public synchronized void attack(Attack attack){
        /* Funcion de ataqueProvisional*/
        attackPool.add(attack);
        Actor attacker = (attack.caster);
        for(Map.Entry actor : actores.entrySet()) {
            Actor a = (Actor)actor.getValue();
            
//            Con este if evitamos el fuego amigo
//            if (attack.caster.type != attacker.type){
                if ( a.uid != attacker.uid &&(Math.abs(attack.center[0]-a.getPos()[0])< attack.range && Math.abs(attack.center[1]-a.getPos()[1])< attack.range)){
                    if(a.health > 0 && a.isAttacked(attack)==0){ //0 es ataque basico
                        /* Aqui se trata la muerte del personaje*/

                        //attacker.killed_creatures++;
                        attack.caster.killed_creatures++;
                        onDie(a);
                    }
//                }
            }
        }
        
    }