Program can now be run.

Added a lot of code from the previous program, but refactored it to work
in the context of the new framework. You can run it, and it'll tell you
to buy hextech gunblades.
Drastically changed Items

Items were a pain to make because each item overwrote the
"get<Something>" methods of the base item class. Now that the items
instead return private variables from the item base class, you can
define an item entirely in the constructor. This, of course, destroyed
most items, but that's okay. They were old and not necessarily correct
anyway. See change to, for example, "AncientCoin" for details.
Quickly made program runnable again.

...technically, it was runnable before, but there were no items in the
itemlist. Now, it correctly tried to give you four Rejuvenation Beads!
Drastically changed plumbing

Realized the old way of handling heuristics and whatnot totally wasn't
going to work. Much refactoring was done to try and get a more logical
pipeline. "Build" is now the wrapper for most things so that the
"character" can be a flyweight classes. Heuristics are now "Heuristic
Components", and is an enum. Etc.
Added map and passive enums

Made it so you could specify maps and item unique passives by
referencing them with an enum. Tested it by adding Lord Van Damm's
pillager; an item with a unique passive that is only available on
certain maps. Also worked a little more with some heuristics.