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TileSearchFilters

Type

{ area?: BoundingBox, collision_mask?: CollisionLayerID | Array<CollisionLayerID> | Dict<CollisionLayerID, true>, force?: ForceSet, has_double_hidden_tile?: boolean, has_hidden_tile?: boolean, has_tile_ghost?: boolean, invert?: boolean, limit?: uint32, name?: TileID | Array<TileID>, position?: MapPosition, radius?: double, to_be_deconstructed?: boolean }