Minor changes to allow a more stringent compiler to work
Random upgrade selections
Minor randomizer improvements.

Problems still in free space detection.  Spider 5v shows problems,
fitting ERPPC and LL in the CT.
Updates for randomizer.
Adding random armor type.  Need to do quantities.  Each time
armor is avilable, generate a random ammount to add to the mech
from 0 to max available by points or tons.
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.
Random armour adder works.

Adds random armour to a component.  Only does it once, but the
randomness is weighted towards full armour.
Merge pull request #2 from galorin/Armour-Adder

Armour adder