create StateManager, change all State calls to managed calls

Introduced state_manager.js almost all State gets/sets are now run
through the manager (alias $SM). For now it was a simple, mostly
straightforward replacement of calls. This means that there are
redundancies and a lot of now unneeded code for things the SM will
handle. However, since I had trouble with making those changes as well
as introducing the manager all at once my first attempt, I am taking the
wiser approach and making "one change" at a time like I should have
instead of being too sure of myself.

At this point, it seems to work, but there may be bugs I didn't catch.
There was also no attempt made to update old saves to work with this. In
theory, it shouldn't be too hard. (included is a list of all state
changes)

TODO:
Save Update.
Refactor: a lot, many many redundancies now.
Refactor: "location centric" to "global centric".
Relocate all calls to different update functions to event listeners
where possible.

======================================================

The changes to State are as follows:

.room (exists) > features.location.room
.room > game.room
.room.builder > game.room.builder
.room.temperature > game.room.temperature
.room.fire > game.room.fire
.room.buttons > game.room.buttons

.outside (exists) > features.location.outside
.outside > game.outside
.outside.population > game.outside.population
.outside.buildings > game.outside.buildings
.outside.workers > game.outside.workers
.outside.seenForest > game.outside.seenForest

.world (exists) > features.location.world
.world > game.world
.world.map > game.world.map
.world.mask > game.world.mask
.starved > character.starved
.dehydrated > character.dehydrated

.ship (exists) > featuers.location.spaceShip
.ship > game.spaceShip
.ship.hull > game.spaceShip.hull
.ship.thrusters > game.spaceShip.thrusters
.ship.seenWarning > game.spaceShip.seenWarning
.ship.seenShip > game.spaceShip.seenShip

.punches > character.punches
.perks > character.perks

.thieves > game.thieves
.stolen > game.stolen
.cityCleared > game.cityCleared

.stores > stores
.income > income
refactor Engine.js for use with $SM

====functions removed====
//I just removed these because most were simpler or at least equal as
	direct $SM get/set/add calls, I realize the store ones are kind of
	subjective since calls were about equal, but oh well. If someone
	really 	feels we need the shortcut/named functions for manipulating
	stores specifically, it shouldn't be crazy to reimplement in $SM 
Engine.setStore >> $SM.set
Engine.setStores >> $SM.setM
Engine.addStore >> $SM.add
Engine.addStores >> $SM.addM
Engine.getStore >> $SM.get(requestZero = true)
Engine.storeAvailable >> $SM.get;
Engine.removeIncome >> $SM.remove //updates moved to handler


====functions moved====
//Any moved function I felt was more directly related to States or
	didn't belong where it was
Engine.addPerk > $SM.addPerk //kept function for now because of notify
	call inside, 'deep' state
Engine.hasPerk > $SM.hasPerk //kept function because of 'deep' state
	name
Engine.setIncome > $SM.setIncome //kept because it has internal logic
**Engine.getIncome > $SM.getIncome //**easily removable with
	Outside.updateVillageIncome refactor
Engine.openPath > Path.openPath //Since I'm refactoring anyways
Engine.addStolen > $SM.addStolen //internal logic
Engine.startThieves > $SM.startThieves //not sure $SM is a better place,
	but Engine should be nice and clean by the end of this, handling
	only engine mechanics
Engine.num > $SM.num //after Outside refacter, this is basically just a
	fancy $SM.get
Engine.upgradeState > $SM.updateOldState


====functions refactored====
$SM.addPerk; //updates moved to event handler, no check/create new perk
$SM.hasPerk; //don't need to check exist and ==true
$SM.collectIncome //removed changed check, update calls now handled by
	'stateUpdate' event listening
$SM.addStolen //fix to set stolen items in case a partial steal happens
$SM.startThieves //updates in handler
$SM.updateOldState //use $SM calls, add placeholder for updating to post
$SM state when more finalized 


====functions affected (by removed)====
Engine.init (Engine.getStore, Engine.storeAvailable)
Engine.collectIncome (Engine.addStores)
Engine.num (Engine.getStore)
Engine.travelTo (Engine.storeAvailable)

Room.init (Engine.getStore)
Room.unlockForest (Engine.setStore)
Room.lightFire (Engine.setStore, Engine.getStore, Engine.storeAvailable)
Room.stokeFire (Engine.setStore, Engine.getStore, Engine.storeAvailable)
Room.coolFire (Engine.setStore)
Room.buy (Engine.setStores, Engine.addStore, Engine.getStore)
Room.build (Engine.setStores, Engine.getStore)
Room.craftUnlocked (Engine.getStore, Engine.storeAvailable)
Room.buyUnlocked (Engine.storeAvailable)
Room.updateButton (Engine.storeAvailable)

Outside.gatherWood (Engine.addStores)
Outside.checkTraps (Engine.addStores, Engine.getStore)
Outside.updateVillage (Engine.getStore)

Path.embark (Engine.addStore)
Path.getCapacity (Engine.getStore)
Path.updateOutfitting (Engine.getStore)
Path.createOutfittingRow (Engine.getStore)
Path.increaseSupply (Engine.getStore)

World.goHome (Engine.addStore)
World.updateSupplies (Engine.getStore)
World.checkDanger (Engine.getStore)
World.getMaxHealth (Engine.getStore)
World.getMaxWater (Engine.getStore)

Ship.reinforceHull (Engine.addStore, Engine.getStore)
Ship.upgradeEngine (Engine.addStore, Engine.getStore)

Events.loadScene (Engine.addStores)
Events.updateButtons (Engine.getStore)
Events.buttonClick (Engine.getStore)

Events.Global (Engine.addStores, Engine.removeIncome)
Events.Room (Engine.addStore, Engine.addStores, Engine.getStore,
Engine.storeAvailable)
create and configure callback handlers for state updates

add $.Dispatch to handle object events
add subscribe calls to files
update SM fireUpdate to use new Dispatch

There are some NaN issues right now, no time to bug hunt right now, it
does kind of function though
Merge remote-tracking branch 'origin/master' into state_manager_2

Conflicts:
	script/events.js
speed up and bug fix
add $SM.setget, refactor Room to better use $SM

game.room.builder >> game.builder.level

setget is mainly for use in local copies of states, useful for keeping
code cleaner and less redundant while maintaining set/get of states by
the $SM

====functions refactored====
Room.unlockForext //remove update calls
Room.buy //remove update calls
Room.build //remove update calls
Room.cooFire //added locals to reduce gets
Room.adjustTemp //added locals to reduce gets
Room.updateBuilderState //added local to reduce gets
Room.craftUnlocked //Room unlock is always going to be true, don't need
to check parents to avoid errors anymore
Room.buyUnlocked //Room unlock is always going to be true, don't need to
check parents to avoid errors anymore
bug fix Outside.init > set features.location.outside to true
change to property Room.fire, Room.temperature, Room.buttons

Changed these States into properties of room. They are only ever
accessed by Room and there is no real reason to save them. By not
saving the state each time, it also makes the the player start out in
'a dark room' on every load. Rather fitting I think, and gives the fire
a little bit more purpose if you have to rewarm the builder.
refactor Outside to use $SM + Room bugfix, \' to "

Refactoring of Outside.js to take better advantage of $SM and simplify
the code.

Includes a small bug fix to Room update handler

Also changed instances of escaped single quote (\') to double (") for
readability and simplicity.

====state changes====
//these were changed for the opposite reason the Room states were. These
seem like states that other locations and events may very well want to
interact with and possibly alter themselves
game.outside.buildings >> game.buildings 
game.outside.population >> game.population
game.outside.workders >> game.workers


====functions removed====
Outside.numBuilding // just a $SM.get, no shortcut really needed since
Outside.numBuilding is a pretty long name
Outside.getPopulation // same here
Outside.addBuilding // just an add
Outside.addBuildings // just addM, but wasn't even actually used


====functions refactored====
Outside.killVillagers //moved updates to handler
Outside.updateWorkersView //added local to reduce gets
Outside.increasePopulation //updates moved to handler
Outside.increaseWorker // updates moved to handler
Outside.decreaseWorkder // updates moved to handler
bugfix set ship,world location to true on init
set version to 1.3, add code to update State from 1.2 to 1.3
lots of bugfixes

- bugfix Engine.startThieves call changed to $SM call
- bugfix $SM.remove not deleting state
- bugfix workaround for empty string when creating states
     For some reason splitting "state.sub.sub2["sub3"]" will result in
     empty strings whereas "state.sub.sub2[\'sub3\']" didn't. Maybe a
     javascript regex quirk?

     Had to add a loop to remove '' from the split string array.
- modified collectIncome so that only one update event fires for the 
  whole function, no event if no income was added.
- modified updateBuildButtons so that buttons would show up if the
  building had already been built.
     changed check to be wood != undefined

     Also changed room to display store values of 0 instead of removing 
     the row. It was distracting to have the values shift up and down 
     when tightly managing a resource. If you haven't seen a resource 
     yet, it still doesn't show up.
turned off debug
re-enable jQuery from google
Merge pull request #50 from LucidCrux/state_manager_2

State manager 2