feat(trails): render authoritative player route trails
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@@ -22,9 +22,11 @@ extern "C" {
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#define MAZE32_GAME_MAX_OBJECTS \
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(6U + 2U * MAZE32_MAZE_MAX_LANDMARK_PAIRS + 2U * MAZE32_MAZE_MAX_ARTIFACT_PAIRS)
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#define MAZE32_GAME_VIEW_CELLS_PER_CHUNK 12U
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#define MAZE32_GAME_OBSERVER_FIRST_CHUNK_CELLS 8U
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#define MAZE32_GAME_OBSERVER_FIRST_CHUNK_CELLS 5U
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#define MAZE32_GAME_VIEW_OBJECTS_PER_CHUNK 6U
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#define MAZE32_GAME_VIEW_CHUNK_BYTES 512U
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#define MAZE32_GAME_MAX_TRAIL_EDGES (2U * MAZE32_MAZE_MAX_CELLS)
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#define MAZE32_GAME_TRAIL_BYTES ((MAZE32_GAME_MAX_TRAIL_EDGES + 3U) / 4U)
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#define MAZE32_GAME_RAM_BUDGET_BYTES (40U * 1024U)
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#define MAZE32_GAME_RUNTIME_BUDGET_MS 50U
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@@ -163,6 +165,7 @@ typedef struct {
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maze32_game_exit_t exits[MAZE32_GAME_PLAYER_COUNT];
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uint8_t consumed_artifacts[MAZE32_GAME_MAX_ARTIFACTS];
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uint8_t opened_passages[MAZE32_MAZE_MAX_CELLS];
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uint8_t trail_owners[MAZE32_GAME_TRAIL_BYTES];
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maze32_game_command_t commands[MAZE32_GAME_COMMAND_CAPACITY];
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uint8_t command_head;
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uint8_t command_count;
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@@ -189,6 +192,8 @@ typedef struct {
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uint16_t cell_index;
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uint8_t passages;
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uint8_t opened_passages;
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uint8_t trail_east;
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uint8_t trail_south;
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} maze32_view_cell_t;
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typedef struct {
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