Each A* location stores where it comes from, how long it takes to get to it, and how many fires it passed through to get there. The algorithm only considers fire cells neighbors if the current number of fires passed through is less than the current fireWillingness global.
1. count fire tiles within movement range
2. run A* from src to dst completely avoiding fire
3. if we can reach then that's the solution
4. if we can't reach, increase fireWillingness to 1, re-run A* on the board
5. keep increasing fire-willingness until the A* results don't change, or we can now reach the dst.
This works because a low fire path is always better than a high fire path. And increasing fire-tolerance will only shorten the paths from src to dst.