Basics:
    Items:
        - place
        - pickup
        - drop
        - use
    - Targeting Screen
    - Character Screen
    - Common letter/string selector for menus to separate struct/file (use it in inventory, title at least)
    - Move scrollBar ro separate struct/file/function
    Mobs:
        basic:
        - place mobs
        - move mobs
        advanced:
        - ai
        - dijkstra maps
Tech:
    + fix connector position - 1 tile inside


Assets and i18n:
    - move tile settings to json, generate from there (part of prefabs)
    - prepare all interface entries for i18n
    - all texts (terrain, mobs, quests) also in at least 2 languages

ECS & engine:
    - implement time queue (how to deal with closures?) (?) github.com/thefish/scheduleq - get rid od time.Now inside
    - move all rendering to systems
    + try to move input handling to systems

Dungeon and branches:
    General:
    - river! (dig_bezier)
    - erosion (?)
    - global map of valley
    Prefabs:
    + load prefabs
    + compose from gens and prefabs
    - editor for prefabs
    Mapgen:
        + use delaunay -> minimum spanning tree for room connection (Краскал в gonum)
            github.com/algds/kruskals - MST
            github.com/esimov/triangle - delaunay
        - или граф относительных окрестностей (?)
        - clustered (place in one area and displace top to bottom moving FROM center)
        - BSP (split, parent, child, next, iterate)

Combat:
    - generate skeleton / intesines / muscle / eyes&ears & fingers from templates
        - serializable
        - config in outer files
    - mass
    - damage calculated from:
        kinetic energy  is calculated by mass / speed / material density (p = mv) масса на скорость = кинетическая энергия
        next you determine target and its subpart (accuracy applied)
        next we calculate the area, on which kinetic energy is applied (determined by piercing, hacking, crushing damage profile) находим площадь
        next we calculate

        skills determine speed, acceleration, and accuracy
            accuracy is diff between where you aimed and where you actually applied the impulse


    - no hitpoints! blood is the life source
    ```
    [CORE] -> [BODYPART] -> [BODYPART] ...
              has PARENT bodypart or core
              Has layers of material:

              [BONE]

              [TENDON] / [LIGAMENT] / [CARTILAGE]
              [MUSCLE]
              [FAT]
              [SKIN]
              [FUR] / [HAIR] / [EYE] / [EAR]

    ```



Quest engine:
    - look at parsers like URQL etc
    - distorted Aschenputtel story / partisans / rapist prince / Grey Mountains / No gold


No Gold in Gery Mountains / Kim Newman

- Drakenfells castle //location
- Greteschele // char / rogue / charred zombie
- Yom Lamprecht // char / rogue /
- Tiley manor(?) // location / княжество
- Melissa d'Acu // char / small girl