static void Main(string[] args)
        {
            var path = "C:\\Users\\Corstiaan\\Desktop\\barricade_normaal.bar";
                if (File.Exists(path))
                {
                    BarricadePersistence bp = new BarricadePersistence(path);
                    bp.ParseBarFile();
                    Cell[,] map = bp.Map;
                    for (int i = 0; i < map.GetLength(0); i++)
                    {
                        string tmp = "";
                        bool village = false;
                        bool protectedrow = true;
                        for (int j = 0; j < map.GetLength(1); j++)
                        {
                            Cell c = map[i, j];
                            if (c == null)
                                tmp += "   ";
                            else
                            {
                                tmp += c.TextualRepresentation;
                                village = c.ShouldEntityMoveToForestWhenHit;
                                protectedrow = c.IsOccupiableByBarricade;
                            }
                        }
                        if (protectedrow)
                            tmp = "N " + tmp;
                        else
                            tmp = "B " + tmp;
                        if (village)
                            tmp = "1" + tmp;
                        else
                            tmp = "1" + tmp;

                        System.Console.WriteLine(tmp);
                    }
            }
                System.Console.ReadLine();
        }
 internal void StartGame(string filename)
 {
     BarricadePersistence persistence = new BarricadePersistence(filename);
     persistence.ParseBarFile();
     _cellsInternal = new ObservableCollection<CellViewModel>(CellToCellViewModelConverter.ConvertToCellViewModels(persistence.Map));
     foreach (CellViewModel vm in _cellsInternal)
     {
         vm.GameWon += vm_GameWon;
     }
     this.Cells = new ReadOnlyObservableCollection<CellViewModel>(_cellsInternal);
     this.GameStateManager = persistence.StateManager;
     this.GameStateManager.DiceThrowEvent += GameStateManager_DiceThrowEvent;
     RaisePropertyChanged(() => GameStateManager);
     GameStateManager.toNextPlayer();
     IsDiceThrowable = true;
 }