False forgets a stored sighting. id is null when the sighting has a cell
but the caller never had an id for it.
OptionallegalDirections the caller will accept. Omit for every open neighbor.
OptionalluresCells to investigate before the last sighting. Omit when the game has none.
OptionalnowClock reading, in milliseconds, for SeekerStepArgs.pauseOnOverlapMs.
Defaults to Date.now().
OptionalpauseMilliseconds to wait before the next move when this seeker is standing on
a visible quarry. Omit or pass 0 to move on immediately.
OptionalrngQuarry the caller already decided this seeker can see, closest-search order.
Inputs for chooseSeekerStep. The same
memoryobject is passed again on the next tick.Example
Example: Wait while standing on a visible quarry