Fixed fight type selection when changing weapons.
Fixed "Attack" option outside of wilderness.
 The standard shortbow is now recognized as a ranging weapon.
Throwables such as "knives" now have proper ammo validation.
Fixed an issue where it would throw an error when trying to cast a spell
manually. Stupid mistake on my part, forgot to include the '!' when
checking if the value within the optional wasn't present.
Fixed an issue where the special attack activation task was never being
stopped.
Fixed the annoying combat issue where when attacking within the attack
timer, the attacker would run towards victim.
Utility method that allows for a basic for-loop using lambdas.
Added the new 18.0 Guava dependency to replace the 17.0 version.
Updated the run.bat to support the new Guava API.
Made fixes to the 'teleto' and 'teletome' commands.
Made a little bit of fixes to the way bonuses are calculated.
VERY IMPORTANT COMMIT!! There was an issue with the iterator
implementation in the 'ItemContainer' class that prevented some of the
items from being iterated over. This caused very serious problems with a
lot of things (some of which are probably unknown, but fixed now) such
as item bonuses. Since not all of the items were being iterated over,
the bonuses were being added incorrectly. I suggest that everyone adds
this fix in this commit, any weird issues you might have been having
with iteration (or 'looping') over the item containers should be solved
now.
Made the infinity top a 'platebody' type so it covers the full chest.
Fixed a bunch of combat issues with manual spell casting, mainly how you
could mass click and cast multiple times within the delay.
Fixed an issue with some of the methods not being overridden in the
'AbstractCollection' class, caused problems with using certain methods
such as 'removeAll', 'retainAll', and 'remove(Object o)'.
Fixed an issue where the attack timer would reset to it's original
amount during the cooldown.
Fixed the issue where if two primary hits were sent on the same tick,
one of them would not show up. Now if two primary hits are sent on the
same tick one will be passed on as a secondary hit automatically.
Special attacks will now be deactivated when a weapon is
equipped/unequipped.
Fixed the message sent when using the 'teleto' and 'teletome' commands.