Enter carrier method added to controller
Now checking if unit is active before allowing juxta position when deciding path
If the game state is deciding path and there is an enemy unit on the
current cursor position, then in addiction to forming the path I'm now
also setting the unit to be attacked at the end
If the game state is unit deciding path and there's a unit in the last
position of the path, then I'm letting it enter the unit. If there's
an enemy unit set I'm also letting the attack go through after the
moving
Added some overloads to allow knowing the range of a unit specifying a future location
Clarified arguments
When game state is deciding path I now calculate the path and check if
there are any units that can be attacked if the unit is on the last
position of the path
Controller now does nothing if empty coordinate list is passed unto move method