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hexopolis's Issues

Recurse move range beyond engage/disengage hexes

Make the algo smart enough to traverse the move path and figure out the engagement/disengagements. Currently, we don't recurse past engage/disengage hexes, and that makes some of the moves limited/wonky, ESPECIALLY for two spacers

Perhaps a toggle, to search for safer moves or more dangerous moves

See here, where the UI offers falling damage, but what if I want to take the safest way down, thru Agent Carr? Not thru Agent Carr and then an extra space, which is pointless. Instead, the hexIsVisitedAlready should be calculated either for max move-points, or for minimum wound-risk.
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Movement algo does not give best move in all cases

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If you click the second orange (engage) hex from right, then it will take you 4 move points as you go left first. Why? Because the short route passes through an engage hex, where we don't continue recursion.

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