- use RoomDataCache with other algorithms
- allow anyOf, allOf destinations for A*
- implement room data cache from PF for more efficiency
- optimize A* datastructures
- astar algorithm
- cost matrix cache struct
- optimization
- calculate terrain matrix in Rust
- add early exit based on destinations
- add ephemeral and persist helpers
- include destination + both edge tiles in paths
- clean up unused code
- standardize maxOps, maxPathCost
- clean up A* implementation
- split out heuristics function for experimentation
- condense duplicated flow field logic
- add dijkstra generators
- implement multi-room flow fields
- implement multi-room distance map paths
- implement multi-room distance maps
- implement path-from-mono-flow-field
- implement path-from-distance-map
- add legend of visualizer options
- implement path-from-flow-field algorithm
- account for edge tile movement restrictions
- implement path data types
- algorithms: remove illegal moves from distance map/flow field
- bundle wasm-generated types
- add dijkstra distance map, flow fields
- splitting up bfs mod