Major goddamn overhaul. Movement now checks in with the timer system to
make sure it is allowed, and pulls any forced moves out of the system.
Implemented basic movement and stopping timer systems, as well as the
general "constant timer." All timers also now come with a "kill" method
that immediately removes them and prevents them from ticking during the
next update.

Strategy 'move' commands now return moveActions so that they can be
easily added together by the move action static command- this makes it
much simpler to force movement.

The next things to implement seem to be a weight and momentum system for
movement, but that might be a later ideal- right at the moment, things
are working pretty much as intended.