Extra work on adding armor

Not sure how to completely solve problems, mech components don't know
max tonnage or possible max armor points that can be added. I will start
by generating first a random amount of armour to add to the Mech that
will be less than the max armour and not over-weight in the
getAvailableItems function. When adding that to the component, if that
number is greater than the remaining armour that can be added to that
component, generate a random number that is able to be added, max -
current.

After that is completed, when the Mech is reporting number of free
slots, after tallying up actual used slots, subtract slots used for
armour type.

Something similar will need to be done for Endo steel structure.