Started working on the new ai system.  I like the way it's shaping up,
it's looking like it will be suuuuper extendable!  However, Xmax is on
the way and I don't know how much more I'm going to get done before then.
Also, the enemy class is a mess and this will NOT compile.

The new AI system will be using behavior trees and, for now, just the basic
set of nodes.  Essentially, all the behavior tree is for is making decisions.
It will NOT actually alter anything or assign any values--that is for methods
in the Game class (which also needs cleaned up).  Each node, upon acting, will
take in an actor to act upon which will be passed into an appropriate method in
the Game class.
Note: I just accidentally made it so that you can't move through other
characters.  I might leave it as a feature or something.  But the pathfinding
doesn't take into account the other characters, so I should really just allow
them to move through the same square, I suppose.  Oh well, I'll deal wit that
later.
loooool at the file rename, silly git.  Anyway, everything now compiles
and should be error free (cross your fingers).  However, I haven't implemented
it yet, so right now enemies won't do anything and you can no longer move through
them.  I might leave that as a feature, but I do need to think of a way to separate
it out because I do want two different sets of behavior for characters and enemies.
Also, while I have the enemies not doing anything, I'll make sure to test some other
things.