* Define tech by build tree at some time so that we can rebuild broken buildings * Crash on Macro/MacroWorkerManager.cpp:141 for some inputs because of strange assignment values (view Macro/Assignment.cpp:96) * BayesianUnit.cpp:442 Use _beginthreadex/_endthreadex functions instead of CreateThread/ExitThread functions. * Pass distribution on dirV/actions from BayesianUnit upstream in UnitsGroup for a more "global" optimal * More thread safety? (BayesianUnit, MapManager) * Re-use flocking (+learning of its parameters) in BayesianUnit * Modify MapManager's damages maps to use DPS instead of raw damages * Modify MapManager::updateStormPos() to use the interpolation of units movements (with speed, done in BayesianUnit for the flocking for instance, just a matter of changing the datastruct) * A finer resolution MapManager's damages maps / damages gradient? * DEBUG ProductionManager/Arbitrator (see/breakpoints all producingUnits.erase(i)) * PROFILE and DEBUG ConstructionManager / BuildManager * Add features, like reaver drop, drops, photons defenses, rushes, cheeses counters * Remove HACK / TODO / TOCHANGE * Clean and optimize only then (SIMD for probabilities calculus)