// 1
        private void MovePawnToField(Cord C)
        {
            if (A[C].FloorStatus == FloorStatus.Move) // move pawn to cord
            {
                if (!movedPawn.Equals(C))             //ruch na inne pole niz obecne
                {
                    Console.WriteLine($"Pawn from {movedPawn} can be moved to {C}");

                    A[C].PawnOnField         = PAt(movedPawn);
                    A[movedPawn].PawnOnField = null;
                    movedPawn             = C;
                    move                  = 2;
                    A[C].PawnOnField.Cord = C;
                    ShowAtttack(C);
                    ShowPawnInfo(C);
                }
                else // nacisniecie na pole na ktorym byl pionek, anulowanie ruchu
                {
                    Console.WriteLine($"Canceling moving pawn from {movedPawn}, same field was clicked ({C})");
                    move = 0;
                }
                foreach (Cord cord in cordsMarkedToMove)
                {
                    A[cord].FloorStatus = FloorStatus.Normal;
                }
                CanSkip = false;
            }
            else //selecting field on which pawn cannot move
            {
                if (PAt(C) != null)
                {
                    if (PAt(C)?.Owner == Turn)//clicking at current player pawn
                    {
                        foreach (Cord cord in cordsMarkedToMove)
                        {
                            A[cord].FloorStatus = FloorStatus.Normal;
                        }
                        ShowPossibleMove(C);
                        ShowPawnInfo(C);
                    }
                    else //clicking at enemy pawn
                    {
                        ShowPawnInfo(C);
                        CanSkip = false;
                    }
                }
                else //empty field
                {
                    ShowFloorInfo(C);
                    CanSkip = false;
                }
            }
        }