Implemented forge logic

As discussed, the changes are:
- Every created trap is now deactivated by default. It needs a crafted trap from the forge to be activated
- Once activated the trap can shoot immediately
- After a few shoots (configurable per trap in the config files), the trap is deactivated and needs another crafted trap
- Between 2 shoots, there is a reload time
- Attackable traps can be attacked by creatures even when deactivated
- When created, crafted traps use one active spot in the forge until they are taken by a kobold
That's right. In this case, it's to check if the creature is in the destination we set. And there is some kind of computation while the creature moves so I guess there might be a problem if we are unlucky. I will have a look if we can use the tile only.