public Entity CreateEntity(EntityTeam team, RectangleF[] possibleLocations, Grid.GridTrunk trunk)
        {
            var rand = (int)(possibleLocations.Length * Atlas.Rand);
            for (int i = 0; i < 16; i++)
            {
                    Vector2 point = new Vector2(possibleLocations[rand].X + possibleLocations[rand].Width * Atlas.Rand,
                                possibleLocations[rand].Y + possibleLocations[rand].Height * Atlas.Rand);
                    if (trunk.CanFit(point, 24))
                    return new EntityTypes.VictoryComputerEntity(Atlas, team, point);

            }
            return null;
        }
        public Entity CreateEntity(EntityTeam team, RectangleF[] possibleLocations, Grid.GridTrunk trunk)
        {
            var rand = (int)(possibleLocations.Length * Atlas.Rand);

            for (int i = 0; i < 16; i++ )
            {
                Vector2 point = new Vector2(possibleLocations[rand].X + possibleLocations[rand].Width * Atlas.Rand,
                                            possibleLocations[rand].Y + possibleLocations[rand].Height * Atlas.Rand);

                if(trunk.CanFit(point, 16)) {
                    if (team.TeamMembers.Length % 4 == 1)
                        return new HunterEntity(Atlas, team, point); //spawn a hunter instead, roughly 3 seekers for every hunter
                    return new SeekerEntity(Atlas, team, point);
                }
            }

            return null;
        }