Initial import of Hengesharp codebase
Test addition to the solution file
  * Added the map interface - loosely tied into the new MapController but needs some serious work to get it pulling map tiles sensibly.
  * This included adding the mootools libraries!
Changed the game screen styling slightly so you can read the description and see the map at the same time
Modified the UpdateAndRefresh function to return the refreshed object. This makes chaining and assignment easier elsewhere.
Updated the CreateCharacter action to make use of the new UpdateAndRefresh function.
Added a "Name" property to the HengeEntity.
Adjusted the DataProvider so generics take care of the object type you get back from UpdateAndRefresh. Changed the order of character creation to address the weirdnesses with the Appearance becoming detached.
  * Enabled "debug" mode in the web config.
  * Restored the order of appearance and avatar creation in CreateCharacterController.
  * Wrapped the UpdateAndRefresh steps in a transaction to avoid concurrency issues.
  * Tidied up the data provider a bit.
Started adding an attempt at a movement rule. It doesn't even compile yet.
Simplified the Fluent setup, experimenting with mapping for Actor from Location
First steps towards the newly-designed Rules system (which is structured differently to the original plan)
Rather then the db entities holding references to the rule system, the code Rule objects in the Engine will be able to work out for themselves how appropriate they are for a given Entity by checking the attributes of the entity. This shifts the rules searching from db operations primarily to memory operations primarily. Hopefully.
Added the Rulebook object to the engine
Moved some of the rules interface stuff out into it's own project so we can load in rules from external dlls at runtime.
Finished refactoring the rules (at least finished enough that the code builds again). Rules are now loaded into a Rulebook. You pull out a rule from the rulebook by selecting the list of rules with the right interaction (i.e. "run"), role (i.e. "antagonist") and then handing the rulebook your HengeEntity so it can figure out the best of the available rules to use.
A bit of tidying is all
Tidied up the rules loader so it builds a list of rules then just hands it all to the rulebook to build itself (should be more efficient than adding rules one at a time).
Changed the way that rules identify themselves so that they pull their Interaction property from the namespace the rule resides in, which reduces the number of strings we have to maintain
Added a RuleBase to provide some of the common functionality for all rules (like identifying the interaction type)
More tidying and some refactoring.
Implemented a single, generics based Rule function in the Set class. Not sure whether or not it will work or if it is what we want to do.
Whoops, can't use git properly and missed these deletions
  * Rework of the Interaction - simplification and tidyfication!
  * Updated the BasicRun stuff to use the new rule setup and changes to Interaction.
Started implementing code in the Interactor to execute rule chains.
Added code to the Rulebook to provide access to rulesets ("Chapters")
Finished implementing the Interactor stuff.