As New Rectangle(\n        xOrigin + (x * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2),\n        yOrigin + (y * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2),\n        WALL_THICKNESS,\n        WALL_THICKNESS\n    )\n\n                Using wallBrush As New HatchBrush(wallsHatchStyle, wallsColor1, wallsColor2)\n                    g.FillRectangle(wallBrush, intersectionRect)\n                End Using\n            Next\n        Next\n\n        For x As Integer = 0 To SQCOUNTX\n            For y As Integer = 0 To SQCOUNTY - 1\n                Dim wallRect As New Rectangle(\n        xOrigin + (x * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2),\n        yOrigin + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        WALL_THICKNESS, SQSizeY\n    )\n\n                If x >= 0 AndAlso x < verticalWalls.Length AndAlso\n       verticalWalls(x) IsNot Nothing AndAlso\n       y >= 0 AndAlso y < verticalWalls(0).Length Then\n\n                    If verticalWalls(x)(y) Then\n                        Using wallBrush As New HatchBrush(wallsHatchStyle, wallsColor1, wallsColor2)\n                            g.FillRectangle(wallBrush, wallRect)\n                        End Using\n                    ElseIf useGradient Then\n                        Using hatchBrush As New HatchBrush(floorsHatchStyle, Color.Transparent, Color.Transparent)\n                            g.FillRectangle(hatchBrush, wallRect)\n                        End Using\n                    Else\n                        Using floorBrush As New HatchBrush(floorsHatchStyle, floorsColor1, floorsColor2)\n                            g.FillRectangle(floorBrush, wallRect)\n                        End Using\n                    End If\n                End If\n            Next\n        Next\n\n        For x As Integer = 0 To SQCOUNTX - 1\n            For y As Integer = 0 To SQCOUNTY\n                Dim wallRect As New Rectangle(\n        xOrigin + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n        yOrigin + (y * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2),\n        SQSizeX, WALL_THICKNESS\n    )\n\n                If x >= 0 AndAlso x < horizontalWalls.Length AndAlso\n       horizontalWalls(x) IsNot Nothing AndAlso\n       y >= 0 AndAlso y < horizontalWalls(0).Length Then\n\n                    If horizontalWalls(x)(y) Then\n                        Using wallBrush As New HatchBrush(wallsHatchStyle, wallsColor1, wallsColor2)\n                            g.FillRectangle(wallBrush, wallRect)\n                        End Using\n                    ElseIf useGradient Then\n                        Using hatchBrush As New HatchBrush(floorsHatchStyle, Color.Transparent, Color.Transparent)\n                            g.FillRectangle(hatchBrush, wallRect)\n                        End Using\n                    Else\n                        Using floorBrush As New HatchBrush(floorsHatchStyle, floorsColor1, floorsColor2)\n                            g.FillRectangle(floorBrush, wallRect)\n                        End Using\n                    End If\n                End If\n            Next\n        Next\n\n        DrawItems(g)\n        DrawWallItems(g)\n\n        DrawGridNumbers(g)\n\n        ' Draw triggers\n        DrawTriggers(g)\n    End Sub\n    Private Sub DrawTriggers(g As Graphics)\n        If triggerImage Is Nothing OrElse triggerImage2Small Is Nothing Then Return ' Ensure the images are loaded\n\n        Dim xOrigin As Integer = INDENT\n        Dim yOrigin As Integer = INDENT\n\n        For Each trigger As Triggers In TriggerData\n            ' Draw the trigger icon for the TriggeringPoint (always on floor)\n            If trigger.TriggeringPoint.Item1 >= 0 AndAlso trigger.TriggeringPoint.Item1 < SQCOUNTX AndAlso\n       trigger.TriggeringPoint.Item2 >= 0 AndAlso trigger.TriggeringPoint.Item2 < SQCOUNTY Then\n\n                ' Move the TriggeringPoint icon to the top-left of the floor\n                Dim triggerX = xOrigin + (trigger.TriggeringPoint.Item1 * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + 4 ' Slightly right of the top-left\n                Dim triggerY = yOrigin + (trigger.TriggeringPoint.Item2 * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + 4 ' Slightly down from the top-left\n                g.DrawImage(triggerImageSmall, triggerX, triggerY)\n            End If\n\n            ' Draw the trigger icon for the TriggerActionPoint\n            If trigger.TriggerActionPoint.Item1 >= 0 AndAlso trigger.TriggerActionPoint.Item1 <= SQCOUNTX AndAlso\n       trigger.TriggerActionPoint.Item2 >= 0 AndAlso trigger.TriggerActionPoint.Item2 <= SQCOUNTY Then\n\n                Dim actionX As Integer = 0\n                Dim actionY As Integer = 0\n\n                If trigger.TriggerActionIsWall Then\n                    ' Handle drawing for walls (horizontal or vertical)\n                    If trigger.TriggerActionIsVerticalWall Then\n                        ' Move to the top of the vertical wall\n                        actionX = xOrigin + (trigger.TriggerActionPoint.Item1 * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) - 2\n                        actionY = yOrigin + (trigger.TriggerActionPoint.Item2 * (SQSizeY + WALL_THICKNESS)) - (triggerImage2Small.Height \\ 2) + 12 ' Slightly above the center\n                    ElseIf trigger.TriggerActionIsHorizontalWall Then\n                        ' Move to the center of the horizontal wall\n                        actionX = xOrigin + (trigger.TriggerActionPoint.Item1 * (SQSizeX + WALL_THICKNESS)) + (SQSizeX \\ 2) - 20\n                        actionY = yOrigin + (trigger.TriggerActionPoint.Item2 * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) - (triggerImage2Small.Height \\ 2) + 2\n                    End If\n                Else\n                    ' Move the action point icon to the top-left of the floor\n                    If trigger.TriggerActionPoint.Item1 >= 0 AndAlso trigger.TriggerActionPoint.Item1 < SQCOUNTX AndAlso\n           trigger.TriggerActionPoint.Item2 >= 0 AndAlso trigger.TriggerActionPoint.Item2 < SQCOUNTY Then\n                        actionX = xOrigin + (trigger.TriggerActionPoint.Item1 * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + 4 ' Slightly right of the top-left\n                        actionY = yOrigin + (trigger.TriggerActionPoint.Item2 * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + 4 ' Slightly down from the top-left\n                    End If\n                End If\n\n                ' Check if the trigger action is \"Flip Horizontal\" or \"Flip Vertical\"\n                If trigger.TriggerAction = \"Flip Horizontal\" OrElse trigger.TriggerAction = \"Flip Vertical\" Then\n                    ' Skip drawing the trigger icon for these actions\n                    Continue For\n                End If\n\n                ' Draw the action trigger icon using triggerImage2Small\n                g.DrawImage(triggerImage2Small, actionX, actionY)\n\n                ' Draw a line between the triggering point and the action point if hovered\n                If HoveredTrigger IsNot Nothing AndAlso HoveredTrigger.Equals(trigger) Then\n                    Dim pen As New Pen(Color.Red, 2)\n\n                    ' Calculate the center of the triggering point icon\n                    Dim startX As Integer = xOrigin + (trigger.TriggeringPoint.Item1 * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (triggerImageSmall.Width \\ 2)\n                    Dim startY As Integer = yOrigin + (trigger.TriggeringPoint.Item2 * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (triggerImageSmall.Height \\ 2)\n\n                    ' Calculate the center of the action point icon\n                    Dim endX As Integer = actionX + (triggerImage2Small.Width \\ 2)\n                    Dim endY As Integer = actionY + (triggerImage2Small.Height \\ 2)\n\n                    g.DrawLine(pen, startX, startY, endX, endY)\n                End If\n            End If\n        Next\n    End Sub\n\n    Private Sub DrawGridNumbers(g As Graphics)\n        Dim xOrigin As Integer = INDENT\n        Dim yOrigin As Integer = INDENT\n        Dim font As New Font(\"Arial\", 12, FontStyle.Regular)\n        Dim brush As New SolidBrush(Color.Black)\n        Dim brush2 As New SolidBrush(Color.Green)\n        Dim smallFont As New Font(\"Arial\", 6, FontStyle.Regular)\n\n        Dim columnNumberOffsetY As Single = -20.0F\n        Dim rowNumberOffsetX As Single = -5.0F\n\n        For x As Integer = 0 To SQCOUNTX - 1\n            Dim xPos As Single = xOrigin + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (CSng(SQSizeX) / 2)\n            Dim yPos As Single = yOrigin + columnNumberOffsetY\n\n            Dim label As String = x.ToString()\n            Dim xLabelSize As SizeF = g.MeasureString(label, font)\n            g.DrawString(label, font, brush, xPos - (xLabelSize.Width / 2.0F), yPos)\n        Next\n\n        For y As Integer = 0 To SQCOUNTY - 1\n            Dim xPos As Single = xOrigin + rowNumberOffsetX\n            Dim yPos As Single = yOrigin + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2) + (CSng(SQSizeY) / 2)\n\n            Dim label As String = y.ToString()\n            Dim yLabelSize As SizeF = g.MeasureString(label, font)\n            g.DrawString(label, font, brush, xPos - yLabelSize.Width, yPos - (yLabelSize.Height / 2.0F))\n        Next\n\n        ' Draw smaller numbers for vertical walls\n        For x As Integer = 0 To SQCOUNTX\n            Dim smallLabel As String = x.ToString()\n            Dim smallXPos As Single = xOrigin + (x * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) + 4\n            Dim smallYPos As Single = yOrigin + columnNumberOffsetY + 4\n            Dim smallXLabelSize As SizeF = g.MeasureString(smallLabel, smallFont)\n            g.DrawString(smallLabel, smallFont, brush2, smallXPos - (smallXLabelSize.Width / 2.0F), smallYPos)\n        Next\n\n        ' Draw smaller numbers for horizontal walls\n        For y As Integer = 0 To SQCOUNTY\n            Dim smallLabel As String = y.ToString()\n            Dim smallYPos As Single = yOrigin + (y * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2) + 3\n            Dim smallXPos As Single = xOrigin + rowNumberOffsetX\n            Dim smallYLabelSize As SizeF = g.MeasureString(smallLabel, smallFont)\n            g.DrawString(smallLabel, smallFont, brush2, smallXPos - smallYLabelSize.Width, smallYPos - (smallYLabelSize.Height / 2.0F))\n        Next\n\n        font.Dispose()\n        brush.Dispose()\n        smallFont.Dispose()\n    End Sub\n\n    Friend Sub FillBorderWalls()\n        For y As Integer = 0 To SQCOUNTY - 1\n            verticalWalls(0)(y) = True\n            verticalWalls(SQCOUNTX)(y) = True\n        Next\n\n        For x As Integer = 0 To SQCOUNTX - 1\n            horizontalWalls(x)(0) = True\n            horizontalWalls(x)(SQCOUNTY) = True\n        Next\n    End Sub\n\n    Private Sub DrawItems(g As Graphics)\n        ' Font and brush for key count text\n        Dim keyFont As New Font(\"Arial\", 14, FontStyle.Bold) ' Text will now be white\n\n        For x As Integer = 0 To placedItems.Length - 1\n            If placedItems(x) IsNot Nothing Then\n                For y As Integer = 0 To placedItems(x).Length - 1\n                    If placedItems(x)(y) IsNot Nothing Then\n                        Dim img As Image = GetImageByKey(placedItems(x)(y).ImageKey)\n                        If img IsNot Nothing Then\n                            ImageAnimator.UpdateFrames(img)\n                            Dim xPos As Integer = INDENT + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                            Dim yPos As Integer = INDENT + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                            Dim destRect As New Rectangle(xPos, yPos, SQSizeX, SQSizeY)\n\n                            Dim imgAttributes As New Imaging.ImageAttributes()\n                            imgAttributes.SetWrapMode(WrapMode.TileFlipXY)\n                            g.DrawImage(img, destRect, 0, 0, img.Width, img.Height, GraphicsUnit.Pixel, imgAttributes)\n\n                            ' Draw the key count in the center of the gate (only for gates)\n                            If placedItems(x)(y).ImageKey = \"picGate\" Then\n                                Dim keysRequired = placedItems(x)(y).KeysRequiredToOpen\n                                Dim numKeyText As String = keysRequired.ToString()\n\n                                ' Center the text in the middle of the gate\n                                Dim textSize As SizeF = g.MeasureString(numKeyText, keyFont)\n                                Dim textX As Integer = xPos + (SQSizeX \\ 2) - (textSize.Width \\ 2)\n                                Dim textY As Integer = yPos + (SQSizeY \\ 2) - (textSize.Height \\ 2)\n\n                                ' Draw the number of keys on the gate\n                                g.DrawString(numKeyText, keyFont, Brushes.White, textX, textY)\n                            End If\n                        End If\n                    End If\n                Next\n            End If\n        Next\n\n        ' Draw region overlays if chkShowRegions is checked\n        If chkShowRegions.Checked Then\n            For Each region As RegionInfo In regions\n                If regionOverlayColors.ContainsKey(region.Name) Then\n                    Dim overlayColor As Color = regionOverlayColors(region.Name)\n                    Using brush As New SolidBrush(overlayColor)\n                        g.FillRectangle(brush, region.Rectangle)\n                    End Using\n                End If\n            Next\n        End If\n    End Sub\n\n    Private Sub DrawWallItems(g As Graphics)\n        For x As Integer = 0 To verticalWallItems.Length - 1\n            If verticalWallItems(x) IsNot Nothing Then\n                For y As Integer = 0 To verticalWallItems(x).Length - 1\n                    If verticalWallItems(x)(y) IsNot Nothing Then\n                        Dim img As Image = GetImageByKey(verticalWallItems(x)(y).ImageKey)\n                        If img IsNot Nothing Then\n                            ImageAnimator.UpdateFrames(img)\n                            Dim wallX As Integer = INDENT + (x * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2)\n                            Dim wallY As Integer = INDENT + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                            Dim wallWidth As Integer = WALL_THICKNESS\n                            Dim wallHeight As Integer = SQSizeY\n\n                            Dim newWidth As Integer = img.Width\n                            Dim newHeight As Integer = wallHeight\n\n                            Dim centeredX As Integer = wallX + ((wallWidth - newWidth) \\ 2)\n                            Dim drawRect As New Rectangle(centeredX, wallY, newWidth, newHeight)\n                            g.DrawImage(img, drawRect)\n                        End If\n                    End If\n                Next\n            End If\n        Next\n\n        For x As Integer = 0 To horizontalWallItems.Length - 1\n            If horizontalWallItems(x) IsNot Nothing Then\n                For y As Integer = 0 To horizontalWallItems(x).Length - 1\n                    If horizontalWallItems(x)(y) IsNot Nothing Then\n                        Dim img As Image = GetImageByKey(horizontalWallItems(x)(y).ImageKey)\n                        If img IsNot Nothing Then\n                            ImageAnimator.UpdateFrames(img)\n                            Dim wallX As Integer = INDENT + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                            Dim wallY As Integer = INDENT + (y * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2)\n                            Dim wallWidth As Integer = SQSizeX\n                            Dim wallHeight As Integer = WALL_THICKNESS\n\n                            Dim newWidth As Integer = wallWidth\n                            Dim newHeight As Integer = img.Height\n\n                            Dim centeredY As Integer = wallY + ((wallHeight - newHeight) \\ 2)\n                            Dim drawRect As New Rectangle(wallX, centeredY, newWidth, newHeight)\n                            g.DrawImage(img, drawRect)\n                        End If\n                    End If\n                Next\n            End If\n        Next\n    End Sub\n\n    Private Sub DrawHighlight(g As Graphics)\n        If Not isMouseInsideGrid OrElse highlightedX < 0 OrElse highlightedY < 0 OrElse Not isCursorOnPicGame Then\n            Return\n        End If\n\n        ' Determine the highlight color\n        Dim highlightColorToUse As Color = highlightColor\n        If SelectionMode Then\n            Dim triggerEditor As frmTriggerEditor = CType(SelectionRequestedByForm, frmTriggerEditor)\n            If (triggerEditor.AllowFloorSelectionOnly AndAlso (highlightedWallX OrElse highlightedWallY)) OrElse\n           (triggerEditor.AllowWallSelectionOnly AndAlso Not (highlightedWallX OrElse highlightedWallY)) Then\n                highlightColorToUse = Color.Red\n            End If\n        End If\n\n        Using highlightPen As New Pen(highlightColorToUse, 2) With {.DashStyle = DashStyle.Dash}\n            If highlightedWallX Then\n                Dim x As Integer = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2)\n                Dim y As Integer = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                Dim rect As New Rectangle(x, y, WALL_THICKNESS, SQSizeY)\n                g.DrawRectangle(highlightPen, rect)\n            ElseIf highlightedWallY Then\n                Dim x As Integer = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                Dim y As Integer = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) - (WALL_THICKNESS \\ 2)\n                Dim rect As New Rectangle(x, y, SQSizeX, WALL_THICKNESS)\n                g.DrawRectangle(highlightPen, rect)\n            Else\n                Dim x As Integer = INDENT + (highlightedX * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                Dim y As Integer = INDENT + (highlightedY * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2)\n                Dim rect As New Rectangle(x, y, SQSizeX, SQSizeY)\n                g.DrawRectangle(highlightPen, rect)\n            End If\n        End Using\n    End Sub\n\n    Private Sub UpdateHighlight(mouseX As Integer, mouseY As Integer)\n        mouseX -= INDENT\n        mouseY -= INDENT\n\n        isMouseInsideGrid = False\n        highlightedWallX = False\n        highlightedWallY = False\n        highlightedX = -1\n        highlightedY = -1\n\n        Dim cellSizeX As Integer = SQSizeX + WALL_THICKNESS\n        Dim cellSizeY As Integer = SQSizeY + WALL_THICKNESS\n        Dim cellX As Integer = mouseX \\ cellSizeX\n        Dim cellY As Integer = mouseY \\ cellSizeY\n\n        If cellX >= 0 AndAlso cellX <= SQCOUNTX AndAlso\n       cellY >= 0 AndAlso cellY <= SQCOUNTY Then\n\n            Dim offsetX As Integer = mouseX Mod cellSizeX\n            Dim offsetY As Integer = mouseY Mod cellSizeY\n\n            highlightedWallX = offsetX < WALL_THICKNESS\n            highlightedWallY = offsetY < WALL_THICKNESS\n            highlightedX = cellX\n            highlightedY = cellY\n\n            isMouseInsideGrid = True\n        End If\n\n        If highlightedX < 0 Then highlightedX = 0\n        If highlightedX > SQCOUNTX Then highlightedX = SQCOUNTX\n        If highlightedY < 0 Then highlightedY = 0\n        If highlightedY > SQCOUNTY Then highlightedY = SQCOUNTY\n\n        If highlightedWallX AndAlso (highlightedX = 0 OrElse highlightedX = SQCOUNTX) Then\n            highlightedWallX = True\n        End If\n\n        If highlightedWallY AndAlso (highlightedY = 0 OrElse highlightedY = SQCOUNTY) Then\n            highlightedWallY = True\n        End If\n\n        Dim itemName As String\n\n        If highlightedWallX Then\n            If highlightedX >= 0 AndAlso highlightedX < verticalWallItems.Length AndAlso\n           verticalWallItems(highlightedX) IsNot Nothing AndAlso\n           highlightedY >= 0 AndAlso highlightedY < verticalWallItems(0).Length Then\n                If verticalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                    itemName = GetItemName(verticalWallItems(highlightedX)(highlightedY).ImageKey)\n                End If\n            End If\n        ElseIf highlightedWallY Then\n            If highlightedX >= 0 AndAlso highlightedX < horizontalWallItems.Length AndAlso\n           horizontalWallItems(highlightedX) IsNot Nothing AndAlso\n           highlightedY >= 0 AndAlso highlightedY < horizontalWallItems(0).Length Then\n                If horizontalWallItems(highlightedX)(highlightedY) IsNot Nothing Then\n                    itemName = GetItemName(horizontalWallItems(highlightedX)(highlightedY).ImageKey)\n                End If\n            End If\n        Else\n            If highlightedX >= 0 AndAlso highlightedX < placedItems.Length AndAlso\n           placedItems(highlightedX) IsNot Nothing AndAlso\n           highlightedY >= 0 AndAlso highlightedY < placedItems(0).Length Then\n                If placedItems(highlightedX)(highlightedY) IsNot Nothing Then\n                    itemName = GetItemName(placedItems(highlightedX)(highlightedY).ImageKey)\n                End If\n            End If\n        End If\n        ' Reset hoveredTrigger\n        HoveredTrigger = Nothing\n\n        ' Check if the mouse is over a triggering point or action point\n        For Each trigger As Triggers In TriggerData\n            If trigger.TriggeringPoint.Item1 = highlightedX AndAlso trigger.TriggeringPoint.Item2 = highlightedY Then\n                If Not highlightedWallX AndAlso Not highlightedWallY Then\n                    HoveredTrigger = trigger\n                    Exit For\n                End If\n            End If\n            If trigger.TriggerActionPoint.Item1 = highlightedX AndAlso trigger.TriggerActionPoint.Item2 = highlightedY Then\n                If trigger.TriggerActionIsWall Then\n                    If trigger.TriggerActionIsVerticalWall AndAlso highlightedWallX Then\n                        HoveredTrigger = trigger\n                        Exit For\n                    ElseIf trigger.TriggerActionIsHorizontalWall AndAlso highlightedWallY Then\n                        HoveredTrigger = trigger\n                        Exit For\n                    End If\n                ElseIf Not highlightedWallX AndAlso Not highlightedWallY Then\n                    HoveredTrigger = trigger\n                    Exit For\n                End If\n            End If\n        Next\n    End Sub\n\n    Private Function GetImageByKey(imageKey As String) As Image\n        Select Case imageKey\n            Case \"picBlock1\"\n                Return picBlock1.Image\n            Case \"picBlock2\"\n                Return picBlock2.Image\n            Case \"picBaddy1\"\n                Return picBaddy1.Image\n            Case \"picBaddy2\"\n                Return picBaddy2.Image\n            Case \"picBaddy3\"\n                Return picBaddy3.Image\n            Case \"picBaddy4\"\n                Return picBaddy4.Image\n            Case \"picLaser1\"\n                Return picLaser1.Image\n            Case \"picLaser2\"\n                Return picLaser2.Image\n            Case \"picFlipper1\"\n                Return picFlipper1.Image\n            Case \"picFlipper2\"\n                Return picFlipper2.Image\n            Case \"picFlipper3\"\n                Return picFlipper3.Image\n            Case \"picFlipper4\"\n                Return picFlipper4.Image\n            Case \"picCoin\"\n                Return picCoin.Image\n            Case \"picGate\"\n                Return picGate.Image\n            Case \"picKey\"\n                Return picKey.Image\n            Case \"picStart\"\n                Return picStart.Image\n            Case \"picFinish\"\n                Return picFinish.Image\n            Case \"picBlockStopper1\"\n                Return picBlockStopper1.Image\n            Case \"picBall\"\n                Return picBall.Image\n            Case \"picBlockSwitch\"\n                Return picBlockSwitch.Image\n            Case \"picBomb\"\n                Return picBomb.Image\n            Case \"picWarp\"\n                Return picWarp.Image\n            Case \"picWarp2\"\n                Return picWarp2.Image\n            Case \"picWarp3\"\n                Return picWarp3.Image\n            Case \"picVolcano\"\n                Return picVolcano.Image\n            Case Else\n                Return Nothing\n        End Select\n    End Function\n\n#End Region\n\n#Region \" Colours \"\n    Private Sub UpdateColorPickers()\n        If rdoWalls.Checked Then\n            ' Set color pickers to wall colors\n            colPattern.SelectedColor = wallsColor1\n            colBackground.SelectedColor = wallsColor2\n        ElseIf rdoFloors.Checked Then\n            ' Set color pickers to floor colors\n            colPattern.SelectedColor = floorsColor1\n            colBackground.SelectedColor = floorsColor2\n        End If\n    End Sub\n\n    Public Sub UpdateGameColors(senderObject As Object, newColor As Color)\n        If rdoWalls.Checked Then\n            ' Update wall colors\n            If senderObject Is colPattern Then\n                wallsColor1 = newColor\n            ElseIf senderObject Is colBackground Then\n                wallsColor2 = newColor\n            End If\n        ElseIf rdoFloors.Checked Then\n            ' Update floor colors\n            If senderObject Is colPattern Then\n                floorsColor1 = newColor\n            ElseIf senderObject Is colBackground Then\n                floorsColor2 = newColor\n            End If\n        End If\n\n        ' Redraw the game area to reflect changes\n\n    End Sub\n\n    Private Sub ColPattern_ColorChanged(sender As Object, e As EventArgs) Handles colPattern.ColorChanged\n        TurnOffSelectionMode()\n        UpdateGameColors(colPattern, colPattern.SelectedColor)\n    End Sub\n\n    Private Sub ColBackground_ColorChanged(sender As Object, e As EventArgs) Handles colBackground.ColorChanged\n        TurnOffSelectionMode()\n        UpdateGameColors(colBackground, colBackground.SelectedColor)\n    End Sub\n#End Region\n\nCan you make it so when I click a chld node in trvTextures. The Floor changes to the image file the node displays? "},{"assistant_initiates":false,"asst_text":"Certainly! Below is a complete implementation of the `UpdateFloorImage` method that integrates the new floor image into your existing drawing logic for the game grid. This example assumes you have a way to set a floor image, and you will modify the painting logic to use that image.\n\n### Implementation of `UpdateFloorImage`\n\n```vb\n' Declare a variable to store the selected floor image\nPrivate selectedFloorImage As Image = Nothing ' Initialize as Nothing or set a default image\n\nPrivate Sub UpdateFloorImage(newImage As Image)\n    ' Store the new floor image\n    selectedFloorImage = newImage\n\n    ' Invalidate the game panel to trigger a redraw\n    picGame.Invalidate()\nEnd Sub\n```\n\n### Update the Drawing Logic\n\nYou will also need to update the `Paint` event handler of the `picGame` control to actually draw the `selectedFloorImage` instead of just using a fill style.\n\nHere\u2019s a modified version of your `PicGame_Paint` method to incorporate the floor image:\n\n```vb\nPrivate Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n    ' Calculate the sizes of the squares based on the client size of picGame\n    CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n    ' Set the smoothing mode to None for pixel-perfect drawing\n    e.Graphics.SmoothingMode = SmoothingMode.None\n\n    ' Draw the gradient background if useGradient is true\n    If useGradient Then\n        DrawGradientBackground(e.Graphics)\n    End If\n\n    ' Draw the grid\n    DrawGrid(e.Graphics)\n\n    ' Draw the floor image if available\n    For x As Integer = 0 To SQCOUNTX - 1\n        For y As Integer = 0 To SQCOUNTY - 1\n            If selectedFloorImage IsNot Nothing Then\n                Dim floorRect As New Rectangle(\n                    INDENT + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    INDENT + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    SQSizeX,\n                    SQSizeY)\n\n                e.Graphics.DrawImage(selectedFloorImage, floorRect)\n            End If\n        Next\n    Next\n\n    ' Additional drawing logic for walls, items, etc.\n    ' ...\nEnd Sub\n```\n\n### Explanation:\n\n1. **`selectedFloorImage` Variable**: This variable holds the image that will be used for the floor. It should be defined at the class level.\n\n2. **`UpdateFloorImage` Method**: This method updates `selectedFloorImage` and triggers a repaint of `picGame`. This causes the new floor image to be drawn in the next `Paint` event of the `picGame`.\n\n3. **Drawing the Floor Image**: In the `PicGame_Paint` method, the new code iterates through the grid and draws the `selectedFloorImage` over each cell. Depending on your design, you might want to customize how the image is applied to accommodate any needs for alignment or scaling.\n\nEnsure that you handle cases where no image has been selected and provide some fallback visuals (like a default pattern or color) if needed.","behavior":"degenerate_repetition","conversation_hash":"f48259ba50ace5246fc8fb3661f186e7","conversation_redacted":false,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":3494,"n_turns_in_conversation":7,"n_words":504,"source_row_offset":10040,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:21 GMT","turn_id":"0d5c453b80b101ea6718991c","turn_index":1,"user_text":"Can you write this?\n\n    Private Sub UpdateFloorImage(newImage As Image)\n        ' Assuming you store the floor image in a variable or a property\n        ' You can add logic to set the image to whatever floor control you are using\n        ' For example:\n        ' selectedFloorImage = newImage\n\n        ' This is where you would handle the visual change of the floor\n        ' You may need to draw or render the new floor image in your painting logic\n        ' You could also use a PictureBox or directly change the background of the grid\n    End Sub\n"},{"assistant_initiates":false,"asst_text":"If the floor image is not being drawn as expected, there may be several reasons why it's not appearing. Below are the steps to ensure the floor image is rendered correctly, as well as some troubleshooting tips:\n\n### Complete Implementation Plan\n\n1. **Ensure the Image is Assigned**: Verify that the `UpdateFloorImage` method is called with a valid image. Ensure you are indeed selecting an image in the `trvTextures` and that it gets passed to `UpdateFloorImage`.\n\n2. **Check the `PicGame_Paint` Method**: Make sure that the logic in the `PicGame_Paint` is correctly implemented to draw the floor image, as shown below. The drawing should ideally take place after clearing the previous frame and setting up the base grid. \n\nHere's how you could finalize your drawing code:\n\n### Updated `PicGame_Paint` Method\n\n```vb\nPrivate Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n    ' Calculate the sizes of the squares based on the client size of picGame\n    CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n    ' Set the smoothing mode to None for pixel-perfect drawing\n    e.Graphics.SmoothingMode = SmoothingMode.None\n\n    ' Draw the gradient background if useGradient is true\n    If useGradient Then\n        DrawGradientBackground(e.Graphics)\n    End If\n\n    ' Draw the grid\n    DrawGrid(e.Graphics)\n\n    ' Draw the floor image if available\n    For x As Integer = 0 To SQCOUNTX - 1\n        For y As Integer = 0 To SQCOUNTY - 1\n            If selectedFloorImage IsNot Nothing Then\n                Dim floorRect As New Rectangle(\n                    INDENT + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    INDENT + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    SQSizeX,\n                    SQSizeY)\n\n                e.Graphics.DrawImage(selectedFloorImage, floorRect)\n            End If\n        Next\n    Next\n\n    ' Additional drawing logic for walls, items, etc.\n    DrawItems(e.Graphics)\n    DrawWallItems(e.Graphics)\n\n    ' Draw triggers if needed\n    DrawTriggers(e.Graphics)\n\n    ' Draw the selection rectangle if applicable\n    If (isInSelectionMode OrElse isSelectionReadyToDrag OrElse isDraggingSelection) AndAlso Not selectionRectangle.IsEmpty Then\n        Using selectionBrush As New SolidBrush(Color.FromArgb(64, Color.Blue))\n            e.Graphics.FillRectangle(selectionBrush, selectionRectangle)\n        End Using\n        Using selectionPen As New Pen(Color.Blue, 2) With {.DashStyle = DashStyle.Dash}\n            e.Graphics.DrawRectangle(selectionPen, selectionRectangle)\n        End Using\n    End If\nEnd Sub\n```\n\n### Troubleshooting Tips\n\n1. **Check Image Validity**:\n   - Make sure the image path is correct and that it points to a valid image file (e.g., PNG, JPG).\n   - Confirm that the image loads correctly in the `UpdateFloorImage` method.\n\n2. **Debug the Drawing Code**:\n   - You can add debug prints to ensure that the `selectedFloorImage` is not `Nothing` when the `PicGame_Paint` method runs.\n\n   ```vb\n   Debug.WriteLine(\"Selected Floor Image Is Nothing: \" & (selectedFloorImage Is Nothing).ToString())\n   ```\n\n3. **Z-order of Drawing**:\n   - Ensure the drawing order is correct: Draw the background first, then the floors, then the walls, and finally any items or overlays.\n   - Revisit where you call the `Invalidate` method. If `picGame` does not refresh properly after an image is set, you may still see an old state.\n\n4. **Check Image Dimensions**:\n   - Ensure `SQSizeX` and `SQSizeY` values are greater than zero, so you have a valid rectangle to draw on.\n   - If the image dimensions are larger than the cell size, it may not fit properly.\n\n5. **Test with a Known Good Image**:\n   - You may want to hardcode a known-good image in the `UpdateFloorImage` method to verify that your drawing logic is working:\n\n   ```vb\n   selectedFloorImage = Image.FromFile(\"path_to_a_known_image.png\")\n   ```\n\n6. **Invalidate and Refresh**:\n   - Confirm that after changing `selectedFloorImage`, you\u2019re calling `Invalidate()` on `picGame` to trigger a redraw.\n\nBy following these guidelines and troubleshooting steps, you should be able to successfully implement the functionality that changes the floor image based on the selected texture from your `trvTextures` TreeView. If issues persist, you might need to inspect the surrounding logic that interacts with the grid and floor images.","behavior":"degenerate_repetition","conversation_hash":"f48259ba50ace5246fc8fb3661f186e7","conversation_redacted":false,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":4430,"n_turns_in_conversation":7,"n_words":586,"source_row_offset":10041,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:21 GMT","turn_id":"fa448a52aa1a8d04fe762b02","turn_index":2,"user_text":"Not drawing?"},{"assistant_initiates":false,"asst_text":"If you want to draw a single image for the floor rather than tiling it for each cell, you can modify the drawing logic accordingly. Instead of drawing the same image for every grid cell, you'll want to draw the floor image once, filling the entire space of your grid.\n\nHere's how to implement drawing the floor as a single image:\n\n### Step 1: Update `UpdateFloorImage`\n\nMake sure you keep the full image for your floor without worrying about tiling within the `PicGame_Paint` method.\n\n### Step 2: Update `PicGame_Paint` Method\n\nInstead of looping through each cell in the grid to draw the image, you can set up the `PicGame_Paint` method to draw the image over the entire grid area.\n\nHere\u2019s how you can do that:\n\n### Updated `PicGame_Paint` Method\n\n```vb\nPrivate Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n    ' Set the smoothing mode to None for pixel-perfect drawing\n    e.Graphics.SmoothingMode = SmoothingMode.None\n\n    ' Draw the gradient background if useGradient is true\n    If useGradient Then\n        DrawGradientBackground(e.Graphics)\n    End If\n\n    ' Draw the grid only if needed (for walls or items)\n    DrawGrid(e.Graphics)\n\n    ' Draw the floor image once, spanning the entire area\n    If selectedFloorImage IsNot Nothing Then\n        Dim floorWidth As Integer = SQCOUNTX * (SQSizeX + WALL_THICKNESS) - WALL_THICKNESS\n        Dim floorHeight As Integer = SQCOUNTY * (SQSizeY + WALL_THICKNESS) - WALL_THICKNESS\n        \n        Dim floorRect As New Rectangle(\n            INDENT, \n            INDENT, \n            floorWidth, \n            floorHeight\n        )\n\n        e.Graphics.DrawImage(selectedFloorImage, floorRect);\n    End If\n\n    ' Draw items on top\n    DrawItems(e.Graphics)\n    DrawWallItems(e.Graphics)\n\n    ' Highlight and selection logic\n    DrawHighlight(e.Graphics)\n    If (isInSelectionMode OrElse isSelectionReadyToDrag OrElse isDraggingSelection) AndAlso Not selectionRectangle.IsEmpty Then\n        Using selectionBrush As New SolidBrush(Color.FromArgb(64, Color.Blue))\n            e.Graphics.FillRectangle(selectionBrush, selectionRectangle)\n        End Using\n        Using selectionPen As New Pen(Color.Blue, 2) With {.DashStyle = DashStyle.Dash}\n            e.Graphics.DrawRectangle(selectionPen, selectionRectangle)\n        End Using\n    End If\n\n    ' Draw triggers if needed\n    DrawTriggers(e.Graphics)\nEnd Sub\n```\n\n### Explanation:\n1. **One Image**: This code draws the selected floor image once as a single rectangle that covers the entire area. You calculate the width and height based on the number of squares and the dimensions of each square, minus the wall thickness.\n\n2. **Avoid Loops**: By removing the loop that draws the image per cell, you're reducing the number of drawing calls, which should help improve performance.\n\n3. **Drawing Order**: Make sure to draw the floor first, followed by walls, items, and any highlights or selections, ensuring they stack correctly.\n\n### Step 3: Optimize Image Loading\n\n1. **Single Image**: Ensure that your floor image is a single, well-optimized image. If drawing multiple smaller textures is causing performance issues, a single larger image would help avoid that.\n\n2. **Image Size**: Make sure the size of your selected image is appropriate for your game. Large images that need to be constantly redrawn can lead to lag, especially if they are not properly sized.\n\n3. **Graphics Optimization**: Ensure that you set up the graphics environment to best suit the drawing by considering `e.Graphics.PixelOffsetMode`.\n\nIf there are still performance issues, profiling what takes the most time in your drawing routine (like measuring the execution time of the painting code and calls) can help you identify bottlenecks you may need to address.","behavior":"degenerate_repetition","conversation_hash":"f48259ba50ace5246fc8fb3661f186e7","conversation_redacted":false,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":3872,"n_turns_in_conversation":7,"n_words":530,"source_row_offset":10042,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:21 GMT","turn_id":"1e7e5f429a3f5dfdadfdc70f","turn_index":3,"user_text":"It's drawing. But it's EXTREMELY laggy. \n\nAre you tiling them? We need to draw them in 1 image. Not tiled. "},{"assistant_initiates":false,"asst_text":"Thank you for your patience! If you want to optimize the drawing routine while still incorporating all the necessary elements in your `PicGame_Paint` method, here's a modified version that draws a single floor image instead of tiling it across the grid while keeping all other drawing logic intact.\n\n### Complete and Optimized `PicGame_Paint` Method\n\nHere\u2019s how you can modify the method to draw the entire floor as one image while keeping the existing functionality:\n\n```vb\nPrivate Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n    ' Calculate the sizes of the squares based on the client size of picGame\n    CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n    ' Set the smoothing mode to None for pixel-perfect drawing\n    e.Graphics.SmoothingMode = SmoothingMode.None\n    \n    ' Draw the gradient background if useGradient is true\n    If useGradient Then\n        DrawGradientBackground(e.Graphics)\n    End If\n\n    ' Draw the grid\n    DrawGrid(e.Graphics)\n\n    ' Draw the floor image if available, span the entire grid area\n    If selectedFloorImage IsNot Nothing Then\n        Dim floorWidth As Integer = SQCOUNTX * (SQSizeX + WALL_THICKNESS) - WALL_THICKNESS\n        Dim floorHeight As Integer = SQCOUNTY * (SQSizeY + WALL_THICKNESS) - WALL_THICKNESS\n        \n        Dim floorRect As New Rectangle(\n            INDENT, \n            INDENT, \n            floorWidth, \n            floorHeight\n        )\n\n        e.Graphics.DrawImage(selectedFloorImage, floorRect)\n    End If\n\n    ' Draw any dragged item\n    If isDraggingItem AndAlso draggedItem IsNot Nothing Then\n        Dim img As Image = GetImageByKey(draggedItem.ImageKey)\n        If img IsNot Nothing Then\n            ImageAnimator.UpdateFrames(img)\n            Dim drawRect As Rectangle\n\n            If draggedItemIsWall Then\n                If draggedItemIsVerticalWall Then\n                    Dim wallWidth As Integer = WALL_THICKNESS\n                    Dim wallHeight As Integer = SQSizeY\n                    Dim xPos As Integer = mouseX - (WALL_THICKNESS \\ 2)\n                    Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                    Dim newWidth As Integer = img.Width\n                    Dim newHeight As Integer = wallHeight\n                    Dim centeredX As Integer = xPos + ((wallWidth - newWidth) \\ 2)\n                    drawRect = New Rectangle(centeredX, yPos, newWidth, newHeight)\n                Else\n                    Dim wallWidth As Integer = SQSizeX\n                    Dim wallHeight As Integer = WALL_THICKNESS\n                    Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                    Dim yPos As Integer = mouseY - (WALL_THICKNESS \\ 2)\n                    Dim newWidth As Integer = wallWidth\n                    Dim newHeight As Integer = img.Height\n                    Dim centeredY As Integer = yPos + ((wallHeight - newHeight) \\ 2)\n                    drawRect = New Rectangle(xPos, centeredY, newWidth, newHeight)\n                End If\n            Else\n                Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                drawRect = New Rectangle(xPos, yPos, SQSizeX, SQSizeY)\n            End If\n            \n            e.Graphics.DrawImage(img, drawRect)\n        End If\n    End If\n\n    ' Draw selection rectangle\n    If (isInSelectionMode OrElse isSelectionReadyToDrag OrElse isDraggingSelection) AndAlso Not selectionRectangle.IsEmpty Then\n        Using selectionBrush As New SolidBrush(Color.FromArgb(64, Color.Blue))\n            e.Graphics.FillRectangle(selectionBrush, selectionRectangle)\n        End Using\n        Using selectionPen As New Pen(Color.Blue, 2) With {.DashStyle = DashStyle.Dash}\n            e.Graphics.DrawRectangle(selectionPen, selectionRectangle)\n        End Using\n    End If\n\n    ' Draw selection data during drag\n    If isDraggingSelection Then\n        Dim baseCellX As Integer = (selectionRectangle.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n        Dim baseCellY As Integer = (selectionRectangle.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n        ' Ensure selectionData is valid before drawing\n        If selectionData IsNot Nothing Then\n            If isCopying Then\n                DrawSelectionData(e.Graphics, baseCellX, baseCellY, copiedSelectionData)\n            Else\n                DrawSelectionData(e.Graphics, baseCellX, baseCellY, selectionData)\n            End If\n        Else\n            Debug.WriteLine(\"selectionData is Nothing. Skipping drawing.\")\n        End If\n    End If\n\n    ' Ensure DrawHighlight is called\n    DrawHighlight(e.Graphics)\n\n    ' Draw triggers\n    DrawTriggers(e.Graphics)\nEnd Sub\n```\n\n### Key Changes and Considerations\n\n1. **Single Drawing of Floor Image**: The floor image is drawn once to cover the entire grid area. This should improve performance significantly, especially if the original implementation caused lag due to multiple draw calls for each grid cell.\n\n2. **Keep Existing Logic**: The remaining logic for drawing dragged items, selection rectangles, and triggers is preserved and will function normally.\n\n3. **Potential Image Sizing**: Ensure the `selectedFloorImage` you want to use is appropriately sized or designed to fit within the grid dimensions without excessive scaling or shifting, as the bounds calculated may be larger than the image.\n\n4. **Performance Improvements**: Check if the `selectedFloorImage` is being loaded only when necessary, perhaps in the `UpdateFloorImage` method, and that any redundant image processing isn't causing performance drops.\n\nThis should address the lag issue by minimizing the number of drawing operations while still achieving the desired result in your game grid. If you continue to experience lag, it may be beneficial to profile the drawing process or consider optimizing image handling further.","behavior":"degenerate_repetition","conversation_hash":"f48259ba50ace5246fc8fb3661f186e7","conversation_redacted":false,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":10478,"n_turns_in_conversation":7,"n_words":1137,"source_row_offset":10043,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:21 GMT","turn_id":"7a948e024ce0602e2d06bb3e","turn_index":4,"user_text":"Your picPaint is missig tons of code...\n\n    Private Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n        ' Calculate the sizes of the squares based on the client size of picGame\n        CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n        ' Set the smoothing mode to None for pixel-perfect drawing\n        e.Graphics.SmoothingMode = SmoothingMode.None\n\n        ' Draw the gradient background if useGradient is true\n        If useGradient Then\n            DrawGradientBackground(e.Graphics)\n        End If\n\n        ' Draw the grid\n        DrawGrid(e.Graphics)\n\n        ' Draw the floor image if available\n        For x As Integer = 0 To SQCOUNTX - 1\n            For y As Integer = 0 To SQCOUNTY - 1\n                If selectedFloorImage IsNot Nothing Then\n                    Dim floorRect As New Rectangle(\n                    INDENT + (x * (SQSizeX + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    INDENT + (y * (SQSizeY + WALL_THICKNESS)) + (WALL_THICKNESS \\ 2),\n                    SQSizeX,\n                    SQSizeY)\n\n                    e.Graphics.DrawImage(selectedFloorImage, floorRect)\n                End If\n            Next\n        Next\n        ' Draw any dragged item\n        If isDraggingItem AndAlso draggedItem IsNot Nothing Then\n            Dim img As Image = GetImageByKey(draggedItem.ImageKey)\n            If img IsNot Nothing Then\n                ImageAnimator.UpdateFrames(img)\n                Dim drawRect As Rectangle\n\n                If draggedItemIsWall Then\n                    If draggedItemIsVerticalWall Then\n                        Dim wallWidth As Integer = WALL_THICKNESS\n                        Dim wallHeight As Integer = SQSizeY\n                        Dim xPos As Integer = mouseX - (WALL_THICKNESS \\ 2)\n                        Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                        Dim newWidth As Integer = img.Width\n                        Dim newHeight As Integer = wallHeight\n                        Dim centeredX As Integer = xPos + ((wallWidth - newWidth) \\ 2)\n                        drawRect = New Rectangle(centeredX, yPos, newWidth, newHeight)\n                    Else\n                        Dim wallWidth As Integer = SQSizeX\n                        Dim wallHeight As Integer = WALL_THICKNESS\n                        Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                        Dim yPos As Integer = mouseY - (WALL_THICKNESS \\ 2)\n                        Dim newWidth As Integer = wallWidth\n                        Dim newHeight As Integer = img.Height\n                        Dim centeredY As Integer = yPos + ((wallHeight - newHeight) \\ 2)\n                        drawRect = New Rectangle(xPos, centeredY, newWidth, newHeight)\n                    End If\n                Else\n                    Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                    Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                    drawRect = New Rectangle(xPos, yPos, SQSizeX, SQSizeY)\n                End If\n                e.Graphics.DrawImage(img, drawRect)\n            End If\n        End If\n\n        ' Draw selection rectangle\n        If (isInSelectionMode OrElse isSelectionReadyToDrag OrElse isDraggingSelection) AndAlso Not selectionRectangle.IsEmpty Then\n            Using selectionBrush As New SolidBrush(Color.FromArgb(64, Color.Blue))\n                e.Graphics.FillRectangle(selectionBrush, selectionRectangle)\n            End Using\n            Using selectionPen As New Pen(Color.Blue, 2) With {.DashStyle = DashStyle.Dash}\n                e.Graphics.DrawRectangle(selectionPen, selectionRectangle)\n            End Using\n        End If\n\n        ' Draw selection data during drag\n        If isDraggingSelection Then\n            Dim baseCellX As Integer = (selectionRectangle.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n            Dim baseCellY As Integer = (selectionRectangle.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n            ' Ensure selectionData is valid before drawing\n            If selectionData IsNot Nothing Then\n                If isCopying Then\n                    DrawSelectionData(e.Graphics, baseCellX, baseCellY, copiedSelectionData)\n                Else\n                    DrawSelectionData(e.Graphics, baseCellX, baseCellY, selectionData)\n                End If\n            Else\n                Debug.WriteLine(\"selectionData is Nothing. Skipping drawing.\")\n            End If\n        End If\n\n        ' Ensure DrawHighlight is called\n        DrawHighlight(e.Graphics)\n\n        ' Draw triggers\n        DrawTriggers(e.Graphics)\n    End Sub\n"},{"assistant_initiates":false,"asst_text":"To properly handle the floor image drawing while ensuring that it is drawn without stretching, and to maintain the proper stacking order (drawing the floor first and everything else on top), let\u2019s revise the `PicGame_Paint` method. \n\n### Key Points:\n1. **Draw the Floor First**: The floor should be the first thing drawn onto the Graphics object.\n2. **Do Not Stretch the Floor Image**: Ensure the image retains its original size.\n3. **Layering**: After drawing the floor, you can draw walls, items, and any other dynamic elements.\n\n### Updated `PicGame_Paint` Method\n\nHere's how the `PicGame_Paint` method can be structured to meet these requirements:\n\n```vb\nPrivate Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n    ' Calculate the sizes of the squares based on the client size of picGame\n    CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n    ' Set the smoothing mode to None for pixel-perfect drawing\n    e.Graphics.SmoothingMode = SmoothingMode.None\n\n    ' Draw the gradient background if useGradient is true\n    If useGradient Then\n        DrawGradientBackground(e.Graphics)\n    End If\n\n    ' --------------------------------------------------\n    ' Draw the floor image if available, centered in the grid\n    ' --------------------------------------------------\n    If selectedFloorImage IsNot Nothing Then\n        ' Calculate the total width and height of the grid area\n        Dim floorWidth As Integer = SQCOUNTX * (SQSizeX + WALL_THICKNESS) ' Total width including walls\n        Dim floorHeight As Integer = SQCOUNTY * (SQSizeY + WALL_THICKNESS) ' Total height including walls\n\n        ' Calculate the position to center the floor image\n        Dim floorX As Integer = INDENT + (floorWidth - selectedFloorImage.Width) \\ 2\n        Dim floorY As Integer = INDENT + (floorHeight - selectedFloorImage.Height) \\ 2\n\n        ' Create a rectangle for the floor image\n        Dim floorRect As New Rectangle(floorX, floorY, selectedFloorImage.Width, selectedFloorImage.Height)\n\n        ' Draw the floor image\n        e.Graphics.DrawImage(selectedFloorImage, floorRect)\n    End If\n\n    ' --------------------------------------------------\n    ' Draw the grid\n    ' --------------------------------------------------\n    DrawGrid(e.Graphics)\n\n    ' --------------------------------------------------\n    ' Draw walls, items, and selections over the floor\n    ' --------------------------------------------------\n    ' Draw any dragged item\n    If isDraggingItem AndAlso draggedItem IsNot Nothing Then\n        Dim img As Image = GetImageByKey(draggedItem.ImageKey)\n        If img IsNot Nothing Then\n            ImageAnimator.UpdateFrames(img)\n            Dim drawRect As Rectangle\n\n            ' Positioning logic based on dragged item's type (wall vs. regular item)\n            If draggedItemIsWall Then\n                If draggedItemIsVerticalWall Then\n                    Dim wallWidth As Integer = WALL_THICKNESS\n                    Dim wallHeight As Integer = SQSizeY\n                    Dim xPos As Integer = mouseX - (WALL_THICKNESS \\ 2)\n                    Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                    Dim newWidth As Integer = img.Width\n                    Dim newHeight As Integer = wallHeight\n                    Dim centeredX As Integer = xPos + ((wallWidth - newWidth) \\ 2)\n                    drawRect = New Rectangle(centeredX, yPos, newWidth, newHeight)\n                Else\n                    Dim wallWidth As Integer = SQSizeX\n                    Dim wallHeight As Integer = WALL_THICKNESS\n                    Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                    Dim yPos As Integer = mouseY - (WALL_THICKNESS \\ 2)\n                    Dim newWidth As Integer = wallWidth\n                    Dim newHeight As Integer = img.Height\n                    Dim centeredY As Integer = yPos + ((wallHeight - newHeight) \\ 2)\n                    drawRect = New Rectangle(xPos, centeredY, newWidth, newHeight)\n                End If\n            Else\n                Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                drawRect = New Rectangle(xPos, yPos, SQSizeX, SQSizeY)\n            End If\n            e.Graphics.DrawImage(img, drawRect)\n        End If\n    End If\n\n    ' Draw selection rectangle\n    If (isInSelectionMode OrElse isSelectionReadyToDrag OrElse isDraggingSelection) AndAlso Not selectionRectangle.IsEmpty Then\n        Using selectionBrush As New SolidBrush(Color.FromArgb(64, Color.Blue))\n            e.Graphics.FillRectangle(selectionBrush, selectionRectangle)\n        End Using\n        Using selectionPen As New Pen(Color.Blue, 2) With {.DashStyle = DashStyle.Dash}\n            e.Graphics.DrawRectangle(selectionPen, selectionRectangle)\n        End Using\n    End If\n\n    ' Draw selection data during drag\n    If isDraggingSelection Then\n        Dim baseCellX As Integer = (selectionRectangle.X - INDENT) \\ (SQSizeX + WALL_THICKNESS)\n        Dim baseCellY As Integer = (selectionRectangle.Y - INDENT) \\ (SQSizeY + WALL_THICKNESS)\n\n        ' Ensure selectionData is valid before drawing\n        If selectionData IsNot Nothing Then\n            If isCopying Then\n                DrawSelectionData(e.Graphics, baseCellX, baseCellY, copiedSelectionData)\n            Else\n                DrawSelectionData(e.Graphics, baseCellX, baseCellY, selectionData)\n            End If\n        Else\n            Debug.WriteLine(\"selectionData is Nothing. Skipping drawing.\")\n        End If\n    End If\n\n    ' Draw highlights\n    DrawHighlight(e.Graphics)\n\n    ' Draw triggers\n    DrawTriggers(e.Graphics)\nEnd Sub\n```\n\n### Key Improvements:\n1. **Floor Image Drawing**: The floor image is drawn once at a calculated center position, which ensures it is not stretched or tiled erroneously across the grid. This is done using the dimensions of the grid to determine where to place the image.\n\n2. **Order of Drawing**: The floor is the first thing drawn. The grid, walls, items, and selections are drawn on top of the floor, ensuring proper layering.\n\n3. **Image Size**: The image maintains its size and aspect ratio by directly using its width and height to create the drawing rectangle.\n\n### Summary\nThis code ensures that the desired floor image is drawn correctly at a specific central position on the grid without stretching, and that all relevant elements are layered appropriately during the painting process. If you encounter any further issues or require additional modifications, feel free to ask!","behavior":"degenerate_repetition","conversation_hash":"f48259ba50ace5246fc8fb3661f186e7","conversation_redacted":false,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":6668,"n_turns_in_conversation":7,"n_words":792,"source_row_offset":10044,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:21 GMT","turn_id":"5571a7228363f4ee86fc7700","turn_index":5,"user_text":"It shouldn't stretch. Also. It's the floor. It should be drawn first. and everything else drawn on top"},{"assistant_initiates":false,"asst_text":"To ensure that the floor image replaces the gradient and hatch style fill, while ensuring it is only drawn within the confines of the grid and not outside the grid boundary, we will modify the `PicGame_Paint` method accordingly. \n\nHere\u2019s the updated approach:\n\n1. **Remove Existing Gradient and Hatch Style Drawing**: Ensure that once a floor image is selected, it overrides previous floor styles.\n2. **Calculate Proper Bounds**: The drawing of the image will respect the grid bounds, ensuring it does not extend beyond the grid.\n3. **Maintain Layering**: The floor image will still be drawn first, followed by any walls, items, and selections.\n\n### Updated `PicGame_Paint` Method\n\nHere's how the method should look:\n\n```vb\nPrivate Sub PicGame_Paint(sender As Object, e As PaintEventArgs) Handles picGame.Paint\n    ' Calculate the sizes of the squares based on the client size of picGame\n    CalculateSquareSizes(picGame.ClientSize.Width, picGame.ClientSize.Height)\n\n    ' Set the smoothing mode to None for pixel-perfect drawing\n    e.Graphics.SmoothingMode = SmoothingMode.None\n    \n    ' --------------------------------------------------\n    ' Draw the grid (this will be the outline; no fill)\n    ' --------------------------------------------------\n    DrawGrid(e.Graphics)\n\n    ' --------------------------------------------------\n    ' Draw the floor image if available\n    ' --------------------------------------------------\n    If selectedFloorImage IsNot Nothing Then\n        Dim floorWidth As Integer = SQCOUNTX * SQSizeX + (SQCOUNTX + 1) * WALL_THICKNESS ' total grid width, including walls\n        Dim floorHeight As Integer = SQCOUNTY * SQSizeY + (SQCOUNTY + 1) * WALL_THICKNESS ' total grid height, including walls\n\n        ' Create a rectangle for the floor image that matches grid bounds\n        Dim floorRect As New Rectangle(\n            INDENT, \n            INDENT, \n            floorWidth, \n            floorHeight\n        )\n\n        ' Draw the floor image within the calculated bounds\n        e.Graphics.DrawImage(selectedFloorImage, floorRect)\n    End If\n\n    ' Now we draw any dragged item\n    If isDraggingItem AndAlso draggedItem IsNot Nothing Then\n        Dim img As Image = GetImageByKey(draggedItem.ImageKey)\n        If img IsNot Nothing Then\n            ImageAnimator.UpdateFrames(img)\n            Dim drawRect As Rectangle\n\n            If draggedItemIsWall Then\n                ' Wall item handling\n                If draggedItemIsVerticalWall Then\n                    Dim wallWidth As Integer = WALL_THICKNESS\n                    Dim wallHeight As Integer = SQSizeY\n                    Dim xPos As Integer = mouseX - (WALL_THICKNESS \\ 2)\n                    Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                    Dim newWidth As Integer = img.Width\n                    Dim newHeight As Integer = wallHeight\n                    Dim centeredX As Integer = xPos + ((wallWidth - newWidth) \\ 2)\n                    drawRect = New Rectangle(centeredX, yPos, newWidth, newHeight)\n                Else\n                    Dim wallWidth As Integer = SQSizeX\n                    Dim wallHeight As Integer = WALL_THICKNESS\n                    Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                    Dim yPos As Integer = mouseY - (WALL_THICKNESS \\ 2)\n                    Dim newWidth As Integer = wallWidth\n                    Dim newHeight As Integer = img.Height\n                    Dim centeredY As Integer = yPos + ((wallHeight - newHeight) \\ 2)\n                    drawRect = New Rectangle(xPos, centeredY, newWidth, newHeight)\n                End If\n            Else\n                ' Regular item handling\n                Dim xPos As Integer = mouseX - (SQSizeX \\ 2)\n                Dim yPos As Integer = mouseY - (SQSizeY \\ 2)\n                drawRect = New Rectangle(xPos, yPos, SQSizeX, SQSizeY)\n            End If\n            \n            e.Graphics.DrawImage(img, drawRect)\n        End If\n    End If\n\n    ' --------------------------------------------------\n    ' Draw selection rectangle if in selection mode\n    ' --------------------------------------------------\n    If (isInSelectionMode OrElse isSelectionReadyToDrag OrElse isDraggingSelection) AndAlso Not selectionRectangle.IsEmpty Then\n        Using selectionBrush As New SolidBrush(Color.FromArgb(64, Color.Blue))\n            e.Graphics.FillRectangle(selectionBrush, selectionRectangle)\n        End Using\n        Using selectionPen As New Pen(Color.Blue, 2) With {.DashStyle = DashStyle.Dash}\n            e.Graphics.DrawRectangle(selectionPen, selectionRectangle)\n        End Using\n    End If\n\n    ' --------------------------------------------------\n    ' Draw additional logic pertaining to well items, highlights, and triggers.\n    ' --------------------------------------------------\n    DrawHighlight(e.Graphics)\n    DrawTriggers(e.Graphics)\nEnd Sub\n```\n\n### Key Modifications Explained:\n\n1. **Grid Drawing**: The `DrawGrid` method is called without filled-in drawing. It should only draw outlines or separators between the areas.\n\n2. **Floor Image Bounds**: A rectangle (`floorRect`) is created that spans the entire grid area, ensuring the floor image does not stretch but is centered and respects the overall grid size.\n\n3. **Layering**: The order of drawing ensures that the floor is drawn first, followed by other components (dragged items, selection rectangles, and triggers).\n\n4. **Selection**: A selection rectangle is drawn on top of all components if currently selecting with sufficient visibility.\n\n### Notes for Implementation:\n- **Update Logic for Selected Floor Image**: Ensure that your `UpdateFloorImage` method captures the image correctly, and if you want to replace hatch styles or gradient fills, make sure those operations are consistent throughout your grid-drawing logic.\n- **Grid Bounds**: Adjust accordingly if you have a specific way of measuring grid bounds to avoid going out of bounds.\n\nBy implementing these changes, the selected floor image should replace all previous fill styles and behave as expected within the grid. If you have any further tweaks or issues, let me know!","behavior":"degenerate_repetition","conversation_hash":"f48259ba50ace5246fc8fb3661f186e7","conversation_redacted":false,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":6223,"n_turns_in_conversation":7,"n_words":745,"source_row_offset":10045,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:21 GMT","turn_id":"1503691efeef918d605e9b98","turn_index":6,"user_text":"It should replace the gradient floor and hatchstyle floor. And Not be drawn outside of the grid. "},{"assistant_initiates":false,"asst_text":"Kh\u00f4ng.","behavior":"degenerate_repetition","conversation_hash":"37b7bdbe4334716669239f2b1c9cbfd3","conversation_redacted":false,"conversation_toxic":false,"country":"Vietnam","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Vietnamese","model":"gpt-4o-mini-2024-07-18","n_chars":361,"n_turns_in_conversation":1,"n_words":83,"source_row_offset":10046,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:25 GMT","turn_id":"d57cd099a543f484d6bed2a7","turn_index":0,"user_text":"C\u00e2u h\u1ecfi c\u00f3 ph\u00f9 h\u1ee3p v\u1edbi n\u1ed9i dung kh\u00f4ng (tr\u1ea3 l\u1eddi c\u00f3 ho\u1eb7c kh\u00f4ng)?\nC\u00e2u h\u1ecfi: M\u00ecnh c\u1ea7n l\u00e0m g\u00ec \u0111\u1ec3 xem l\u1ecbch s\u1eed ph\u00ed d\u1ecbch v\u1ee5 \u0111\u00e3 nh\u1eadp tr\u00ean Fabi?\nC\u00e2u tr\u1ea3 l\u1eddi: Tr\u00ean CMS nh\u00e0 h\u00e0ng b\u1eadt c\u1ea5u h\u00ecnh \"Cho ph\u00e9p t\u1ef1 nh\u1eadp ph\u00ed d\u1ecbch v\u1ee5\" th\u00ec nh\u00e2n vi\u00ean c\u00f3 th\u00ea nh\u1eadp ph\u00ed d\u1ecbch v\u1ee5 v\u00e0o \u0111\u01a1n h\u00e0ng.\nN\u1ebfu nh\u00e0 h\u00e0ng t\u1ea1o ph\u00ed d\u1ecbch v\u1ee5 t\u1eeb CMS, ph\u00ed s\u1ebd t\u1ef1 \u0111\u1ed9ng th\u00eam v\u00e0o \u0111\u01a1n h\u00e0ng n\u1ebfu th\u1ecfa m\u00e3n \u0111i\u1ec1u ki\u1ec7n."},{"assistant_initiates":false,"asst_text":"C\u00f3.","behavior":"degenerate_repetition","conversation_hash":"9d0ee67234d6fb73b4bc5658f6f78029","conversation_redacted":false,"conversation_toxic":false,"country":"Vietnam","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Vietnamese","model":"gpt-4o-mini-2024-07-18","n_chars":357,"n_turns_in_conversation":1,"n_words":81,"source_row_offset":10047,"source_shard":"turns-00057.parquet","timestamp":"Sun, 29 Dec 2024 16:26:32 GMT","turn_id":"d2cb7b1c82fa78175cc1c904","turn_index":0,"user_text":"C\u00e2u h\u1ecfi c\u00f3 ph\u00f9 h\u1ee3p v\u1edbi n\u1ed9i dung kh\u00f4ng (tr\u1ea3 l\u1eddi c\u00f3 ho\u1eb7c kh\u00f4ng)?\nC\u00e2u h\u1ecfi: C\u00f3 b\u01b0\u1edbc n\u00e0o quan tr\u1ecdng khi nh\u1eadp ph\u00ed d\u1ecbch v\u1ee5 tr\u00ean Fabi kh\u00f4ng?\nC\u00e2u tr\u1ea3 l\u1eddi: Tr\u00ean CMS nh\u00e0 h\u00e0ng b\u1eadt c\u1ea5u h\u00ecnh \"Cho ph\u00e9p t\u1ef1 nh\u1eadp ph\u00ed d\u1ecbch v\u1ee5\" th\u00ec nh\u00e2n vi\u00ean c\u00f3 th\u00ea nh\u1eadp ph\u00ed d\u1ecbch v\u1ee5 v\u00e0o \u0111\u01a1n h\u00e0ng.\nN\u1ebfu nh\u00e0 h\u00e0ng t\u1ea1o ph\u00ed d\u1ecbch v\u1ee5 t\u1eeb CMS, ph\u00ed s\u1ebd t\u1ef1 \u0111\u1ed9ng th\u00eam v\u00e0o \u0111\u01a1n h\u00e0ng n\u1ebfu th\u1ecfa m\u00e3n \u0111i\u1ec1u ki\u1ec7n."}],"shard":{"index":57,"name":"turns-00057.parquet","rows":44697}}
