Execution Refactoring and Bug Fixing
- Reorganize Action/Goal/PlanStepEx methods and move commonalities up/down in the hierarchy
- Introduce the concept of Sleep to PlanStepEx to be used by planner to give a node a chance for reevaluation later instead of failing fast

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Fix Action execution bugs and
- Add build time attr to game types
- Add Cancel orders ability to game entities
- Move case generation tasks from CaseVisualizer UI class to its own reusable class

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Execution bug fixing and Case generation enhancement

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Extend Case Generation and fix CaseVisualizer UI bugs

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Implement Resource Manager, fix build position adaptation and build execution bugs

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Merge branch 'master' of github.com:ogail/IStrategizer

Conflicts:
	assets/IStrategizerEx.cb
	src/IStrategizer/AdapterEx.cpp
	src/IStrategizer/GameEntity.h
	src/IStrategizer/build/IStrategizer_msvc2012.vcxproj
	src/IStrategizer/build/IStrategizer_msvc2012.vcxproj.filters
	src/StarCraftModel/StarCraftEntity.h

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Refactor OLCBP node selection into its own strategy class, fix execution bugs

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Implement a simpler node selection strategy for tailored/generated CaseBase and support naming cases in the visualizer

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Initial framework for Stack FSM based combat behavior

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Disable complete map info, introduce ScoutManager, continue the Managers architecture implementation

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Support incomplete map information by the IM system and GameModel by using many caching techniques
- Implement scouting FSM and integrate it in the ScoutManager

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Make ScoutManager scouting area selection is guided by the Ground Control IM

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Refactor scouting and FSM system to make states more atomic and isolated

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
One more cycle of the FSM framework refactoring, making the states more isolated and self contained

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Implement GuardEntityFSM and its required states and support more debug draw helpers along with some bug fixes

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Merge Army and ArmyController and simplify the design, get CombatManager Defend and Entity Guard FSMs working

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
- Fix TrainAction bug with resource freeing
- Fix FSMs bug of always retrying the action in the same position
- Make FSMs retrials happen every 2nd frame

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Replace the ugly Attr keyword to P to stand for Property to simplify code writing and reading
- Replace EOATTR_ prefix with OP_ to stand for Object Property
- Replace ECATTR_ prefix with TP_ to stand for Type Property
Implement GuardArmyFSM and most of its states

Signed-off-by: MHesham <mhesham.fcis@gmail.com>
Implement the GuardArmyFSM and enhance the Army/Entity controller framework design

Signed-off-by: MHesham <mhesham.fcis@gmail.com>