feature: Squads, a Christmas miracle #7
Merged
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feature: Squads! Abstracts groups of AI, can 'collapse' units for cheaper, low-LOD processing. SmartObject, supports 'ranks/seniority', can be ordered independently.
feature: Added Squad spawners for the debug mobs. Spawns a group of mobs AND wires them up to AI Squad.
feature: Added a LOD proc that ignores nullspaced atoms' AIs - meant to be used for undeployed Squad members.
feature: GOAI Pathfinder proc now accepts a list of avoid turfs. Known occupied turfs are avoided automagically.
feature: Added more granular logging macros for Consideration eval debugging - log total + log on rejection score.
feature: Added params to the Turfs In View ContextFetcher to allow for pre-filtering to reduce pointless Consideration checks.
fix: Fixed bad Relationship logic - friendlies are friendly again.
fix: Fixed debug guns not drawing shots properly.
fix: Fixed missing LOD params on initializing some Senses.
refactor: Moved Faction on dummy mobs to base mob/ class (from mob/living)
refactor: Macro-ified checks for global registries to reduce maintenance load.
refactor: Moved the brain Hivemind feature to a separate module.
refactor: Made the brain Actions module more actually modular.