Added a circling behaviour

The scout not circles around the base in arder to gather as much
informatino as possible rather than harassing the enemy workers
Scout to harasses after one circle NOT WORKING

There are some random crashes (unknown cause), and the temporary drawing
of the path makes everything lag a lot.
Scout now harasses after one circle around base
Fixed a memory leak (circling was never deleted)
Strategy manager now reads the network from file

This happens in the constructor if fighting vs a specific race
Otherwise, gameCommander now calls StrategyManager::onUnitShow() so that
strategyManager can try to create the network when an enemy unit appears.
Merge branch 'scout-searchpattern' into develop
Merge branch 'scout-searchpattern' into develop
changed rand to std::rand to avoid conflicts

Also added code but it is in comments for the moment, check later commit
Merge branch 'fuzzy-module' into develop
BNet is now loaded when enemy race is discovered
Changed Bayesian Networks to hold 5 states for each node

Discussed this a little with Afton, and since his code has 5 states for every node, we let it be so for now. Later on we might change this if computations become to slow.
Because most buildings do not need 5 states.
Changed names of bayesian networks
Added the old binary networks back, just as a backup
Merge branch 'import_dlib' into develop
Merge branch 'using-network' into develop
Added odin_data folder and moved fuzzy_units.txt there
Moved replaydatastuff and seen_replays to the project folder
Moved openingstrats and bayesian networks to project folder