Moved Inventory and inventory contents into a new package
Moved BattleCharacter, Party, and subclasses into a new subpackage
Added Chest Entity
Armor, Weapon, Item, and SpecialItem now all subclass AbstractItem
AbstractItem has a universal ID, name, and value
Modified get method in Inventory
Began implementing chest entities
Removed getSprite() from Renderable
Sprites are no longer handled by Entity, and the getSprite(runtime) method must be defined in the subclass
PreBattle is no longer a thing.  Instead, a Dialogue can have a postInteraction that occurs concluding the dialogue.  This and DialogueOptions are mutually exclusive.
Added openChest, closeChest, and takeItem interactions.
Chests should now be fully functional and should properly interface with Inventory
Changed InteractionUtils.generic(Object object) into InteractionUtils.create(Object... objects), and added new Interactions to its methodology
It can now process interactions that have multiple parameters
MapCharacter constructor now requires facingSprites and facingAnimations.
Subclasses modified appropriately
Fixed tree tiles
Added a big tree to the map to test out large tiles
Generated equals methods in Plot and Goal
The equals method in goal partially relies on Interaction.equals, which I cannot override so it must be the exact same interaction reference
Heavily overhauled Interaction.  It now has 2 parameters (primary and secondary) of generic type U, V.
Static Interaction creator methods set U and V appropriately, and the input(s) to the method are passed into the constructor.
This has two benefits: first, the parameters are actually stored in the Interaction, which is ideal.
Second, because of the first, I can write a equals() method based on the two parameters.
I have put the part of the Map we current have into the file, and booted it up into the game.  It's pretty cool
Implemented continuous movement for the main character, meaning that if you hold down a direction, you will move that way until you let go or hit something impassable
Aside from lacking building Sprites and Entities, the map is in place and completed (excluding the block north of Grand)
...
Aesthetic changes
Fixed (after much strife and frustration) the bug where building sprites would disappear
Added SpriteUtils for dealing with annoying TextureRegion functions, like the buggy split method
Fixed a bug in one of the split methods.
Tweaked the map a bit
Tweaked the map a bit
Tweaked the map a bit
Tweaked the map a bit