remove some unnecessary functions.
small fix in tallyUnits

initialize those integers as 0, just in case.
small fix for "end of turn" fire

sometimes aliens will choose to fire as the very last action of their turn,
and on starting the player turn the projectile will start travelling.
this fixes that.
introduce concept of "final facing"

the direction we want a unit to face at the END of the walk cycle.
unit->hidingForTurn is interpreted as "turn 180", but ambush or firepoint
actions may want to manually set this, so we should let them.
add a "getDirectionTo" function in tileEngine

now tiles can get directions, not just units!
make pathfinding path public so the AI can access it.

and address some paranoia
add a boolean to keep track of AI cheating behaviour.
indentation fix

nothing to see here.
pile an extra parameter on "canTargetUnit"

for virtual fire assessments.
move the 11x11 position grid into the savegame

the AI can access it, and we don't need to keep a million copies of it in
memory at all times.
enforce pathfinding to nodes before selection

i know this slows things down a lot, but i'm convinced it's absolutely
necessary.
fix accuracy of firearms.
just some unused graphics, nothing to see here.
completely replace old AI with new AI

AggroBAIState and PatrolBAIState now merged and split into AlienBAIState
and CivilianBAIState.
introduce concept of "second move"

AI will iterate through units TWICE now, allowing for up to 6 actions to be
performed by any given unit per turn.
some fundamental changes to reaction fire.

should help to prevent reactors interrupting actions and not actually reacting