use crate*;
use Deserialize;
/// A route plotted, and the stops on it where they are given
///
/// The game writes `NavRoute` to its log to say a route was plotted and puts
/// the stops in `NavRoute.json` beside it, so a log line carries none of
/// them. EDDN sends the stops in the message. Both are read as this, and the
/// file is read as an [`Entry`][crate::entry::Entry] of it.
/// One stop on a route: a system, where it is, and what burns in the middle