units now path. A* over the tilemap grid, water costing 800 against 1
for ground so the route runs to a bridge, or 20 when the unit flies and
crosses anywhere. bit 5 of a map cell is the water flag, which is what
makes 48 water and leaves the bridge cells - carrying the lane ids 1 and
2 - dry. the unit walks to the next node rather than at its target, and
still stops at Range.
also stops pushing snapshots while the battle type is 1. the client is
simulating the same battle itself there, and our state does not match it
yet, so every push yanked the units back to where the server thought
they were. the snapshots are still built and verified each second, ready
for the switch to type 0 once the two simulations agree; they are simply
not sent.