private void initalizeMaps(World world)
 {
     if (world.civilianMaps != null)
         return;
     Console.WriteLine("Initalizing map for world #" + world.GetHashCode() + " with goals at: ");
     int[][] goals = new int[world.doors.Length][];
     for (int x = 0; x < goals.Length; x++) {
         goals[x] = new int[] { (int) world.doors[x].X, (int) world.doors[x].Y };
         Console.WriteLine("X: " + goals[x][0] + "\tY: " + goals[x][1]);
         if (goals[x][0] > world.worldWidth || goals[x][1] > world.worldHeight)
             goals[x] = null;
     }
     world.civilianMaps = new DijkstraMap[1];
     world.civilianMaps[0] = new DijkstraMap(world, world.worldWidth, world.worldHeight, 0, 0, 1, goals);
     for (int x = 0; x < 27; x++) {
         NPC civvie = new NPC(new FloatRectangle(), Sprites.spritesDictionary["player"], 4);
         civvie.ai = new CivilianAI(civvie);
         if (!worldPools.ContainsKey(world))
             worldPools.Add(world, new Queue<Object[]>());
         worldPools[world].Enqueue(new Object[] { civvie, null});
     }
 }
 private void SpawnCivilians(World world)
 {
     if (!Game1.Instance.worldManager.CurrentWorld.canRespawn)
         return;
     if (world.manager.civilianCount >= 27)
         return;
     Console.WriteLine("Respawning Civilians: " + (27 - world.manager.civilianCount) + " for world: " + world.GetHashCode());
     for (int x = 0; x < 27 - world.manager.civilianCount; x++) {
         NPC civvie = new NPC(new FloatRectangle(), Sprites.spritesDictionary["player"], 4);
         civvie.ai = new CivilianAI(civvie);
         if (!worldPools.ContainsKey(world))
             worldPools.Add(world, new Queue<Object[]>());
         worldPools[world].Enqueue(new Object[] { civvie, null});
     }
 }