teerMagnitude > maxForce) {
            alignment.x = (alignment.x / steerMagnitude) * maxForce;
            alignment.y = (alignment.y / steerMagnitude) * maxForce;
          }
          alignment.x *= alignmentWeight;
          alignment.y *= alignmentWeight;
        }
        if (cohesionCount > 0) {
          cohesion.x /= cohesionCount;
          cohesion.y /= cohesionCount;
          cohesion.x -= currentSheep.x; // Desired position
          cohesion.y -= currentSheep.y;
          //normalize
       