anchor.diff:          begin
             //NodeList has now been re-routed, so we need to re-init everything else and start walk again
             NodeList.Free; //Free our current node list and swap in this new one
  -          NodeList := NewNodeList;
  -          NewNodeList := nil; //So we don't FreeAndNil it at the end (it's now our main node list)
  +          NodeList := newNodeList;
  +          newNodeList := nil; //So we don't FreeAndNil it at the end (it's now our main node list)
             SetInitValues;
             Explanation := 'Unit in the way is working so we will re-route around it';
             ExplanationLogAdd;
  
positive.code: { We can push idling unit }
  function TKMUnitActionWalkTo.IntSolutionPush(fOpponent:TKMUnit; HighestInteractionCount:integer):boolean;
  var
    OpponentPass: TKMTerrainPassability;
  begin
    Result := False;
  
  
negative.code: function TKMUnitActionWalkTo.IntSolutionDodge(fOpponent: TKMUnit; HighestInteractionCount:integer):boolean;
  var
    I: Byte; //Test 2 options really
    tempPos: TKMPoint;
    opponentNextNextPos: TKMPoint;
    altOpponent:TKMUnit;
  begin
    //If there is a unit on one of the tiles either side of target that wants to swap, do so
    Result := false;
  