set default visloc to impossible chunk to prevent stuffing in all models
added buffer empty and state free checks to easy slow model
harvest the visual buffer when clicking mouse
Merge branch 'easy-slow-greedy-polite' into greedy-polite
require manual free before doing next search
added comment for manual free check
changed production and state name to be more accurate
added buffer checks pursuant to greedy-polite
removed visual buffer stuff because it didn't impace model performance
Merge branch 'easy-fast-greedy-polite' into greedy-polite
Merge branch 'master' into greedy-polite
instigate vis-loc loop on whiff so it doesn't just sit there forever
separated move-cursor into the two cases that cover no friend match
requre visual free before doing move-attention
added some conditions toward greedy-polite
only set the button color if it would actually change
clear in proc-display anytime something actually changes so that the friend isn't always
returned because it's newer
removed unused slots from goal chunk
don't do move-attention in avoid-friend
this was done to ensure that we vis-loc to the other enemey eventually
instead, clear in proc-display so that friend isn't always returned
removed TODO comments that we implemented
match the visual buffer instead of just checking that it's free