Improve brainEngage by taking advantage of getUnitState
Improve brainEngage reimplements behaviour not triggering when **stealthed*
Fixes doAssault where a unit would sometimes get stuck trying to check a position that the group believed the enemy is-- where it clearly could not be. (such as in the sky)
*Not triggering brainEngage when a unit is sneaking means that the AI become more predictable for player led groups, and unit set to ambush actually remain-ambushing. Those set to sneak will not get mixed commands from their dangerAI
**It does this by simply forgetting the enemy, which is somewhat controversial but works very well in the context of group memory (i.e., if it is near a building, it will still have likely places to check).
Makes me think we really should make our own getHideFrom function.
Improve brainEngage by taking advantage of getUnitState Improve brainEngage reimplements behaviour not triggering when **stealthed* Fixes doAssault where a unit would sometimes get stuck trying to check a position that the group believed the enemy is-- where it clearly could not be. (such as in the sky)
*Not triggering brainEngage when a unit is sneaking means that the AI become more predictable for player led groups, and unit set to ambush actually remain-ambushing. Those set to sneak will not get mixed commands from their dangerAI
**It does this by simply forgetting the enemy, which is somewhat controversial but works very well in the context of group memory (i.e., if it is near a building, it will still have likely places to check).
Makes me think we really should make our own getHideFrom function.