Ensure log.Logger is passed by ref, not val
Misc linting
UI abstractions, state change logging, fix player LoS calc on worldturn
Basic inventory display
Add args to PlayerAction
Move movement handling from termboxUI to Game
UI state arg passing, add drop item functionality
Add (Vec).Sub(Vec) Vec, AbsInt(int) int
Change tileFunc signature to func(*Tile, Vec)

So that (*Dungeon).OnTilesInLineOfSight can pass a *Tile and its
location to the callback.
Per-Mob FOV

this is probably a terrible idea, but it doesn't seem to impact
timing too badly (on my tiny, low mob pop map. heh.)
AI!

Well...

It's funny to watch the orcs kill each other, stand over their fallen
peer's corpse and beat themselves to death. I guess.
The Player has more in common with Mobs than you care to think