Allow for shield recharge of less than full shield
Correct shield recharge and implement local reps
Updating txt strategy
Added game logic for logistics ships
battle.repair_fleet will no longer scramble fleet
Added all forms of ewar
- the decent into spaghetti code has begun
- we may need more tests for ewar and their effects on damage
Minor comment and strategy changes
- Armageddon is now a TD boat (may be massively overpowered) since we are
  not implementing neuts since there is nothing to neut woolololol
Turn ship_attack to be ship on ship.

- Part of the whole debuff cleanup.
Unmuck all the things

- Fleet is now a thing;
- Ditched the PrunedFleet; just unify this with the actual Fleet.
- Update all methods to use this.
Nuke the explicitly required debuff field.

- Provide ways to specify default values so that existing tests do not
  have to be rewritten; also to limit side effects.
- Part 1 of reworking debuff system.
Moved the debuffs to ships, not attributes.

- Attributes are more persistent "values" for a ship.  Other things more
  transient should be called tags, but debuffs are the only things for
  now.
- Clean up some variable names, paving the way to remove active/inactive
  distinctions.
Break down the math into more clear parts.

- Those algorithms need to be more distinct.  The web/paint/others will
  need to have the same things done, then they can also be tested
  separately.