private IBehaviourNode CreateBehaviourTree()
        {
            // Shoot, Chase, Idle
            var ret = new PrioritySelector(
                BehaviourFactory.CreateShootTarget(),
                BehaviourFactory.CreateChaseTarget(),
                BehaviourFactory.CreateGuardPosition(() => GuardPosition));


            return(ret);
        }
        private IBehaviourNode CreateBehaviourTree()
        {
            // Shoot, Chase, Idle
            var ret = new ConcurrentSelector(behaviourFactory.CreateFindTarget(),
                                             new PrioritySelector(
                                                 behaviourFactory.CreateShootTarget(),
                                                 behaviourFactory.CreateChaseTarget(),
                                                 behaviourFactory.CreatePickupClosestResource(30),
                                                 behaviourFactory.CreateExplore()));

            return(ret);
        }