Cleanup code (originally profession-related) - #39
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This avoids building a new list for every effect stack to remove. We do have to build a list once to avoid a CME, but we also limit its length to `count`.
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This PR improves the quality of some of the code surrounding professions.
SkillItemTierfinal.EnumMapfor mapping fromSkillItemTiers to the respective items.SkillItemTiers become configurable, but in any case, the type ofTIERED_ITEM_MATSis now exposed asMap<..., Map<...>>instead of mentioning the concrete types.ProfessionMapItems#initso we don’t have to look up the elements once for every tier.BaseGearType#tagsfield andBaseGearType#getTags()method.AllyOrEnemy:AllyOrEnemy.non_ai_enemies.AllyOrEnemy#getMatchingEntities.