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# Code seems to break when creating an enemy out of the range of the Tower

When I modified the laserTower class to not have an override function in it. It simply replaces the range and power with 100. And then when I create an instance of a laserTower and a superEnemy (can be an enemy too; it shouldn't matter), and use the .fireAtEnemy function on the superEnemy, it seems to not be running. Perhaps it's caught in an infinite loop?

Here is my code:

```class Enemy {
var life:Int = 2
let position: Point

init(x: Int, y: Int) {
self.position = Point(x: x, y: y)
}

func decreaseHealth(factor: Int) {
life -= factor
}
}

class Tower {
let position: Point
var range: Int = 1
var strength: Int = 1

init(x: Int, y: Int) {
self.position = Point(x: x, y: y)
}

func fireAtEnemy(enemy: Enemy) {
if inRange(self.position, range: self.range, target: enemy.position) {
while enemy.life > 0 {
enemy.decreaseHealth(self.strength)
print("POW! Enemy health is now \(enemy.life)")
}
print("Enemy health is now 0. The enemy has been vanquished!")
} else {
print("The enemy was out of range...")
}
}

func inRange(position: Point, range: Int, target: Point) -> Bool {
let surroundingPoints = position.surroundingPointsWith(withRange: range)
for point in surroundingPoints {
if (point.x == target.x && point.y == target.y) {
return true
}
}
return false
}
}

// Class Inheritance!
class SuperEnemy: Enemy {
let isSuper: Bool = true

override init(x: Int, y: Int) {
super.init(x: x, y: y)
self.life = 50 // we're only able to change this b/c the life field is a VAR instead of a LET

}
}

class LaserTower: Tower {
override init(x: Int, y: Int) {
super.init(x: x, y: y)
self.range = 100
self.strength = 100
}
}

let tower = Tower(x: 0, y: 0)
let laserTower = LaserTower(x: 5, y: 5)
let enemy1 = Enemy(x: 1, y: 1)
let enemy2 = Enemy(x: -12, y: 15)
let superEnemy1 = SuperEnemy(x: 10, y: 10)

tower.fireAtEnemy(enemy1)
tower.fireAtEnemy(enemy2)
laserTower.fireAtEnemy(superEnemy1)
tower.fireAtEnemy(superEnemy1)
```

[MOD: edited code block]