}//Fight()

        private bool WhichClass(string playerWeapon, string otherWeapon)
        {
            //set the playerWin here
            bool playerWin = false;

            switch (playerWeapon)
            {
            case "rock":
                PlayerRock playerGameR = new PlayerRock();
                playerWin = playerGameR.Act(otherWeapon);
                break;

            case "paper":
                PlayerPaper playerGameP = new PlayerPaper();
                playerWin = playerGameP.Act(otherWeapon);
                break;

            case "scissors":
                PlayerScissors playerGameS = new PlayerScissors();
                playerWin = playerGameS.Act(otherWeapon);
                break;

            default:
                break;
            }

            return(playerWin);
        } //WhichClass()
        public void Fight()

        {
            //Array of weapons
            string[] weapons = new string[3] {
                "rock", "paper", "scissors"
            };

            //instance of random class
            Random rnd = new Random();

            //Set flags for an individual win, or not
            bool playerOneWin = false;
            bool playerTwoWin = false;

            //Variables to hold weapon name for each player
            string playerOneWeapon = "";
            string playerTwoWeapon = "";

            //Counters for player wins
            int playerOneCounter = 0;
            int playerTwoCounter = 0;

            //Instantiate Player classes for playerOne
            PlayerRock     playerOneRock     = new PlayerRock();
            PlayerPaper    playerOnePaper    = new PlayerPaper();
            PlayerScissors playerOneScissors = new PlayerScissors();
            //Instantiate Player classes for playerTwo
            PlayerRock     playerTwoRock     = new PlayerRock();
            PlayerPaper    playerTwoPaper    = new PlayerPaper();
            PlayerScissors playerTwoScissors = new PlayerScissors();

            for (int i = 1; i <= 100; i++)
            {
                //playerOne gets their weapon
                int weaponId1 = rnd.Next(0, 2);
                playerOneWeapon = weapons[weaponId1];

                //playerTwo gets their weapon
                int weaponId2 = rnd.Next(0, 2);
                playerTwoWeapon = weapons[weaponId2];

                //Play each combination & return win status
                playerOneWin = WhichClass(playerOneWeapon, playerTwoWeapon);
                playerTwoWin = WhichClass(playerTwoWeapon, playerOneWeapon);

                if (playerOneWin)
                {
                    playerOneCounter++;
                }
                else if (playerTwoWin)
                {
                    playerTwoCounter++;
                }
            }//for

            NumPlayerOneWins = playerOneCounter;
            NumPlayerTwoWins = playerTwoCounter;
        }//Fight()
        }//Fight()

        private bool WhichClass(string playerWeapon, string otherWeapon)
        {
            //set the playerWin here
            bool playerWin = false;

            switch (playerWeapon)
            {
                case "rock":
                    PlayerRock playerGameR = new PlayerRock();
                    playerWin = playerGameR.Act(otherWeapon);
                    break;
                case "paper":
                    PlayerPaper playerGameP = new PlayerPaper();
                    playerWin = playerGameP.Act(otherWeapon);
                    break;
                case "scissors":
                    PlayerScissors playerGameS = new PlayerScissors();
                    playerWin = playerGameS.Act(otherWeapon);
                    break;
                default:
                    break;
            }

            return playerWin;

        }//WhichClass()
        public void Fight()

        {
            //Array of weapons
            string[] weapons = new string[3] { "rock", "paper", "scissors" };

            //instance of random class
            Random rnd = new Random();

            //Set flags for an individual win, or not
            bool playerOneWin = false;
            bool playerTwoWin = false;

            //Variables to hold weapon name for each player
            string playerOneWeapon = "";
            string playerTwoWeapon = "";

            //Counters for player wins
            int playerOneCounter = 0;
            int playerTwoCounter = 0;

            //Instantiate Player classes for playerOne
            PlayerRock playerOneRock = new PlayerRock();
            PlayerPaper playerOnePaper = new PlayerPaper();
            PlayerScissors playerOneScissors = new PlayerScissors();
            //Instantiate Player classes for playerTwo
            PlayerRock playerTwoRock = new PlayerRock();
            PlayerPaper playerTwoPaper = new PlayerPaper();
            PlayerScissors playerTwoScissors = new PlayerScissors();

            for (int i = 1; i <= 100; i++)
            {
                //playerOne gets their weapon
                int weaponId1 = rnd.Next(0, 2);
                playerOneWeapon = weapons[weaponId1];

                //playerTwo gets their weapon
                int weaponId2 = rnd.Next(0, 2);
                playerTwoWeapon = weapons[weaponId2];

                //Play each combination & return win status
                playerOneWin = WhichClass(playerOneWeapon, playerTwoWeapon);
                playerTwoWin = WhichClass(playerTwoWeapon, playerOneWeapon);               

                if (playerOneWin)
                {
                    playerOneCounter++;
                }
                else if (playerTwoWin)
                {
                    playerTwoCounter++;
                }               

            }//for

            NumPlayerOneWins = playerOneCounter;
            NumPlayerTwoWins = playerTwoCounter;
                   
        }//Fight()