Brutal-AI 1.1.0
Modders can now set "isBrutal: true" for separate units in units.rul. This allows using Brutal-AI for specific units in addition to the still existing option of enforcing it for everyone.
If both "isBrutal" and "isLeeroyJenkins" are set, "isBrutal" will take priority.
New end of turn and unit-is-ready-mechanism that works the same for brutal- and vanilla AI and was necessary to allow brutal and non-brutal-units in the same mission while keeping brutal-AI's capability to manipulate move-order.
This should also put an end towards all potential issues of the AI getting stuck in an endless-loop of trying and failing to do the same action over and over. Instead of the game freezing there will now simply be a message in openxcom.log if _traceAI is enabled and the unit will end their turn.
AI will no longer try to move units that have no energy.
Energy is now considered by AI for determining how far we can walk.
Fixed an issue in AI that caused melee-attacks not being considered when the unit didn't look into the right direction.
Brutal-AI-version is now mentioned on the Menu-screen.