Update for new system of generating quests,activities and the way game flow works
- each player is focused on one party at a time (party is considered as a whole, for multiple parties, player will occasionally switch focus)
- each party alternate between planning phase and activity phase, during planning phase choose what activity to pursue, during activity phase, play through the encounters (can have multiple activity active at same time), party can bail from current activity as well.
- the internal planning module will determine the potential activities based on current agenda/quests, this is chosen by the party members (AIs) but not players, AIs also determine optional activities available locally based on their interests/preferences
- added a lot of underlying systems for data processing, cloning, inheritance etc.
- the initial world state is setup in WorldData.js, during init, world creates clones of all entities set in the WorldData.js
- going to remove the old card system, everything in world is now just entities (not cards), they can be represented as cards but also other things if needed.
- switched to use head.js