Added support for more than one observer
Divided the method getLeastExplored to work with both our and enemy base
Continued implementing pattern for 2 observers
Reversed the code in detectormanager and saved it for scoutmanager
Fixed some things I missed in the last commit, should now be reversed
The GameCommander now sends observers to scoutingmanager instead of detectormanager if there are no cloaked units in the enemy army.
Created a working skeleton for two observers.
Removed some debugprints in the skeleton
Started implementing the behaviour of the main observer and found the corner-bug that made the observer do circles.
Fixed the stuck-in-corner bug
Added behaviour for a second observer and fixed crashes when both died
Added cannon-building to the defend state
Started to split the army when idle, crashes atm
Fixed so it divides the army to the regions

And places the army at the occupied region that is closest to the enemy
Merge branch 'develop' into defend
Changed the behaviour to not go to the mainbase if there are detectors there and also hopefully fixed crashing when an observer died
Fixed conflict in merge
Now the merge conflict is fixed
timeperiods now are 01,02... instead of 1,2...
Siege tank now has correct name in Fuzzy

Siege tank is in fact two units (one for each state, tankMode and
siegeMode).
Utils file modified to shorten the name of the units to SiegeTank so it
can be used in the BayesianNet