feature/idleFlags - save CPU use on idling creeps
This adds white/brown flags as designated idle spots. These changes cache idle paths as directions, and reduces the pathfinding costs from 1-2CPU/idle to 0.1-0.2
Ultimately, I believe we should have target structures determine a set of nearby idle spots, possible on the room level as well. It's very expensive to generate it every time a creep idles.
Edited by username-removed-1357377