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use Debug;
use Hash;
/// Describes a connection between two maps on the overworld.
///
/// Connections allow seamless scrolling between adjacent maps
/// without a fade transition. The engine uses this to preload
/// the connected map's block data when the player approaches
/// the border.
/// Marker trait for map identifiers.
///
/// Implementations are typically lightweight enums or numeric IDs
/// that uniquely identify a map in the game world. Maps are copied
/// frequently during transitions and connection lookups, so they
/// must be cheap to clone.
/// Provider trait that supplies map data to the engine.
///
/// This is the central abstraction for loading map dimensions,
/// tile block data, border blocks, and connection information.
/// The overworld system queries this provider to render maps and
/// handle movement/collision.