Updated web page and backend for hoard generator.

It's just at a starting point for the moment.
Beginnings of the hoard generator.

But the main event is really the addition of a better test framework for the
web generator interface. This way, it gets tested with the expected JS CGI
outputs, and we can adjust for the JS generating incorrect output later.
Removed pXYZ numbers from the table source files.

The numbers resemble page numbers, and by some turn of events, actually match
up with the page numbers in Ultimate Equipment by Paizo Publishing, LLC. The
OGL does not permit page numbers to be used, and even though they may have
either been added intentionally or unintentionally, they should be removed.

Also applies to pairs of numbers with dashes between them that happen to look
like, and coincide with, table numbers. Not sure about whether those are
allowed, but better be careful.
Added tables for treasure types.
Updated the database initializer for the new tables.

And updated the resulting database as well.
Minor updates.

Ready to start implementing some lookups!
Some work on the hoard generator done.

The preliminary steps, where the user calculates the budget and selects
treasure types, is complete. The next phase is to generate treasure tables, and
allow the user to fill up the budget, and to perform the actual generation.
Further progress on implementing the treasure allocator.

Now, the Hoard page loads all treasure types when loaded, and checking boxes
simply hides the resulting list. Not sure whether a hidden list should also be
cleared of items, probably, but for now I won't do it.

Added a handler for the 0, +, and - buttons, but all it does now is print a
console log message. This seems like a good commit point.
Gems, art, and magic items generate.

Next is masterwork. This involves retrofitting Armor and Weapon classes to work
with the "masterwork" strength insert of lesser minor, etc. So now is a good
time to commit!
Treasure generation in test mode works.

Next step is to ensure communication with the HTML/JS is correct, and then to
implement display of the resulting items.
Treasure completion functional!

The UI needs some significant improvement, though.
Removed console debugging from generate.js.
Revert "Reorganized directory structure."

This reverts commit b30949af49c6d5821b0263b54dbff4ec95341521.

SDC: The reason for this is because I forgot to merge in branch 'hoard' first.
There might be a better way, but what I'm going for is to revert this, merge in
hoard, then cherry-pick the commit this one undoes to redo those changes.
Merge branch 'hoard'
Reorganized directory structure.

(Re-implementing said change via cherry-pick plus merge conflict resolution. A
merge might have worked easily, but I didn't want to risk it with all the
renames.)

The directory structure facilitates simpler deployment from a working
development setup to my web host. Yes, "my", as although this is ostensibly an
open-source project that anyone can fork and possibly contribute and what not,
I'm basing it off of my preference for deployment, since who else is _really_
going to deal with this stuff? And besides, probably the least common
denominator, anyway. No idea if there is a better system for this sort of
thing, as with an installer for regular software, so this will have to do.

Conflicts:
	initdb.py
	pf_items/generate.js