Getting rid of system_base.

- Going to manually place system updates for now, no need for polymorphism given how systems
    will be used.
Moving game_hack logic into logic component.

- Very rough and ugly hacks all around to get logic_components integrated. Will want to consider
    heavy refactoring perf_vis with label drawing is finished. Still need some more logic to
    get to that point.
  Specific points of refactoring interest for later:
    - handling of components
      - entity
        - component storage and type differentiation (maybe move to enum?)
          - lots of very ugly and duplicated code for engine/logic_component differentiation
          - is unique_id working and providing more benefit than hassle?
            - Use in components very open to error (requiring static type_id member be defined
              in each component, engine vs logic, etc.)
          - much later - memory pools for each component type (once performance deems it
              necessary). This applies to many other things as well (entities, etc.).
      - space
        - store references to all components to make iterating over a single type of component
          possible.
    - container choices
      - using a whole lot of unordered_maps when I'm doing a whole lot of iterating.