override public void Run()
        {
            Vehicle  enemy    = Scene.GetInstance().auto;
            Quadrant quadrant = GetCuadrante(enemy.GetPosition());

            quadrant.Execute();
        }
        override public void Run()
        {
            Section             mySection     = Scene.GetInstance().VehicleUbication(AI);
            Section             targetSection = Scene.GetInstance().VehicleUbication(Scene.GetInstance().auto);
            List <TypeOfPortal> portals       = mySection.GetPortalsThatGoTo(targetSection);
            TypeOfPortal        portal        = this.SelectTheNearest(portals);
            Quadrant            quadrant      = this.GetCuadrante(portal.GetPosition());

            quadrant.Execute();
        }
        override public void Run()
        {
            List <Life> lifes = Scene.GetInstance().GetLifes(this.AI);

            if (lifes.Count == 0)
            {
                AI.ChangeState(new GoToAnotherSection(AI));
                AI.aiState.Run();
                return;
            }
            Life     life     = this.SelectTheNearest(lifes);
            Quadrant quadrant = GetCuadrante(life.GetPosition());

            quadrant.Execute();
        }
        override public void Run()
        {
            List <Weapon> weapons = Scene.GetInstance().GetWeapons(this.AI);

            if (weapons.Count == 0)
            {
                AI.ChangeState(new GoToAnotherSection(AI));
                AI.aiState.Run();
                return;
            }
            Weapon   weapon   = this.SelectTheNearest(weapons);
            Quadrant quadrant = this.GetCuadrante(weapon.GetPosition());

            quadrant.Execute();
        }