BuildManager mostly working
Build Manager 0.1 functional - no dependency resolve, but build order works

SCVAgent:  Put returnGas/Minerals back in.  Maybe just do this if the walk is short?

BuildManager:  Lots of stuff, mostly dependency problem detection and error messages.

Strategizer:  Hacked up to get BuildManager working, will fix in next commit
Clean up Strategizer / BM spam
Welll everybodys heard about the MErge, MERGE MERGE MERGer merge merg is the worda

merging.
Add remap functions to Strategizer

Strategizer.remap():  Maps a UnitType from one Manager to another
Refactor SCVAgent build logic

Remove .dll's on clean
Merge branch 'master' of github.com:go2starr/CS-638-BWAPI
Begin to integrate with BuildManager

BarracksAgent:  Build UnitTypeTarget, and not just marines

CombatManager:  No longer builds army, and increased attack threshold

Strategizer:  Add basic build queue and reassign some agents
Recursive building in BuildManager (supply, but no depen'cies)

Strategizer:  Ignores SupplyManager ftm
Supply Manager builds depots via BuildManager.order()
Basic cleanup to BuildManager code
Fixed issue 1: crash in Strategizer::redistributeAgents()
Merge remote-tracking branch 'up/master'
Updated Agent to draw a line to its unitTarget (if it has one) when selected
Add tile search to EnhancedChokepoint, not working

Add radialSweepSearch(), this works on some maps, but
there are still some bugs lurking...
Chokepoint search working

Fixed all the bugs I could find, it doesn't crash anymore by
getting asserts on the vector out of range.  Search seems to work
well, on benzene map for one of the start locations, the tiles are
off into the other region.  I am guessing this is because if no
buildable tiles are found in a round, the search expands out normally
as if all the tiles from the last round were found to be buildable.
This could also be changed to don't expand the number of tiles,
just move outward.

The issue of finding buildable tiles in the wrong region, this can
be added in as another check.

Currently all the buildable tiles that were found while searching
for a build tile are in white, the actual build tile is one of
those, haven't changed the color yet.

So in effect the search only finds the first tile that can be
used for constructing.  You would then have to search off of that
location to find the optimal pattern for placing the depots or
bunkers.
Add check for chokepoint search for in region

This fixes the weird cases on the benzene map.

Also add getTilePositionCenter() to EnhancedUI.
Used this to make sure the tile is in the region
we want, since it's based on position, not tile
position.
Draw supply depot locations for chokepoint

So for it seems like these are pretty close to the chokepoint.

Note: it is possible for 2 chokepoints that are close together
to come up with overlapping regions. Hopefully we will be able
to now do a larger search with just canBuildHere and not worry
about buildable tiles by themselves, and then once the build
pattern is established, reserve the tilse. The TacticalBuildPlacer
can do this higher level planning and then that would fix the
overlapping as well.
Agents now have a pointer to the Manager that owns them

- Agents now print more debug stuff to the screen
  - the Manager that currently owns them
  - lines to their positionTarget and unitTarget

- Added getName() method to each Manager that returns a string representation of their name

- Removed unneeded BWAPI:: qualifiers in Strategizer.cpp and BuildManager.cpp
Getting started on Squads, our troops are still pretty stupid

- Added Manager::onMatchStart() method, and made Strategizer::onMatchStart() call it for all it's Managers

- Added another Manager::getAgentsOfType() method that takes a type and an AgentSet to look in, default version still looks in Manager::agents

- Setup CombatMgr to find likely enemy base location on match start and save it for later use

- Added assigned/unassigned AgentSets in CombatMgr

- Added some more getters in Agent

- Added some basic state handling to MedicAgent and FirebatAgent

- Changed default handling of DefendState for marine, medic, and firebat agents to attack-move to their current positionTarget (unit.patrol() seems to make it so that they don't actually attack anything)

- Set CombatMgr's unassigned agent's positionTarget to be the nearest chokepoint

- Added update() calls for ProductionMgr and ConstructionMgr to BuildManager::update(), there's still some stuff to do here so that those managers are only referenced inside BuildManager, because Strategizer still has it's own ProductionManager