Added possibility to setup alliances in the lobby
fixes #310

The available team ids that a seat can use are defined in the level file
Note that the order matters as the first one in the list will be selected by default.
With this logic, some seats can be sealed while others can be setup in the same level.
Examples to test are used in multiplayer small test map FFA and skirmish 2v2 small test map.
Workers with claimrate = 0 should not try to claim. Same for digging.
fixes #308
Merge pull request #319 from hwoarangmy/development

Added possibility to setup alliances in the lobby + workers with claimrate = 0 do not claim anymore
Removed Golem Workers from the Keeper spawn pool.

Fixes #307
Fixed line endings for all concerned files.

Fixes #53

Note that I didn't update the line endings of the following files
since they clearly are Microsoftian ones:
./dependencies/angelscript/add_on/autowrapper/generator/generator.sln
./dependencies/angelscript/angelscript/source/as_callfunc_x64_msvc_asm.asm
Merge pull request #324 from Bertram25/development

Some more quick-fixes
Add a new AI that build every useful rooms + small fixes
Fixes:
- Added a building type to buildiong class (to prepare for tile.getCoveringBuilding instead of room/trap)
- Fixed a bug in tile claiming where it is not displayed claimed if the kobold has a certain dance rate
- Replaced Player.getHasAI per Player.getIsHuman since it is what we want to know (and because inactive players have no ai assigned and should be handled like AI players)
- Added support to allow AI to pickup/drop creatures
- Fixed the map info reading in levels to display configurable players

Concerning AI:
- To place rooms, it uses a point system (about distance from dungeon heart and active spots). That can allow to easily change how the computer places rooms and maybe even change between different AI levels.
- If the AI has no treasury, it builds 1.
- If the an allied unit gets attacked on a nearby allied claimed tile, the AI drops creatures to help
- If its creatures get wounded, the AI picks them up and drops them in its dungeon heart so they can recover

As always, I've changed the skirmish 2v2 small test map to allow testing. Now, players 3 and 4 start without treasury.
Player 4 has 3 available claimed tiles and should build on it. Player 3 have available claimed tiles in your dungeon only (not reachable). Thus, he should wait for his kobolds to claim before building the treasury

While testing, don't hesitate to play with the editor to see how the AI adapts when it cannot build somewhere or when certain rooms are already built
Moreover, if you build something on allied claimed tiles where a room was going to be built, the AI should start digging somewhere else.
Merge pull request #325 from hwoarangmy/development

Add a new AI that build every useful rooms + small fixes
Revert "Hopefully fixed the Cavehornet translucent wings."

This reverts commit b2a77f43adb134476fa3449883cc44344c85f357.
Reduced the creatures' heal rate to be 0.02 per turn instead of an average of 0.1.
Added spawn conditions to BigKnight equivalent to the PitDemon.

I also took the opportunity to ask for a crypt there.
Merge pull request #329 from Bertram25/development

And even more quick-fixes :)
Delete LavaGolem_diffuse.png
Delete LavaGolem_emit.png
Delete LavaGolem_spec.png
Delete LavaGolem_normal.png
Delete Stool_col.png
Delete Stool_nor.png
Delete Stool_spec.png
Delete Stool.material