/// <summary>
        /// gets the success rate of attacker using Skill on defender
        /// </summary>
        /// <param name="attacker"> attacking unit </param>
        /// <param name="defender"> defending unit </param>
        /// <param name="s"> Skill in use </param>
        /// <returns> the success rate </returns>
        public static int GetSuccessRate(Unit attacker, Unit defender, Skill s)
        {
            //we gotta do some polymorphism shit on these boy-toys when we get other skills maybe
            SingleDamageSkill sd = s as SingleDamageSkill;
            int hit = sd.GetHitChance(attacker, defender);

            return(hit);
        }
        /*
         * public static int GetSkillDamage(Unit attacker, Unit defender, Skill s)
         * {
         *  //assume physical for now. Maybe weapon determines damage type?
         *  //getDistance from each unit's position
         *
         *  //check magic
         *  SingleDamageSkill b = (SingleDamageSkill) s;
         *  if (b.DamageType == DamageType.Physical)
         *  {
         *      Debug.Log("physical");
         *      return GetPhysicalSkillDamage(attacker, defender, b);
         *  }
         *
         *  if (b.DamageType == DamageType.Magical)
         *  {
         *      Debug.Log("magical");
         *      return GetMagicalSkillDamage(attacker, defender, b);
         *  }
         *
         *  return 0;
         *
         */

        /// <summary>
        /// Gets the physical damage off a skill
        /// </summary>
        /// <param name="attacker"> attacking unit </param>
        /// <param name="defender"> defending unit </param>
        /// <param name="s"> the physical skill being used </param>
        /// <returns> the physical damange being dealt to the defender </returns>
        public static int GetPhysicalSkillDamage(Unit attacker, Unit defender, SingleDamageSkill s)
        {
            int damageDone = s.GetDamage(attacker, defender);

            if (damageDone <= 0)
            {
                return(1);
            }
            return(damageDone);
        }