Part of State Machine stuff

Finished this ~Tuesday ish, never committed.
Npc1 will patrol and chase you down on tiny map

Some of these changes will be reverted once merged into the main branch.
Begun work on rendering shield

Shield usage now linked to strafe.

You equip a shield, and then you can choose to use/not use it.

If you are using the shield, you will strafe, and you will block attacks
coming from the direction you are facing.

You can attack while shielding, however, you will be "unshielded" for
the duration of your attack.

Rendering doesn't look correct right now.
Upgrade to Hierarchical State Machine

Split Transition and Condition into two separate interfaces/classes.
Split Action off from State.  Change design of State to model the
Hierarchical State Machine example from DDD's book.
Clean up, Further Testing

Did some clean up of some stuff, added a state machine for NPC2, he runs
away now, but he can't escape the murderer.