Added ./include/Advisors to debug include directories
Added a box and line to Scout Manager to be able to observe the target.
Created and populated a struct to store ScoutManager processing data for logging.
Added c:\scoutManager.log file to log Scout Manager's processing.
Added c:\MapAdvisor.log to MapAdvisor to be able to follow its progress.
Build a bunker near chokepoint

Uses the build tile for the first enhanced chokepoint found
for the base starting location region.  These build tiles
are setup for supply depots, however there is no point in
building a wall if you have nothing to back it up with. This
will allow us to get the bunker and squad defense logic written.

May want to add a Bunker agent, however not sure where this will go.
Structure agent is currently setup to train units, and a bunker
can't produce any agents.

May be good to move training logic to a producer agent and keep
structure agent for basic building logic.
Updated the init call for Map Advisor to use build tiles instead of walking times.
Marines in bunker via bunker squad under CM

Combat manager now has 3 sets of squads, attack, defense, and bunker.
Currently the defend squad is a temp holder until the bunker is built
and then the marines are moved from that squad to a bunker squad.
Upon entering the bunker squad, if a bunker target is assigned, then
they automatically load themselves in it.

Bunker agent is very minimal right now, but I'm sure more functionality
will be needed for tracking repairs and other things of that nature.
Bunker agent is also under the combat manager, not the build manager.

Right now, one less marine is being loaded into the bunker, it could
still be stuck in the defend squad, not exactly sure yet...
Bunker squad leader now gets loaded in bunker

Forgot to make "get in bunker logic" for the whole squad
Attack squads only attack when at full force

Use AttackSquadSize to set when to attack with squad
and when to make new squads.  Its setup to be variable
and its setup to increase each time another squad is setup.

Now squads move faster since they are not waiting for new
agents once they have already left to attack the enemy
base.
Add enemy unit targets in range to attack squads

Combat manager sets the unit targets for the leader
based on weakest enemy, this should be changed to
closest weakest enemy.

Actor agent attack state is set up to attack the
unit target if it's in range, otherwise start moving
towards the unit targets position, or if there isn't
a unit target, then go to the set position target.

So if no unit targets are found, then the unit target
is reset to NULL allowing for target positions to take
precedence.

Enemy unit targets are highlited by a green / yellow circle
just like the squad leader is highlighted.

Also invalid target position checking was added to the
attack state, as it was found that some targets would
end up off the map, leading everyone into a corner.
Re-indent Mapadvisor
Merge branch 'master' of github.com:go2starr/CS-638-BWAPI
SCV agents get a new mineral patch if their current one becomes exhausted
Draw a line (cyan) for in-game target for Agent debugging
Cleaned out some old comments
Move BFS open position code to MapAdvisor
Add code to mapadvisor to find points outside of our chokepoint.
TacticalBuildingPlacer puts bunkers outside of our chokepoint using MapAdvisor
Add gatherMinerals() method to SCVAgents.  BuildManager calls this rather than ResourceManager's call to make the SCV gather resources