- Add sdl2.create_overlay_texture() and draw_overlay_texture(alpha) for
transparent full-map overlays built from sub-tile surface blits.
- Add Graphics.regenerate_tunnel_cover() which builds an overlay of
4 random grass sub-tiles (20x20) for every internal tunnel cell,
defined as a tunnel cell surrounded by occupied cells (wall or
tunnel) on all four sides. Cells with at least one open side are
handled by cave_foreground and skipped here.
- Draw the tunnel cover in the game loop after top-layer units/effects
but before cave_foreground and points, at 95% opacity (alpha=242)
so the unit and effect passing underneath is just barely visible.