/**
   * Find a suitable cash in location for this unit.
   *
   * @param aiUnit The <code>AIUnit</code> to execute this mission.
   * @param range The maximum number of moves to search.
   * @param deferOK Enables deferring to a fallback colony.
   * @return A <code>PathNode</code> to the target, or null if not found which includes the case
   *     when Europe should be preferred (because the unit can not get there by itself).
   */
  private static PathNode findTargetPath(AIUnit aiUnit, int range, boolean deferOK) {
    if (invalidAIUnitReason(aiUnit) != null) return null;
    final Unit unit = aiUnit.getUnit();
    final Location start = unit.getPathStartLocation();
    final Player player = unit.getOwner();
    final Europe europe = player.getEurope();
    final Unit carrier = unit.getCarrier();
    final CostDecider standardCd = CostDeciders.avoidSettlementsAndBlockingUnits();
    PathNode path;

    if (player.getNumberOfSettlements() <= 0 || start == null) {
      // No settlements or not on the map, so go straight to
      // Europe.  If Europe does not exist then this mission is
      // doomed.
      return (europe == null)
          ? null
          : unit.findPath(unit.getLocation(), europe, carrier, standardCd);
    }

    // Can the unit get to a cash in site?
    return unit.search(start, getGoalDecider(aiUnit, deferOK), standardCd, range, carrier);
  }