attack enemy class added
Merge branch 'master' into attack-enemy-home

* master:
  modified target locations-independent of r
  Assign reasonable proportion of outposts to resource gathering
  Added class ProtectHome
  Refactored code in ConsumerStrategy and added a bunch of comments
  Fix bug where targets could still overlap
  ConsumerStrategy now asks for 4 outposts from the general in Player.java; modified ConsumerStrategy to work with updated infrastructure; if the formation gets broken up in ConsumerStrategy, revert back to BUILD state until it fixes itself; added the ASSIGN state to deal with cases where the whole formation is no longer available
  Expand our search area for resources beyond our quarter if we sense we are leading the game
  Fix bug in calculating all shortest paths to home that mistakenly allowed traversal over water cells
  Only look at our quarter of the board
  Somewhat more intelligent gathering that allows for the bucket brigate.  Problem is that outposts move farther from home than necessary
  Track number of ticks remaining in a season
  Compute maximum number of outposts the board can theoretically support
  Little modifications in ConsumerStrategy
  Some hacky modifications to consumer
  Refactored some code in ConsumerStrategy
Minor edits to attack enemy strategy
Merge pull request #17 from Aalk4308/attack-enemy-home

Attack enemy home