/// <summary>
 /// Processes a hit by a weapon
 /// </summary>
 /// <param name="affliction">The Damage item that is applied to the character</param>
 public void ProcessHit(DamageItem hit)
 {
     //Substract Hitpoints for Bash
     //Substract Hitpoints for Cut
     //Substract Hitpoints for Pierce
     Status.DealDamage(hit.Bash + hit.Pierce + hit.Cut);
     Status.AddAfflictions(hit.Afflictions);
     characterChanged();
 }
        /// <summary>
        /// Attacks another Character
        /// </summary>
        /// <param name="enemyCS">The Character to attack</param>
        public void Attack(CharacterSheet enemyCS)
        {
            //Calculate if character hits (something like Attackchance vs agility)
            //Currently we always hit

            SingleHitZone hitBodyPart = enemyCS.Hitzone.randomizeHitzone();
            DamageItem    damage      = new DamageItem(hitBodyPart, _Weapon);

            enemyCS.ProcessHit(damage);
            characterChanged();
        }