private static void AddHitChanceStatusEffectRules(CombatOperation.Builder builder, HitChanceLogic hitChance, CombatRound combatRound)
    {
        if(combatRound.statusEffectRules == null) {
            return;
        }

        foreach(StatusEffectRule rule in combatRound.statusEffectRules) {
        //	builder.AddLogic(
        }
    }
    public static ICombatOperation createOperation(BattleEntity src, BattleEntity dest, CombatRound combatRound)
    {
        CombatResolver srcRes = CombatResolverFactory.CreateSource(src, combatRound);
        CombatResolver destRes = CombatResolverFactory.CreateDestination(dest);

        HitChanceLogic hitChanceLogic = new HitChanceLogic ();
        DamageLogic damageLogic = new DamageLogic ();

        CombatOperation.Builder builder = new CombatOperation.Builder ();
        builder.AddLogic(damageLogic)
            .Require(delegate(ICombatLogic [] conditions) {
                    HitChanceLogic hitChance = (HitChanceLogic) conditions[0];
                    return hitChance.Hits;
            }, hitChanceLogic);

        AddHitChanceStatusEffectRules(builder, hitChanceLogic, combatRound);

        return builder.Build(srcRes, destRes);
    }