More fun with state machines!
The only information stored about any grid location is the number for the sprite that's in it -- which means I can save the map in less than a byte per square!
The tools each have a lookup table of what sprites they turn other sprites into, and any tile type can have a function which takes its four neighbors as inputs and optionally yields a tile to turn into.
(The hole sprite is silly but I need to make some variants for it to display right.)
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