/// <summary>
    /// Determines the next zone to move the player to and returns it
    /// TODO: Figure out this algorithm based on flags
    /// </summary>
    /// <returns>Next zone the player should go to</returns>
    public Zone GetNextZone()
    {
        //Princess Rescue
        if (currentZone.zone == ZoneNames.ShadowTerritoryStage1)
        {
            if (flagMan.PrincessRescue())
            {
                return(zonesSorted[ZoneNames.PrincessRescue]);
            }
            else
            {
                return(zonesSorted[ZoneNames.ShadowTerritoryStage2]);
            }
        }

        //War Zone and True Human Stage 1
        if (currentZone.zone == ZoneNames.Battlefield)
        {
            if (flagMan.WarZone())
            {
                return(zonesSorted[ZoneNames.WarZone]);
            }
            else if (flagMan.TrueHumanStage1())
            {
                return(zonesSorted[ZoneNames.TrueHumanStage1]);
            }
            else
            {
                return(zonesSorted[ZoneNames.ShadowTerritoryStage1]);
            }
        }

        if (currentZone.zone == ZoneNames.ShadowTerritoryStage2 || currentZone.zone == ZoneNames.PrincessRescue)
        {
            return(zonesSorted[ZoneNames.FortressKeep]);
        }

        if (currentZone.zone == ZoneNames.FortressKeep)
        {
            return(zonesSorted[ZoneNames.HumanTerritoryStage1]);
        }

        if (currentZone.zone == ZoneNames.HumanTerritoryStage1)
        {
            return(zonesSorted[ZoneNames.HumanTerritoryStage2]);
        }

        if (currentZone.zone == ZoneNames.HumanTerritoryStage2)
        {
            return(zonesSorted[ZoneNames.ThroneRoom]);
        }

        if (currentZone.zone == ZoneNames.WarZone)
        {
            return(zonesSorted[ZoneNames.WarZoneStage2]);
        }

        if (currentZone.zone == ZoneNames.WarZoneStage2)
        {
            return(zonesSorted[ZoneNames.FortressKeep]); //Temporary, will change later
        }
        if (currentZone.zone == ZoneNames.TrueHumanStage1)
        {
            return(zonesSorted[ZoneNames.HumanTerritoryStage2]); //Temporary, will change later
        }
        //Code shouldn't get here
        Debug.Log("ZoneManager GetNextZone broke");
        Debug.Break();
        throw new UnityException();
    }