//------------------
    // affecting players
    //------------------

    public bool CanHenchmanAttackTargetPlayer(BoardSpaceEnum henchmanSpace, PlayerManager target)
    {
        HenchmanCard henchman = board[henchmanSpace];

        if (henchman != null)
        {
            if (!henchman.HasActedThisTurn())
            {
                if (henchman.GetController() != target)
                {
                    return(true);
                }
                else
                {
                    Debug.Log("Henchman can't attack a player because the player is its controller...");
                }
            }
            else
            {
                Debug.Log("Henchman can't attack a player because it already acted this turn...");
            }
        }
        else
        {
            Debug.Log("Henchman can't attack a player because it doesn't exist...");
        }
        return(false);
    }
 /*
  * This method is called whenever the player clicks a henchman in play. It will cause the
  * RoTStateMachine to move to the AttackingWithHenchmanState as long as the henchman is
  * controlled by the active player and can still attack this turn.
  *
  * NOTE: Any behaviors related to clicking a henchman that has attacked or a henchman
  *       controlled by the opponent should be implemented in this method.
  */
 private void HandleHenchmanInPlaySelected(HenchmanCard henchman)
 {
     if (henchman.GetController() == rsm.GetActivePlayer())
     {
         if (!henchman.HasActedThisTurn())
         {
             rsm.SetAttackingHenchman(henchman);
             rsm.ChangeState <AttackingWithHenchmanState>();
         }
     }
 }
    public bool CanHenchmenFight(BoardSpaceEnum playerSpace, BoardSpaceEnum opponentSpace)
    {
        bool onOpposingSides = OnOpposingSides(playerSpace, opponentSpace);

        if ((board[playerSpace] != null) && (board[opponentSpace] != null) && onOpposingSides)
        {
            //if both spaces are occupied by henchman and they're on opposing sides of the board, they could be able to fight
            HenchmanCard playerHenchman   = board[playerSpace];
            HenchmanCard opponentHenchman = board[opponentSpace];
            if (!playerHenchman.HasActedThisTurn())
            {
                //if the henchman hasn't already acted this turn, the henchmen could fight
                if (playerHenchman.IsEllusive() || (!playerHenchman.IsEllusive() && !opponentHenchman.IsEllusive()))
                {
                    //if the attacking henchman is ellusive or neither henchman is ellusive, they can fight
                    return(true);
                }
                else
                {
                    Debug.Log("Henchmen wouldn've been able to fight, except one was ellusive and the other wasn't...");
                    return(false);
                }
            }
            else
            {
                Debug.Log("The henchman at playerSpace already moved this turn...");
                return(false);
            }
        }
        else
        {
            if (board[playerSpace] == null)
            {
                Debug.Log("playerSpace passed to TryHaveHenchmanFight() didn't have a henchman in it...");
            }
            if (board[opponentSpace] == null)
            {
                Debug.Log("opponentSpace passed to TryHaveHenchmanFight() didn't have a henchman in it...");
            }
            if (!onOpposingSides)
            {
                Debug.Log("The two henchman trying to fight in TryHaveHenchmanFight() weren't on opposite sides of the board...");
            }
            return(false);
        }
    }