High Priority:
* actor stats
* enemy AI
* winning condition and endgame
* symmetric field of view
* traps - when enemies are alerted, but have no path towards the player,
they seem to move randomly (?)
Low Priority:
* sort high score list
* concatenate messages within the same turn into one big message
* grammar engine for (or at least fixup verbs in) messages
* diversify loot
* tools/augments, e.g. to detect lifeforms through walls
* AI with different intelligence - for example, humanoid enemies may open doors
* tile cost for dijkstra maps should be calculated using a terrainType attr rather
than .solid, and customisable for different for different actor/AI types
* when calculating fleemaps, the cost of stepping onto a tile near the player
should be much higher than normal (requires duplicating Tiles?)
* enemies should be able to swap places; currently fleeing and approaching enemies
in a hallway get stuck