rem: const dropact = this.getActionForDrop; 
context:   createPiles: function() {    const dropact = this.getActionForDrop;    const views = this.layout.views, numV = views.length;    const letters = this._pilesToBuildLetters, num = letters.length;    const classes = this._pilesToBuildClasses;    const bytype = this.pilesByType = {};    const all = this.allpiles = [];    if(num != numV) throw "game is trying to create " + num + " piles for " + numV + " views!";    for(var i = 0; i != num; ++i) {      var letter = letters[i], impl = classes[i], view = views[i];      var pile = createPile(impl);      all.push(pile);      var view = views[i];      pile.view = view;      view.displayPile(pile);      // xxx ew!      if(pile.getActionForDrop == Pile.getActionForDrop && dropact) pile.getActionForDrop = dropact;      if(bytype[letter]) bytype[letter].push(pile);      else bytype[letter] = [pile];    }    for each(var set in bytype)      for(i = 1; i != set.length; ++i) set[i].prev = set[i-1], set[i-1].next = set[i];    // xxx would be nice to kill all of these    this.piles = bytype.p || [];    this.foundations = bytype.f || [];    this.cells = bytype.c || [];    this.reserves = bytype.r || [];    this.stock = bytype.s ? bytype.s[0] : null;    this.waste = bytype.w ? bytype.w[0] : null;    this.foundation = bytype.f ? bytype.f[0] : null;    this.reserve = bytype.r ? bytype.r[0] : null;        // xxx kill!    this.dragDropTargets = this.cells.concat(this.foundations, this.piles);  },
meta: 3385	/local1/tlutelli/issta_data/temp/all_js/javascript/2006_temp/2006/3385/2eb35d5fd47040835aa4b6e97c6d5b15d38550e8/cardgame.js/clean/cardgame.js