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So whenever A* does its magical
foreach (node n in neighbours):
if (absoluteColdZone)continue;
Very dangerous feature for many also I wonder if setting the cost to an high number may cause the gains to be lost to the last few tiles of a pawn pathfinding. Say a pawn wants to go from his bed to the kitchen and take a meal... you set a very good path with the Avoid zone from his bed to the kitchen but not the meals so the meals themselves are 2 squares into the avoid zone.