0) {
          wolfAvoidance.x /= wolfAvoidanceCount;
          wolfAvoidance.y /= wolfAvoidanceCount;
          wolfAvoidance.x *= wolfAvoidanceWeight;
          wolfAvoidance.y *= wolfAvoidanceWeight;
        }

        // Apply forces to velocity
        currentSheep.vx += separation.x + alignment.x + cohesion.x + dogAvoidance.x + wolfAvoidance.x;
        currentSheep.vy += separation.y + alignment.y + cohesion.y + dogAvoidance.y + wolfAvoidance.y;

        // Limit speed
        let speed = Math.sqrt(cu