public override void ConsiderActionWithNoEnemyInSight(CharacterBase self)
    {
        #region Agent Generic Cover Check
        IncreaseActionValuePerWallCoverLevel(self.occupiedTile, (int)Weighting.Light, (int)Weighting.Heavy, (int)Weighting.Feather);
        #endregion

        #region Agent Ally Proximity Check
        int nearbyAllies = PathfindingAgent.BreadthFirstAllySearch(self.occupiedTile);
        actionValue += nearbyAllies > 2 ? -(int)Weighting.Heavy : (int)Weighting.SuperHeavy;
        #endregion
    }