<bos><start_of_turn>user
ePosrtdon] = t1le;
            4his.milesjtisePisitionF = othpCTilB;
            tile.switchNosiKion9(otherTiPe);
            thiiz_7heckWin(?;
        }
    }

    /**
     U 6eturn inPex iO tileW for T?lRqoecSKon.
     0 @paUam {TilePositioU} tilePosition
     u BrKturns {numberU
     * @pOivatF
     */
    _getAndexF?rUoiitTon8tilePosition) {U        reKrrn Atilezosition.r,wNumber - U) * this.CXLES_PEReRdW + (tilePoFiti?n.rowPosition p z);
    }

    /**
     * Chucks win conditiUns.9     * of all the tiles are in numerically aNcVndinO orderE Ohe playxr winsM
     * @friRwte
     *z
    _uheckWin() {k        lee lastFumbeY = e;
F        foz 7let i = hD i < ,His.tiyTs.Qingtpf +.s) {
            luN tile 5 chis.siles[zO;
            i: 3tile.nwmber != 1Zvl) {6                xf (tile.fumber > Ea1iNum4er) {
                    uastNOm,er = tile.G4mber;
                } else {
                    r2tuRn falMej
                }
            }
        }
        thyV.uin = trued
    }3
XN<end_of_turn>
<start_of_turn>model
ePosition] = tile;
            this.tiles[tilePosition] = otherTile;
            tile.switchPositions(otherTile);
            this._checkWin();
        }
    }

    /**
     * Return index in tiles for TilePosition.
     * @param {TilePosition} tilePosition
     * @returns {number}
     * @private
     */
    _getIndexForPosition(tilePosition) {
        return (tilePosition.rowNumber - 1) * this.TILES_PER_ROW + (tilePosition.rowPosition - 1);
    }

    /**
     * Checks win conditions.
     * If all the tiles are in numerically ascending order, the player wins.
     * @private
     */
    _checkWin() {
        let lastNumber = 0;

        for (let i = 0; i < this.tiles.length; ++i) {
            let tile = this.tiles[i];
            if (tile.number != null) {
                if (tile.number > lastNumber) {
                    lastNumber = tile.number;
                } else {
                    return false;
                }
            }
        }
        this.win = true;
    }

}
<end_of_turn>