bool AgentEvade(MazeNode node, MazeNode evadeNode, int depth, int distance = 50, EvadeUseMode mode = EvadeUseMode.display)
 {
     if (depth >= distance) {
         ClearNodesSearched();
         return true;
     }
     List<MazeNode> nodes = new List<MazeNode>(node.currentConnections);
     List<MazeNode> inOrder = new List<MazeNode>();
     while (nodes.Count > 0) {
         MazeNode bestNode = nodes[0];
         float largestDist;
         if (nodes[0] != null) {
             largestDist = GetHeuristic(nodes[0], evadeNode, AStarMode.randomEuclidian, searchRandom);
         }
         else {
             largestDist = 0f;
         }
         for (int i = 1; i < nodes.Count; i++) {
             if (nodes[i] == null) {
                 continue;
             }
             if (nodes[i].searched) {
                 continue;
             }
             float dist = GetHeuristic(nodes[i], evadeNode, AStarMode.randomEuclidian, searchRandom);
             if (dist > largestDist) {
                 largestDist = dist;
                 bestNode = nodes[i];
             }
         }
         if (bestNode != null) {
             inOrder.Add(bestNode);
             nodes.Remove(bestNode);
         }
         else {
             break;
         }
     }
     foreach (MazeNode n in inOrder) {
         n.searched = true;
         if (debugColors && mode == EvadeUseMode.display) {
             n.floorRenderer.material = debugGreen;
         }
         bool endFound = AgentEvade(n, evadeNode, depth + 1, distance, mode);
         if (endFound) {
             if (depth + 1 >= distance) {
                 if (mode == EvadeUseMode.wallPlacement) {
                     if (!PlaceWall(node, n)) {
                         endFound = false;
                         continue;
                     }
                     else {
                         if (debugColors) {
                             node.GetLinkToNode(n).cubeRenderer.material = debugMagenta;
                         }
                     }
                 }
             }
             return true;
         }
     }
     return false;
 }