Implemented attack most dangerous attack strategy for ranged units.
Implemented ProtossZealotRushCannons strategy combining defensive photon cannons with the standard Zealot rush strategy.
Tweaked ProtossZealotRushCannonsBuildOrderGoal logic and added ProtossZealotRushCannons to useableStrategies for all enemy races.
Disabled blackbox behind build order search information to see text behind it.
Changed cannon placement logic to build around base's chokepoint.
Reduced defence radius to keep defending units within range to utilize base cannons.
Combat squad no longer rushes & some build goal logic changes.
Loss of probe or cannon structure does not reset build order.
Defence radius reduced to make enemy force approach base cannons.
Disable defence squad assignments to make combat squad idle and stay in base.
Attack when our unit count is higher than the enemy.
No retreat during attack.
Defence force protects initial cannons then backs off to let cannons defend.
Increased defence range for inital non-cannon base defence.
Added function to determine how many enemy combat troops there are regardless of race and incorporated it into attack condition.
Implemented base expansion after attack.
Reduced defence radius so army units don't get into big fights outside of the base.
Added ProtossCannonTurtle to the result output.
Build order goal logic changes.
Attack when cannon defences have been destroyed.