Reworked Control + Collision relationship - StateProcessor now operating on Intervals
build file improvements
multi-move collision detection works
AI handles multiple moves a turn
oops forgot this part
AIs moves are correctly decoupled from one another
AI swarms reasonably well now
First take on implementation of collision in the CombatProcessor
Merge branch 'feature_turnbased' of https://github.com/warreq/Scamp into feature_turnbased

Conflicts:
	core/src/com/warsheep/scamp/screens/MainGameScreen.java
BSPTree
Almost kinda working BSP algorithm
Room generation works. Tunneling needs work
Weird tunnels to narnia
Fully functioning BSP dungeon generator!
Pruned redundant walls
little method for testing the new bsp dungeons
Merge branch 'feature_proceduralGeneration' into develop
Adds procedurally generated dungeoneering to game.