func (g *Game) resetTiles() {
	g.board.UnusedTiles = make(map[tile.ID]tile.Tile)
	g.board.UnusedTileIDs = make([]tile.ID, 0)
	g.board.UsedTiles = make(map[tile.ID]tile.Position)
	g.board.UsedTileLocs = make(map[tile.X]map[tile.Y]tile.Tile)
}
// resetTiles clears the tiles on the board.
resetTiles clears the tiles on the board.
// resetTiles clears the tiles on the board .
func (g *Game) resetTiles() {
	g.board.UnusedTiles = make(map[tile.ID]tile.Tile)
	g.board.UnusedTileIDs = make([]tile.ID, 0)
	g.board.UsedTiles = make(map[tile.ID]tile.Position)
	g.board.UsedTileLocs = make(map[tile.X]map[tile.Y]tile.Tile)
}
func ( g * Game ) resetTiles ( ) { g . board . UnusedTiles = make ( map [ tile . ID ] tile . Tile ) g . board . UnusedTileIDs = make ( [ ] tile . ID , 0 ) g . board . UsedTiles = make ( map [ tile . ID ] tile . Position ) g . board . UsedTileLocs = make ( map [ tile . X ] map [ tile . Y ] tile . Tile ) }
resetTiles clears the tiles on the board.
resetTiles clears the tiles on the board .