private void GetNewPath(Point ghostPosition, Point playerPosition)
        {
            List <Point> path = null;

            switch (_AIState)
            {
            case GhostAIState.Random:
                path = GridSearch.BestFirstSearch(_grid, ghostPosition, _grid.GetRandomOpenPoint()).Path;
                break;

            case GhostAIState.TargetingWithLag:
                path = GridSearch.AStarSearch(_grid, ghostPosition, playerPosition).Path;
                break;

            case GhostAIState.Fleeing:

                var result = GridSearch.DijkstraGeneral(_grid, playerPosition);

                Point best        = null;
                float largestDist = 0;
                foreach (Point k in result.DistanceMap.Keys)
                {
                    if (result.DistanceMap[k] > largestDist)
                    {
                        best        = k;
                        largestDist = result.DistanceMap[k];
                    }
                }

                Dictionary <Point, float> costMap = InvertCostMap(result.DistanceMap, largestDist);

                path = GridSearch.AStarSearchWithCost(_grid, ghostPosition, best, costMap).Path;

                break;
            }

            _pathList = new Stack <Point>(path);
        }