**shouldReplanPath**
- we are finding footman X and Y positions
- Also we are finding enemyfootman X and Y locations
- And in if checks enemy is closing to footman or not. here we used Euclidean distance to find the distance between two.
- if current path itself is null or empty we are returning false
** AstarSearch**
-> This method will be used to find the optimal path from start to goal position. -> Will be using A* Algorithm to implement the method. -> Implemented the method AstartSearch as of now the code is able to return the statck of MapLocations with ignoring tree resources. ->Will return a stack of locations which will be used to find the path. ->