void CombatCommander::updateDefenseSquadUnits(Squad & defenseSquad, const size_t & flyingDefendersNeeded, const size_t & groundDefendersNeeded)
{
    auto & squadUnits = defenseSquad.getUnits();

    // TODO: right now this will assign arbitrary defenders, change this so that we make sure they can attack air/ground

    // if there's nothing left to defend, clear the squad
    if (flyingDefendersNeeded == 0 && groundDefendersNeeded == 0)
    {
        defenseSquad.clear();
        return;
    }

    size_t defendersNeeded = flyingDefendersNeeded + groundDefendersNeeded;
    size_t defendersAdded = 0;

    while (defendersNeeded > defendersAdded)
    {
        UnitTag defenderToAdd = findClosestDefender(defenseSquad, defenseSquad.getSquadOrder().getPosition());

        if (defenderToAdd)
        {
            m_squadData.assignUnitToSquad(defenderToAdd, defenseSquad);
            defendersAdded++;
        }
        else
        {
            break;
        }
    }
}
void CombatCommander::updateDefenseSquadUnits(Squad & defenseSquad, const size_t & flyingDefendersNeeded, const size_t & groundDefendersNeeded)
{


	int zerglingsInOurBase = numZerglingsInOurBase();
	bool zerglingRush = zerglingsInOurBase > 0 && BWAPI::Broodwar->getFrameCount() < 5000;

	const BWAPI::Unitset & squadUnits = defenseSquad.getUnits();
	size_t flyingDefendersInSquad = std::count_if(squadUnits.begin(), squadUnits.end(), UnitUtil::CanAttackAir);
	size_t groundDefendersInSquad = std::count_if(squadUnits.begin(), squadUnits.end(), UnitUtil::CanAttackGround);

	// if there's nothing left to defend, clear the squad
	if (flyingDefendersNeeded == 0 && groundDefendersNeeded == 0)
	{
		defenseSquad.clear();
		return;
	}



	// add flying defenders if we still need them
	size_t flyingDefendersAdded = 0;
	while (flyingDefendersNeeded > flyingDefendersInSquad + flyingDefendersAdded)
	{
		BWAPI::Unit defenderToAdd = findClosestDefender(defenseSquad, defenseSquad.getSquadOrder().getPosition(), true);

		// if we find a valid flying defender, add it to the squad
		if (defenderToAdd)
		{
			_squadData.assignUnitToSquad(defenderToAdd, defenseSquad);
			++flyingDefendersAdded;
		}
		// otherwise we'll never find another one so break out of this loop
		else
		{
			break;
		}
	}


	// add ground defenders if we still need them
	size_t groundDefendersAdded = 0;
	while (groundDefendersNeeded > groundDefendersInSquad + groundDefendersAdded)
	{
		BWAPI::Unit defenderToAdd = findClosestDefender(defenseSquad, defenseSquad.getSquadOrder().getPosition(), false);

		// if we find a valid ground defender add it
		if (defenderToAdd)
		{
			_squadData.assignUnitToSquad(defenderToAdd, defenseSquad);
			++groundDefendersAdded;
		}
		// otherwise we'll never find another one so break out of this loop
		else
		{
			break;
		}
	}
}