strat_tvz_opening: make an armory again as soon as we have started a wraith, since we might need it for goliaths to defend mutas
strat_tvz: if they're going mutas, try to defend with goliaths and don't get upgrades so quickly.
Also changed the expansion logic so we expand if we have a ton of long distance miners.
strat_tvz: get two machine shops if lurkers are coming, so we can pump out siege tanks
strat_tvz_opening: don't expand
strat_tvz_opening: no_auto_upgrades should be set
build: don't try to land a building that is part of a wall
strat_tvz: new plan: if lurkers are coming we stay on one base and one factory. Also make less science vessels, and more siege tanks before we feel safe. Then expand when we have 5 tanks
units: added armory (forgot this file)
all matchups: attack when we're close to maxed out!
grid: build_grid_indexer::operator() needs to be const
combat: always add workers to groups, but only simulate with up to 6. Removed some old commented out code
combat: only try to run or fight with workers if they feel threatened, and only ever fight with max 6 workers. This 6 hardcoded limit is not desired, but it will do for now.
combat: changed how we decide when we have assigned enough units to a group, and removed some artifacts from old code.
worker_is_safe should also work now.

Hopefully, as a result of this we won't send too many workers to defend and will only do so if it's necessary.
strat_tvt_opening: make sure we gather up a few marines and/or vultures before we try to counter-attack after defending cheese