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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.