message: Change tile from pointer to reference
  Now that it's initialized when declared, there's no reason to use
  pointer syntax over reference syntax. Its value doesn't change after
  initialization.
diff: @@ -337,17 +337,17 @@ void TileMap::draw()
  {
  for(int col = 0; col < mEdgeLength; col++)
  {
  - Tile* tile = &mTileMap[mCurrentDepth][row + mMapViewLocation.y()][col + mMapViewLocation.x()];
  + Tile& tile = mTileMap[mCurrentDepth][row + mMapViewLocation.y()][col + mMapViewLocation.x()];
  /// fixme: this is ... well, it's ugly. Find a better way to do this as pretty soon I'm going to need
  /// an easier way to change tile render color when it comes time to highlight truck routes, comm
  /// ranges, etc.
  - if(tile->excavated())
  + if(tile.excavated())
  {
  auto position = mMapPosition + NAS2D::Vector{(col - row) * TILE_HALF_WIDTH, (col + row) * TILE_HEIGHT_HALF_ABSOLUTE};
  - const auto subImageRect = NAS2D::Rectangle{tile->index() * TILE_WIDTH, tsetOffset, TILE_WIDTH, TILE_HEIGHT};
  + const auto subImageRect = NAS2D::Rectangle{tile.index() * TILE_WIDTH, tsetOffset, TILE_WIDTH, TILE_HEIGHT};
  const bool isTileHighlighted = row == mMapHighlight.y() && col == mMapHighlight.x();
  - const bool isConnectionHighlighted = mShowConnections && tile->connected();
  + const bool isConnectionHighlighted = mShowConnections && tile.connected();
  const NAS2D::Color highlightColor =
  isTileHighlighted ?
  isConnectionHighlighted ? NAS2D::Color{71, 224, 146} : NAS2D::Color{125, 200, 255} :
  @@ -355,7 +355,7 @@ void TileMap::draw()
  renderer.drawSubImage(mTileset, position, subImageRect, highlightColor);
  // Draw a beacon on an unoccupied tile with a mine
  - if (tile->mine() != nullptr && !tile->thing())
  + if (tile.mine() != nullptr && !tile.thing())
  {
  uint8_t glow = 120 + sin(mTimer.tick() / THROB_SPEED) * 57;
  const auto mineBeaconPosition = position + NAS2D::Vector{TILE_HALF_WIDTH - 6, 15};
  @@ -365,7 +365,7 @@ void TileMap::draw()
  }
  // Tell an occupying thing to update itself.
  - if (tile->thing()) { tile->thing()->sprite().update(position); }
  + if (tile.thing()) { tile.thing()->sprite().update(position); }
  }
  }
  }
  