messed around with the notion of a robot leader.
Deleted the robot leader logic
Each turn HQ broadcasts the count and location of enemy PASTRs
Soldiers now go to the first pastr if it exists.
Soldiers will not attack enemy HQ
Updated getDirection method
Updated some formatting
Added a default rotation if direction toward PASTR is not moveable
Updated direction logic
Updated self destruct logic
Updated self destruct logic to occur when player has a certain number of enemies within range
Fixed a bug in reading the enemy PASTR location
Soldiers will no longer attack HQ. After an attack, the soldier will yield.
Updated yield logic
Fixed a major bug in my broadcasting channel logic
Fixed a major bug in my broadcasting channel logic
HQ no longer sets broadcast channels to negatve 1
Added randomization to movement direction
If enemy has multiple pastrs, the soldiers will split up randomly to attack them
Extracted methods