Heh, no slacking!

+ OnCreatureConsumed implemented, generic handler for all unit
consumption
- OnPlayedDeath not needed anymore due to implementation of generic
handler
- OnNeutralDeath not needed anymore due to implementation of generic
handler
+ Initialize Day/Night Cycle - Basic day/night system implemented
- IsPlayerCreature, this function was unecessary you can get same
functionality using "Owner of (Unit) == User" expression
[NOTE] : Should we add a behavior that modifies the FoV during
night-time?
+ AwardAbility/RandomAbilityFrom, started doing some groundwork on
awarding units abilites from consumption
* Reworked custom user type "Ability_Table" to be compatible with with
this