early Maplevel class
updated make_map() to pass the levelnum and levelname
updated call to Maplevel class to create map
pulled in create_h_tunnel and create_v_tunnel and create_room into Maplevel class
updated calls to create_room, create_h/v_tunnel to use Maplevel class
forgot to add self to Maplevel defs
updated Maplevel to add def isblocked().
updated entities.py to call new function (probably need to add more)
updated Maplevel defs to remove 'is' in front of blocked and block_sight
updating calls to libtcod.map_set_properties to use Maplevel blocked and block_sight calls
moved def set_map_explored to Maplevel class
had to add Game.fov_recompute = True to after the call to set_map_recompute()

Probably need to add fov_recompute to the Maplevel class
forgot to add Game.map[Game.dungeon_levelname]. to the set_map_explored calls.  remove Game call
added def explored to Maplevel
added Maplevel.set_explored(self, x, y)
replaced all instances of the Game.map object with Maplevel calls
renamed map.py to maplevel.py
updated Dungeoneer import
forgot to change map. to maplevel.
removed Game.fov_map dict. added an fov_map to the Maplevel class
pulled into Maplevel the initialize_fov() function
updated fireballs to use the map fov_map
replaced all entity .fov maps to be set to the map's fov_map
removed entities.fighter.set_fov(Game) ;  we will just set it to the map's fov_map
created new class entities.Ai
hooked up the only AI I've currently got in the game, BasicMonster and ConfusedMonster.
had to edit the monster generation in maplevel.place_objects() to create the Ai class and set the ai to BasicMonster()
also had to edit BasicMonster to set the monster = self.owner.owner, since we are one more level down.

Improvements needed:  separate AI functionality into modules and set up parameters to control/fine-tune them.