// Gets a resource target if possible
        public void GetResourceTarget(TileManager tileManager)
        {
            // Value of the target resource
            int resourceValue = 0;

            // Get all objects within move distance sphere on layer 9  (resource layer)
            float radius = GPSM.GetDist() * TileUtils.PlayerMoveDistance;
            Collider2D[] hitColliders = Physics2D.OverlapCircleAll(merchant.Position, radius,
                1 << LayerMask.NameToLayer("Resources"));

            // Determine highest value if possible
            for (int index = 0; index < hitColliders.Length; index++)
            {
                // Get ResourceType of resource hit
                ResourceType resourceType = tileManager.GetResourceType(hitColliders[index].gameObject.name);

                // Get worth/value of the resource
                Resource resource = (Resource)ItemDatabase.Instance.Items.Find(tempItem =>
                    tempItem.Type == resourceType.ToString());

                // Check if the AI can carry the resource
                if (((Merchant)Entity).TotalWeight + resource.Weight <= ((Merchant)Entity).MaxWeight)
                {
                    // If the value is higher than current target, replace it as the new target
                    if (resourceValue < resource.Worth)
                    {
                        merchant.Target = hitColliders[index].transform.position;
                        resourceValue = resource.Worth;
                    } // end if resourceValue < resource.Worth
                } // end if
            } //end for

            // Verify there is a target, otherwise set it to a village
            if (merchant.Target == Vector3.zero)
            {
                // Get the proper market target
                GetMarketTarget(tileManager);
            } //end if
        }