/// <summary>
        /// When an entity moves around we'll remove it from its old node and add it to its new node (if applicable)
        /// </summary>
        /// <param name="moveEvent"></param>
        private void HandleEntityMove(MoveEvent moveEvent)
        {
            // If we've moved to space or the likes then remove us.
            if (moveEvent.Sender.Deleted ||
                !moveEvent.Sender.TryGetComponent(out IPhysicsComponent physics) ||
                !PathfindingNode.IsRelevant(moveEvent.Sender, physics))
            {
                HandleEntityRemove(moveEvent.Sender);
                return;
            }

            // Memory leak protection until grid parenting confirmed fix / you REALLY need the performance
            var gridBounds = _mapManager.GetGrid(moveEvent.Sender.Transform.GridID).WorldBounds;

            if (!gridBounds.Contains(moveEvent.Sender.Transform.WorldPosition))
            {
                HandleEntityRemove(moveEvent.Sender);
                return;
            }

            // If we move from space to a grid we may need to start tracking it.
            if (!_lastKnownPositions.TryGetValue(moveEvent.Sender, out var oldNode))
            {
                HandleEntityAdd(moveEvent.Sender);
                return;
            }

            var newGridId = moveEvent.NewPosition.GetGridId(_entityManager);

            if (newGridId == GridId.Invalid)
            {
                HandleEntityRemove(moveEvent.Sender);
                return;
            }

            // The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
            // If you get entities bigger than 1 tile wide you'll need some other system so god help you.
            var newTile = _mapManager.GetGrid(newGridId).GetTileRef(moveEvent.NewPosition);

            if (oldNode == null || oldNode.TileRef == newTile)
            {
                return;
            }

            var newNode = GetNode(newTile);

            _lastKnownPositions[moveEvent.Sender] = newNode;

            oldNode.RemoveEntity(moveEvent.Sender);
            newNode.AddEntity(moveEvent.Sender, physics);
        }
        /// <summary>
        /// Tries to add the entity to the relevant pathfinding node
        /// </summary>
        /// The node will filter it to the correct category (if possible)
        /// <param name="entity"></param>
        private void HandleEntityAdd(IEntity entity)
        {
            if (entity.Deleted ||
                _lastKnownPositions.ContainsKey(entity) ||
                !entity.TryGetComponent(out IPhysicsComponent physics) ||
                !PathfindingNode.IsRelevant(entity, physics))
            {
                return;
            }

            var grid    = _mapManager.GetGrid(entity.Transform.GridID);
            var tileRef = grid.GetTileRef(entity.Transform.Coordinates);

            var chunk = GetChunk(tileRef);
            var node  = chunk.GetNode(tileRef);

            node.AddEntity(entity, physics);
            _lastKnownPositions.Add(entity, node);
        }