Created combat resolution, in the following order:

Armoring -> Damaging -> Healing

Created a primitive combat log, with a basic
combat test scenario in GameInit.java
Added functionality for an ability to send it's
source unit as a parameter.

Added a field in Unit (owner) which describes
which player owns that unit.

Improved printout of combat log.
Players now claims ownership of Units.
Reworked how ARMOR works. It now works as a damage reduction
shield that lasts the entire round (does not get removed
by damage). This helps differentiate it from HEAL.

Created two new ability effects, AddResourceEffect and
StealResourceEffect. AddResourceEffect adds x number
of random resources to the owner of the unit that
performs the effect.

StealResourceEffect checks if the owner of the targetted
unit has a (randomly chosen) resource. If not, it checks again,
this time omitting the first resource type, recurring until
there are no resource types left, or a resource is found.
If a resource is found, 1 is subtracted from the targetted
units owner's pool, and 1 is added to the source unit's
owner's pool. Effectively stealing one of the resource
from the other player.

Created a "cleanup step" via several methods in Game.
Called via cleanup().
Resets all units armor back to 0 via armorCleanup(Unit[] units).
Removes excess HP (HP over max from HEAL) via healthCleanup(Unit[] units).
healthCleanup also declares any units with 0 HP or less for dead.
Finally declares any player that has only dead units as game loser,
via checkForLoser method.

Created Thief unit, with relevant ability to steal resources.
Added Dwarf unit, updated old comments in Archer and ability.
Added two new ability effects.
CRUSH behaves like DAMAGE, but it also damages armor, while DAMAGE is affected by armor but does not damage it.

PIERCE behaves like DAMAGE but ignores armor altogether.

Fixed some logical errors in HealEffect.

Added EffectType enum to have a more consistent list of ability types.
Merge remote-tracking branch 'origin/CombatEngine' into CombatEngine
Created the rest of the units and their corresponding abilities.

Refactored effects into their own package.

Performed testing and bugfixing, such that every effect
has been proven to work.

The units chosen and targetted in GameInit now reflects
every effect in the game.

All combat calculations should be easily performed now, and
CombatEngine should be ready to be merged into master branch.
Merge remote-tracking branch 'origin/CombatEngine'

Merge CombatEngine branch with master branch.