AIHazardEscape
Tracking Issue: #1559
Lets AI units path out of hazards (poison, fire, acid) that leave them with no reachable tiles.
Gathers non-hazardous tiles 3-5 away, scores them normally, then paths through the hazard via BuildNonUnitPath.
Off by default, enabled with CHHelpers.bEnableAIHazardEscape.
Read by hazard escape to build the unit's allowed traversals placed before CoverDestinations check because m_kReachableTilesCache will be empty Escape tiles are scored by BT_StepProcessDestinations like any other destination
IsTileReachable will always return false if surrounded by hazards, so skip this check Use BuildNonUnitPath to path through hazards with runtime traversal capabilities