[MEANWHILE] Refactor penalty time handling + add one for "item change".

Refactored penalty time handling to use a PenaltyTime object, taking
into account time running backwards, also unify attack (close combat)
penalties to a generic attack penalty. Combined.yawrate still keeps the
timeFreeze penalty, due to also cancelling other actions than melee,
still changed to a PenaltyTime object.

Changing the item in hand now leads to an attack penalty (that also goes 
for not changing the item, but changing the slot).

"Quick" addition, not much testing, except few unit tests.

Note that this could change false detection behavior of other sub-checks
of fight, because the penalty time is checked last. Previously checks
like direction or reach would have cancelled already if the player was 
within their penalty time. Hard to say if this creates new false
positives, but it will be more strict on continuous violations.