protected static boolean tryImportantActions(Unit unit) {

		// Try to load infantry inside bunkers if possible.
		if (BunkerManager.tryLoadingIntoBunkersIfPossible(unit)) {
			unit.setAiOrder("Into bunker");
			return true;
		}

		// If enemy has got very close near to us, move away
		if (RunManager.runFromCloseOpponentsIfNecessary(unit)) {
			unit.setAiOrder("Run");
			return true;
		}

		// Wounded units should avoid being killed (if possible you know...)
		if (ArmyUnitBasicBehavior.tryRunningIfSeriouslyWounded(unit)) {
			unit.setAiOrder("Badly wounded");
			return true;
		}

		// Make sure unit will get repaired
		if (RepairAndSons.tryGoingToRepairIfNeeded(unit)) {
			if (unit.isSieged()) {
				unit.unsiege();
			}
			unit.setAiOrder(UnitAiOrders.ORDER_TO_REPAIR);
			unit.setAiOrder("To repair");
			return true;
		}

		// Use Stimpacks if need.
		if (ArmyUnitBasicBehavior.tryUsingStimpacksIfNeeded(unit)) {
			unit.setAiOrder("Stimpack!");
			return false;
		}

		// Run from hidden Lurkers, Dark Templars etc.
		if (HiddenEnemyUnitsManager.tryAvoidingHiddenUnitsIfNecessary(unit)) {
			return true;
		}

		// Don't interrupt units being repaired
		if (RepairAndSons.isUnitBeingRepaired(unit)) {
			UnitActions.holdPosition(unit);
			return true;
		}

		// Disallow fighting when overwhelmed.
		// if (ArmyUnitBasicBehavior.tryRetreatingIfChancesNotFavorable(unit)) {
		// unit.setAiOrder("Would lose");
		// return;
		// }

		// ===============================
		// INIDIVIDUAL MISSIONS, SPECIAL FORCES
		if (SpecialForcesManager.tryActingSpecialForceIfNeeded(unit)) {
			unit.setAiOrder("Special force");
			return true;
		}

		// =========================================================

		return false;
	}