Evaluate states ASAP in my monads
Add  "$!" after returns
Fix wrong target distance shown on the status line
Fix wrong assertion that AI can't target enemies from other levels
Recognize lost enemies
Fix auto-target and ignore projectiles
Let AI auto-explore
Let the eps coefficient determine the order of preferred path directions
Use accessibility rules for computing paths from BFS data
Add a command to set cursor to the nearest item
Let AI target foes, items and unknown tiles in this order
Set paths for AI actors
Let AI actors follow paths
Tweak and simplify AI pathfinding
Split aidTgtToPos in two
Always return a path together with AI target
Rename the Path feature to Trail
Rename digital lines that projectiles use from 'paths' to 'trajectories'
Allow change of AI leader even on first game turn
Don't use maxBound to mark BFS-unreachable positions

Consequently, maximum over the BFS table gives us the furthest
known position (and, as previously, minimum gives us the nearest
unknown position).