/// <inheritdoc />
 public void UpdateFate()
 {
     if (this.countFate[GetTurn() - 1] == 0)
     {
         this.roll = true;
         ICharacterModel character = CheckTurn();
         character.SetFate(character.GetFate() - 1);
         this.countFate.Insert(this.turn - 1, -1);
     }
 }
        /// <inheritdoc />
        public bool RequestedFate()
        {
            ICharacterModel character = CheckTurn();

            if (character.GetFate() > 0 && this.countFate[GetTurn() - 1] == 0)
            {
                return(true);
            }
            return(false);
        }