/// <summary>
        /// Method to set the path of an ai unit in order to dodge an object
        /// </summary>
        /// <param name="callingAI">ai to perform dodge</param>
        /// <param name="closestObstruction">closest obstruction</param>
        private void dodgeObject(DynamicObject callingAI, StaticObject closestObstruction)
        {
            if (!this.isObjectRegistered(callingAI)) return;
            PathInformation pathInfo = objectPaths[callingAI];
            if (pathInfo.currentWaypoint == null) return;
            if (!dodgeInactiveCountDown.Keys.Contains(callingAI))
                dodgeInactiveCountDown.Add(callingAI, RETAIN_DODGE_PATH_TICKS);
            else
                return;
            Vector3 dodgeWp = new Vector3();
            bool bFlag = false;

            // Set the new path:
            float dodgeDistance = (callingAI.getBoundingSphere().Radius + closestObstruction.getBoundingSphere().Radius) * DODGE_DISTANCE_MULTIPLIER;
            float distanceToObject = (callingAI.Position - closestObstruction.Position).Length();
            float distanceToCurrentWp = (callingAI.Position - pathInfo.currentWaypoint.Position).Length();
            float dodgeAngle = (float)Math.Abs(Math.Atan2(distanceToObject, dodgeDistance));
            for (int i = (int)Math.Ceiling(dodgeAngle); i * dodgeAngle < Math.PI; ++i)
            {
                for (int j = (int)Math.Ceiling(dodgeAngle); j * dodgeAngle < Math.PI; ++j)
                {
                    if (isDodgeValid(callingAI, dodgeAngle, i, j, pathInfo, closestObstruction, dodgeDistance, ref dodgeWp))
                    {
                        bFlag = true;
                        break;
                    }
                    if (isDodgeValid(callingAI, -dodgeAngle, i, j, pathInfo, closestObstruction, dodgeDistance, ref dodgeWp))
                    {
                        bFlag = true;
                        break;
                    }
                }
                if (bFlag)
                    break;
            }
            List<Node> path = pathInfo.remainingPath;
            if (path.Count > 0)
                path.Remove(path.Last());
            path.Add(new Node(dodgeWp, -1));
            pathInfo.remainingPath = path;
        }
        /// <summary>
        /// Performs a dogfight move against the opponent
        /// </summary>
        /// <param name="ti">Team on which the ai is registered</param>
        /// <param name="ai">Character to perform move</param>
        /// <param name="target">Opponent of the ai</param>
        public void doDogfightMove(TeamInformation ti, DynamicObject ai, StaticObject target)
        {
            if (!this.isObjectRegistered(ai)) return;
            float radiusToGoBehindTarget = (target.getBoundingSphere().Radius + ai.getBoundingSphere().Radius) * RADIUS_MULTIPLIER_TO_GO_BEHIND_TARGET;
            Vector3 wpPosition = target.Position + Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward) * radiusToGoBehindTarget;
            Vector3 wpDPosition = target.Position + Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Up) * radiusToGoBehindTarget / RADIUS_FACTOR_TO_GO_ABOVE_TARGET;
            if (Vector3.Dot(Vector3.Normalize(wpPosition - target.Position), Vector3.Normalize(ai.Position - target.Position)) < DOT_ANGLE_TO_STOP_DOGFIGHT_MOVE ||
                (ai.Position - target.Position).Length() > CHASE_WHEN_FURTHER)
            {
                PathInformation fighterPath = objectPaths[ai];
                List<Node> waypointList = fighterPath.remainingPath;

                //we clear the waypoint list and add new waypoints:
                if (waypointList.Count > 0)
                {
                    bool shouldAddTopWaypt = (Vector3.Dot(Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward), Vector3.Normalize(target.Position - ai.Position)) > 0);
                    if ((wpPosition - waypointList.ElementAt(0).Position).Length() > TARGET_WP_BUFFER || shouldAddTopWaypt)
                    {
                        waypointList.Clear();
                        if (shouldAddTopWaypt)
                            waypointList.Insert(0, new Node(wpDPosition, -1));
                        waypointList.Insert(0, new Node(wpPosition, -1));
                    }
                }
                else
                {
                    if (Vector3.Dot(Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward), Vector3.Normalize(target.Position - ai.Position)) > 0)
                        waypointList.Insert(0, new Node(wpDPosition, -1));
                    waypointList.Insert(0, new Node(wpPosition, -1));
                }
                fighterPath.remainingPath = waypointList;
            }
            else //stop navigation (we are behind the target so we can start shooting it)
                getPath(ai).Clear();
        }