change factoryexitbehaviour into universal bootbehaviour
- add multiple side exits to bootbehaviour
- add registry of non-mobile resurrects finished repairing
- base bootbehaviour factory exit on rectangles, and check if stuck in all factories
- overhaul exitfactorybehaviour to include all units into bootbehaviour
- fixed corcrw behaviour
- disable LandWaterFilter and maphandler:CheckDefenseLocalization
remove exitfactorybehaviour.lua
get rid of redundant variable in bootbehaviour
fix bootbehaviour bug
new build which factory algo
- don't build land shells on water turtles or water shells on land turtles
- new factory placement algo:
	- taskqueues just passes "factory" to taskqueuebehaviour
	- which triggers finding a build site for every factory that the builder can build and we have none of
	- each site yields a score of ((300 * #spots in network) - (distance from builder times slowness multiplier)) * mobility type effeciency multiplier
	- ignore distance for aircraft cons
	- build the highest score
- add distance check to build site finder for amphibious cons moving from land to water or water to land, building non-mexes, so they don't waste lots of time moving from one to the other, excepting mexes and factories
- increase attack targetting ignore terrain long range threshold to 1000 from 650 (battleships, not destroyers)
- add fallback to turtle shell attachment: use the nearest turtle within three times the radius if there's none within half radius
- disable nonfunctional UnitDamaged danger registry in targethandler (all it's doing is erroneously registering dangers from itself)
- fix underwater mexes not registering construction begun
- fix bootbehaviour bug
modify air factory build checks
- make number of spots check for air factories based on the number of water spots if seaplanes, number of land spots otherwise
- modify factory effeciency modifiers
- remove depthcharge taskqueue
- disable unitdead debug spam
fix water build issues
- nerf amphibious effeciency and watery taskqueue toggle
- fix torpedo launcher tasqueue
- build other kinds of factories if an advanced is needed but we have one, or an experimental is needed but we have one
Merge pull request #30 from zoggop/master

fix resurrection issues, improve factory exit, overhaul algorithm that decides which factory to build