Initial Blaster Launcher AI Code
fix base attack screen.

tested and working and marvellous.
kill more soldiers

because i hate you.
fixes for some bugs

lazy code
refactor AggroState
fix from hmaon
pathfinding refactor

missiles finding a path shouldn't check for blockage by a target.
add a boolean argument to toggle this behaviour
fix for bad blaster behaviour

thought this was a bug in pathfinding or the waypoint allocation, turns out
it was a just a bug in blaster launchers in general :D
fine tuning for blasters

this should stop it pathfinding through targets that AREN'T our target,
as well as closed doors, or anything else that blocks the LOS of the
path of the waypoints, including the final waypoint.

if the final viable waypoint isn't the same position as where the target
is standing
Explosive Efficacy Rules

making them shoot is one thing, making them not shoot is another.
ditch faulty paths.
merge fixes from hmaon
some changes to efficacy
difficulty influence on blasters

more waypoints allowed on higher difficulty, more likely to shoot in the first place.
refactor: one function for melee range validation.
fixes for some camera centering issues.
allow large units to go up levels where appropriate.

the reaper comes on wings of terror,
but we are safe, there's a pathfinding error,
the warboy sees, and disapproves,
and now the reaper slowly moves,
he climbs the ramp, and gains his entry,
we all lament; there was no sentry,
he eats my friends, he wounds me badly,
the warboy watches, laughing madly,
a warning, then; to all who'd listen,
next time you depart on a terror mission,
beware the reapers, the alien's toy,
their lack of AI has been fixed by Warboy.
keep dying units visible

it was annoying me that i only got to hear my units scream, and not get to
see them fall.
this no longer annoys me.
less iteration in melee decision making
no need for these statements.