mwg API
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    Interface StealthOptions

    A unit that stays undetected in clear sight, independent of terrain, until an enemy comes within a fixed radius - the primitive under every "hidden unless someone's right next to you" mechanic. FieldOfView is the other half of visibility (can an observer's line of sight even reach this cell); this is a separate, distance-only check layered on top of it, not a change to how FieldOfView itself works.

    interface StealthOptions {
        radius: number;
    }
    Index
    radius: number

    an observer this close or closer reveals the unit, in chebyshevDistance steps