route and frontier ask for the grid once per plan and fall back to the window when there is none. With it: one plan crosses a whole map, GO WARP / GO OUT / GO ROUTE route to their warp or connection tile rather than to the nearest tile of an edge that reads Unknown, a tile-pair wall is planned around instead of being learned by walking into it, and the frontier is the nearest unstood walkable tile anywhere on the map instead of the nearest one on screen. |
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