func (p *Physics) DamageBase(b *state.Bullet, base *state.Base) bool {
	base.CurrentHealth -= p.BulletDamage
	b.ShouldRemove = true
	if base.CurrentHealth <= 0 {
		base.CurrentHealth = 0
		return true
	}
	return false
}
func (p *Physics) DamageShieldGenerator(b *state.Bullet, s *state.ShieldGenerator) bool {
	s.CurrentHealth -= p.BulletDamage
	b.ShouldRemove = true
	if s.CurrentHealth <= 0 {
		s.Shield.IsEnabled = false
		s.CurrentHealth = 0
		return true
	}
	return false

}
func (p *Physics) BoundBullet(b *state.Bullet) {
	if !p.inBounds(b.X, b.Y) {
		b.ShouldRemove = true
	}
}
func (p *Physics) DamageVehicle(v *state.Vehicle, b *state.Bullet) bool {
	b.ShouldRemove = true
	return p.damageVehicle(v, p.BulletDamage)
}