adrien 7ed6fe065f Sped up the test suite with a parallel runner and a world cache
- run_tests.js discovers and runs each *_test.js in its own worker process
  (--jobs N to cap the pool, --file <name> for a single suite)
- GameState caches the deterministic terrain, city sites and road network by
  (seed, mapConfig, civ count), rebuilding only the mutable per-game state
- the snapshot ships mapConfig and the client rebuilds terrain from it, so the
  DOM tests can use the small map fixture and a non-default config renders right
- shortestPaths can stop once every target city is settled
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