private Unit_Passable tile_unit_passability(Game_Unit unit, Vector2 loc, Game_Unit unit_here)
 {
     if (unit.is_passable_team(unit_here))
     {
         return(Unit_Passable.PassableAlly);
     }
     else
     {
         if (FullMoveThroughEnemies)
         {
             return(Unit_Passable.PassableFullMoveEnemy);
         }
         else if (unit.can_pass_enemies())
         {
             return(Unit_Passable.PassableAlly);
         }
         if (IgnoreUnits)
         {
             return(Unit_Passable.PassableEnemy);
         }
         return(Unit_Passable.Blocked);
     }
 }