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Improvements to building and accessing trees - #1164
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GameNodeRep::GetPriorAction scanned the actions at its parent's information set, calling GetChild on each, to discover which child the node was; GetNextSibling and GetPriorSibling searched the parent's children. Each node now records its position among its parent's children when the tree is numbered, so these are constant time. The position is recorded rather than the action because a node's children keep their positions when it moves to another information set, which does not renumber the tree; every change to a node's children does. GetChild now checks the action's information set by raw pointer, and GameObjectPtr::operator-> returns a raw pointer after its null and validity checks, rather than a shared pointer by value: the handle already keeps the element alive, so each member access no longer pays for reference counting.
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