//Fournit une arme selon le cheat utilisé
 public WeaponManager(string cheat)
 {
     if (cheat == "1")
     {
         Weapon = new Weapon { AttackRate = 105, MissRate = 0, Name = "LOOKS LIKE IT'S GONNA HURT", Damage = 999999, Level = 9999 };
     }
     if (cheat == "2")
     {
         Weapon = new Weapon { AttackRate = 95, MissRate = 2, Name = "YU NO HAVE SHAME ?", Damage = 15 + 1000000 * 15, Level = 1000000 };
     }
    
 }
        //Give a weapon based on experience
        public WeaponManager(int exp, bool first = false)
        {
            var weaponNamesF = new List<string> 
                {
                    "Epée",
                    "Massue",
                    "Dague",
                    "Hachette",
                    "Hache",
                    "Pique"
                };

            var weaponNamesM = new List<string> 
                {
                    "Gourdin",
                    "Windows Vista",
                    "Nunchaku",
                    "Bâton",
                    "Fléau",
                };

            var weaponAdjectivesF = new List<string>
                {
                    "puissante",
                    "batarde",
                    "légère",
                    "large",
                    "violente",
                    "meurtiére"
                };

            var weaponAdjectivesM = new List<string>
                {
                    "puissant",
                    "léger",
                    "large",
                    "violent",
                    "meurtier",
                    "assommant"
                };

            var weaponSuffixes = new List<string>
                {
                    "de windows millenium",
                    "de mac os",
                    "de java",
                    "du 3310",
                    "du ballmer",
                    "de bris-os",
                    "d'ashtenia",
                    "du meurpog",
                    "du soldat",
                    "du chaos",
                    "des arcanes",
                    "de la nature"
                };

            var attackRate = 35;
            var missRate = 32;
            var rand = Program.Random;
            var level = (int)Math.Floor((double)exp / 100);
            var damage = 15;
            var weaponLevel = level;
            damage = damage + level * 15;
            level = level > 10 ? 10 : level;
            
            attackRate = rand.Next((attackRate + (level - 1) * 6), (attackRate + level * 6));

            missRate = rand.Next((missRate - level * 3), (missRate - (level - 1) * 3));

            var name = "";

            if (rand.Next(0, 2) == 0)
            {
                name = string.Format("{0} {1} {2}", weaponNamesF[rand.Next(0, weaponNamesF.Count())], weaponAdjectivesF[rand.Next(0, weaponAdjectivesF.Count())], weaponSuffixes[rand.Next(0, weaponSuffixes.Count())]);
            }
            else
            {
                name = string.Format("{0} {1} {2}", weaponNamesM[rand.Next(0, weaponNamesM.Count())], weaponAdjectivesM[rand.Next(0, weaponAdjectivesM.Count())], weaponSuffixes[rand.Next(0, weaponSuffixes.Count())]);
            }
            if (first == true)
            {
                name = "Couteau rouillé";
            }
            Weapon = new Weapon {AttackRate = attackRate, MissRate = missRate, Name = name, Damage = damage, Level = weaponLevel};
        }
 //Give a weapon with an existing weapon
 public WeaponManager(Weapon weapon)
 {
     Weapon = weapon;
 }
 //Envoie une attaque sur le monstre
 public int AttackMonster(Weapon arme)
 {
     var rand = Program.Random;
     var missChances = rand.Next(0, 101);
     int damage;
     if (missChances > (100 - arme.MissRate))
     {
         damage = -1;
     }
     else
     {
         damage = rand.Next(arme.Damage - 5, arme.Damage + 6);
         damage = damage + PlayerBonusAttaque - MonsterBonusDefense;
         if (damage <= 0) damage = 0;
         MonsterM.Monster.Hp -= damage;
     }
     return damage;
 }