+ Fun recursive functions for handling consecutive requests to
playerStorage and stage
~ Renamed and redefined a bunch of communication types
~ Renamed globalScene to scene0 (since scenes are no longer nested)
> I need to finish this and work on adding actual things to the game...
= There wasn't really any point in trying to split the interfaces all
the way up to the top level - this is a game; it is inevitable that some object data
will change and some will stay the same
! This commit will not compile or build or anything fancy like that
+ Server structure defined as having two concurrent actors, the global scene and
the player manager, which chatter every frame
+ Entity manager and scene manager expanded
- Removed a bunch of shared state by not using classes
~ InputHandler action types made more logical and easy to maintain
~ "entity" type renamed to "entityController" in anticipation of another
entity interface for use by modules that damage and apply statuses to entities
~ Entities' CanUseAbility function changed to fall back to false rather than true
+ "UnknownTable" universal type
~ Moved data shared by scripts on the client and server to "Shared.ts"
~ ESLint on this machine reformatted a ton of things