Fixed jittery up movement.
Pirate ship now black instead of green.
Fixed it so the random seek function will now never give an invalid position.
Made pathfinding smart enough so it only gets stuck on corners and U shapes now
Made it so path fiding prefers to move opposite of previous position if possible.  Also, occasionally a patrolling ship will ask for a different seek in case it is stuck somewhere.
Rum penalty if enemy ship runs into player ship abstracted out to all ActorMovedEvents.  Being hit causes brief invincibilty and ship turns yellow.  Hitting the player causes enemy ship to pause briefly.
Fixed bug where standing still would cause enemy ships to not do damage.
Fixed bug where first invincibilty for collision would not trigger.
Put patrol recheckers into overall EnemyActor class.  Implemented a merchant who flees is worth 2 rum, after being used he isn't worth rum again for 10 seconds.  Starts green and becomes blue when not worth rum.
Added a kraken!  Consists of basically 5 threatened tiles that slowly moves around the map.  Is currently just using squares until sprite sheet is updated.
Smoothed out kraken movement a bit.
Kraken tentacles now give short chase if the ship comes too close.  Teleports back to the head if wonders too far away.
New sprite sheet with Kraken
Master merge.
Merge conflicts resolved.
Merge branch 'kraken_sprite' into enemies_update
Kraken sprite implemented!
Pirate ships are now grey.  Empty merchant ships turn light blue.
Merge pull request #79 from fenaren/enemies_update

Enemies update