* workaround for event queue limitation regerding new events generated during events processing
* creatures now gain and lose sight of each other correctly
* separated sight scanning and FOV calculation
* start of optimized sight for NPCs
* placing of doors now subject to chance
* optimized sight option for monsters to avoid computing sight maps for all entities
* sight optimization/fixes
* start of needs system
* monsters can run away from other creatures
* attack AI 'need'
* code fixes
* switched from ray-casting to shadow-casting for FOV calculation (BIG performance increase!)
* 'smellable' entities with scent trails
* AI attack behavior can now follow the target's scent, and keeps track of where the target was last seen
* Reformatting
Basic faction system
Moved speed to stats entity component
Combat simulation
Combat 'cases': real, best, worst and average
Rating 'perspectives': neutral, optimistic, pessimistic
Flee behavior now uses combat simulation based ratings to determine threat levels
Attack behavior now selects targets based on combat simulation based ratings
PC hitpoints display
Code cleanup