Context-based Combat Part 1

### Context-based Combat: Part 1 (Unarmed Melee, harm intent)
The first part of a larger combat overhaul that focuses on more descriptive, narrative logs during combat, more interesting fights and decrease of RNG's influence on combat.
For more information on the general concept see the [forum page](http://baystation12.net/forums/viewtopic.php?f=5&t=11448).
 - [x] Attack logs based on
  - [x] damage received,
  - [x] organ hit,
  - [x] species,
  - [x] ~~combat skill~~
  - [x] position.
 - [x] Magboot stomps: A stomp that can be carried out on a lying person with active boots. Takes two seconds to prepare and deals 20 to 30 points of damage.
 - [x] Missing a hit has been subdivided into dodging and blocking, each with their own requirements that must be met.
 - [x] Landing a strong hit against a chosen body part has a chance to cause a short effect, i.e. blurryness for the head, dropping an item for arms and hands, getting pushed backward for the chest, getting additional halloss for crotch, legs and feet.
 - [x] Target organ is no longer always random. If the victim is unable to move or on help intent, melee punches will hit where the assailant targets. Otherwise, base chance to hit target organ is 20%.
 - [x] Ninjas and Changelings get a similar melee bonus as the one tajaran and unathi get.
 - [x] Punching somebody that is on the ground will be displayed in kicks
 - [x] Commented, organised code as well as a proc only for attack messages for easy addition and edits.
 - [x] Logs, logs, logs, about thirty to fourty diverse messages that pop up on hits and their effects.
 - [x] Cleanup snowflake code, making it more OOP-friendly
 - [x] Updating code to use CSS classes
 - [x] Making the attack log proc a child of unarmed_attack of species
 - [x] Added procs for checking antagonist status (bool check_special_role()) and combat buff (final_damage get_combat_buff(damage_amount))
I am not sure whether or whether not to do this. We do not always use the 'ed' suffix a we do not always have the logs in past tense.
A proper solution for this old issue would either be to split this var into verbs of different tempora or giving each attack type its own combat attack log (I'm not a big fan of this solution).