public Vector Execute(Tank tank, int timeElapsed)
        {
            Vector steeringForce = new Vector(0, 0);

            //Keep following path until finished

            if (tank.PlayerInAttackZone())
            {
                ClearPath();
                tank.ChangeState(new TankAttackPlayer());
            }
            else if (tank.PlayerNotSeenAtLastLocation())
            {
                ClearPath();
                tank.ChangeState(new TankPatrol(tank));
            }
            else if (path.Count == 0)
            {
                tank.gameWorld.GridLogic.CalculateNeighborsEntities(tank, Tank.MaxRadiusOfTankSeight);
                foreach (MovingEntity entity in tank.gameWorld.GridLogic.EntitiesInRange)
                {
                    if (entity is Player)
                    {
                        searchAStar = new SearchAStar(tank, entity.InCell);
                        searchAStar.Search();
                        path = searchAStar.GetPathToTarget();
                        if (path.Count == 0)
                        {
                            return(steeringForce);
                        }
                        //Path starts from end of list so the path following needs to be started at the end of the list
                        i             = path.Count - 1;
                        steeringForce = seek.Execute(tank, path[i].Position) * GlobalVars.SeekingWeight;
                    }
                }
            }

            else
            {
                if (i > 0)
                {
                    //Seek current cell in path
                    steeringForce = seek.Execute(tank, path[i].Position) * GlobalVars.SeekingWeight;
                    // steeringForce += avoid.Execute(tank) * GlobalVars.ObstacleAvoidanceWeight;

                    //go to next step in path if the tank approximatly reached the cell
                    if (tank.DistanceToPosition(path[i].Position) <= GlobalVars.cellSize / 2)
                    {
                        i--;
                    }
                }
                else
                {
                    ClearPath();
                }
            }


            return(steeringForce);
        }