added additional basic logic and basic AI attack

- added incAttack var - determines if PHASE 3 is needed
- altered PHASE 0
- two separate if statements
- second resets AI input once it can act
- removed old code
- added handleInterrupt, block, melee, and range functions
- block, melee, ranged, and move functions return true or false to
determine if continuing logic or exiting loop
- handleInterrupt sets running to 0 to stop AI from running
- melee()
- if next to player, can attack, else exit
- random variable decides if AI wants to attacks
- currently just sets input to A
- returns true if attacking, false if can't or won't attack
- move() moved
combo handling base in progress (EnemyAI)

- added combo vars to keep track of current combo
- PHASE 0 - resets comboPos
- melee ()
- added check for current combo, if doing current combo finish combo
- added random check for doing regular attack or combo attack