// PI Added: If we are looking at an interrupt game state for the interruption step of the final
// movement tile along the movement path for the given unit, ignore this unit for the purposes of
// movement observation. Normal movement does not generate an interrupt state for this final
// tile of movement, just the previous tiles. But TypicalMoveEndAbility_BuildInterruptGameState
// generates an interrupt state for all the movement tiles as well as a final interrupt for the
// ability itself. This final interrupt is also considered a movement because the unit position
// will be different in this state than the previous submitted one.
//
// The end result of this is that a regular move along a path that is entirely hidden from an
// overwatching unit except for the very last tile will not trigger overwatch. But a melee-move
// ability such as sword slice *will* trigger overwatch, due to that final interrupt state.
//
// We still need that interrupt state to be present so other interrupting abilities such as
// covering fire work on the sword slice. But we want it to be ignored for regular movement
// watching purposes.
// PI Added: Returns true if this is an interrupt game state where the interrupt step is for the
// last tile of the movement path of the given unit ref.
// PI Added: Returns true if this is an interrupt game state where the interrupt step is for the // last tile of the movement path of the given unit ref.