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// other parts of the code can return small (e.g. 0.01) values to slightly (de)prioritize some positions, or large (e.g. 1000) values to effectively soft-override target position (but still utilize pathfinding)
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publicreadonlyList<Func<WPos,float>>GoalZones=[];
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// AI will treat the pixels inside these shapes as unreachable and not try to pathfind through them (unlike imminent forbidden zones)
// positioning: next positional hint (TODO: reconsider, maybe it should be a list prioritized by in-gcds, and imminent should be in-gcds instead? or maybe it should be property of an enemy? do we need correct?)
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