public override IList<DamageResult> CalculateDamages(Level level, Tile targeted)
        {
            if (targeted.ActorInTile == null)
                return DamageResult.Empty;

            var damageResult = new DamageResult() {DamageType = DamageType.Physical};
            damageResult.AffectedActor = targeted.ActorInTile;
            damageResult.DamageReduced = 0;
            damageResult.NetDamage = 250;

            return new List<DamageResult>() {damageResult};
        }
        public override IList<DamageResult> CalculateDamages(Level level, Tile targeted)
        {
            if (targeted.ActorInTile == null)
                return DamageResult.Empty;
            var damageResults = new List<DamageResult>();

            var aoe = TileSelectorHelper.CircularSelector(level, targeted, radius).ValidTiles();
            foreach (var tile in aoe)
            {
                if (tile.ActorInTile != null)
                {
                    var damageResult = new DamageResult() {DamageType = DamageType.Physical};
                    damageResult.AffectedActor = targeted.ActorInTile;
                    damageResult.DamageReduced = 0;
                    damageResult.NetDamage = 250;
                }
            }

            return damageResults;
        }