Enhanced combat with Path Finding

1) Refactored global action tiles out to one per actor. Not as good when
it comes to object usage, but necessary to have delays per action.
2) Added damage floaties.
3) Enemy Spawning. Uses Dijkstra pathfinding to ensure spawned enemies
have a path to player, while stillspawning out of sight.
4) Enemy Pathfinding using A*. Be careful, it eats memory if you're
careless.