Long L-shaped corridors had invisible middle sections because
corridorVisible only checked 8 adjacent tiles for room proximity.
Replace with flood-fill from room edges along corridor tiles so the
entire path between connected rooms is visible.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Exploration uses Up/Down + Enter instead of number keys
- Adjacent rooms shown with cursor selection in HUD
- Neighboring rooms visible on fog of war map
- Room numbers displayed on tile map with type-colored markers
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace list-based room display with proper 2D tile map using Binary
Space Partitioning. Rooms are carved into a 60x20 grid, connected by
L-shaped corridors, and rendered with ANSI-colored ASCII art including
fog of war visibility.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>