private static void Assault(Fighter Player, Fighter Enemy, int enemyNumber)
        {
            short[,] damageGrid =
            {
                {   1,   2,   2,   3,   3,   4,   5,   6,   7,   8,   9,  10,  11,  12, 13, 14, 15, 16, 17, 18, 20, 22, 24, 26, 28, 30, 40 }, //0
                {  -8,   1,   1,   2,   2,   3,   4,   5,   6,   7,   7,   8,   9,  10, 11, 12, 13, 14, 15, 16, 18, 20, 22, 24, 26, 28, 38 }, //1
                {  -9,  -7,   1,   1,   2,   2,   3,   4,   5,   6,   6,   7,   7,   8,  9, 10, 11, 12, 14, 15, 17, 18, 20, 22, 24, 26, 36 }, //2
                { -10,  -8,  -6,  -5,   1,   1,   2,   2,   4,   4,   5,   5,   6,   6,  7,  8, 10, 11, 13, 14, 16, 17, 19, 20, 22, 24, 34 }, //3
                { -11,  -9,  -7,  -6,  -5,  -4,   1,   1,   3,   3,   4,   4,   5,   5,  6,  7,  9, 10, 12, 13, 15, 16, 18, 19, 21, 22, 32 }, //4
                { -12, -10,  -8,  -7,  -6,  -5,  -4,  -3,   2,   2,   3,   3,   4,   4,  5,  6,  8,  9, 11, 12, 14, 15, 17, 18, 20, 21, 30 }, //5
                { -13, -11,  -9,  -8,  -7,  -6,  -5,  -4,  -3,  -2,   2,   2,   3,   3,  4,  5,  7,  8, 20, 11, 13, 14, 16, 17, 19, 20, 28 }, //6
                { -14, -12, -10,  -9,  -8,  -7,  -6,  -5,  -4,  -3,  -2,  -1,   2,   2,  3,  4,  6,  7,  9, 10, 12, 13, 15, 16, 18, 19, 26 }, //7
                { -15, -13, -11, -10,  -9,  -8,  -7,  -6,  -5,  -4,  -3,  -2,  -1,  -1,  2,  3,  5,  6,  8,  9, 11, 12, 14, 15, 17, 18, 24 }, //8
                { -16, -14, -12, -11, -10,  -9,  -8,  -7,  -6,   5,  -4,  -3,  -2,  -2, -1, -1,  4,  5,  7,  8, 10, 11, 13, 14, 16, 17, 22 }, //9
                { -17, -15, -13, -12, -11, -10,  -9,  -8,  -7,  -6,  -5,  -4,  -3,  -3, -2, -2, -1, -1,  6,  7,  9, 10, 12, 13, 15, 16, 20 }, //10
                { -18, -16, -14, -13, -12, -11, -10,  -9,  -8,  -7,  -6,  -5,  -4,  -4, -3, -3, -2, -2, -1, -1,  8,  9, 11, 12, 14, 15, 18 }, //11
                { -19, -17, -15, -14, -13, -12, -11, -10,  -9,  -8,  -7,  -6,  -5,  -5, -4, -4, -3, -3, -2, -2, -1, -1, 10, 11, 13, 14, 17 }, //12
                { -21, -18, -17, -16, -15, -14, -13, -12, -11, -10,  -9,  -8,  -7,  -6, -5, -5, -4, -4, -3, -2, -2, -2, -1, -1, 12, 13, 16 }, //13
                { -23, -20, -19, -18, -17, -16, -15, -14, -13, -12, -11, -10,  -9,  -8, -7, -6, -5, -5, -4, -3, -3, -2, -2, -2, -1, -1, 15 }, //14
                { -25, -22, -21, -20, -19, -18, -17, -16, -15, -14, -13, -12, -11, -10, -9, -8, -7, -6, -5, -4, -4, -3, -3, -2, -2, -1, -1 } //15
            };


            bool criticalHit = false;
            int  damage      = DamageRoll(AbilityDiffrence(Player, Enemy));

            Console.WriteLine("The damage is:" + damage);
            if (damage > 0)
            {
                //player deals damage
                Enemy.SetEndurence(Enemy.GetEndurence() - (damage - Enemy.GetArmor() + Enemy.GetDamage()));
                //apply critical wound rules
                CriticalWoundRules(Enemy, damage);
                HitText("Player");
                Console.WriteLine(Enemy.GetEndurence());
            }
            else
            {
                //player receive damage
                Player.SetEndurence(Player.GetEndurence() - ((damage * -1) - Player.GetArmor() + Player.GetDamage()));
                //apply critical wound rules
                CriticalWoundRules(Player, (damage * -1));
                HitText("Enemy" + enemyNumber);
                Console.WriteLine(Player.GetEndurence());
            }

            void CriticalWoundRules(Fighter Fighter, int damageDealt)
            {
                //Critical damage
                if (damageDealt >= Fighter.GetCriticalWound())
                {
                    Fighter.SetAbility(Fighter.GetAbility() - (damageDealt / Fighter.GetCriticalWound()));
                    criticalHit = true;
                }

                //Critical Weakness
                if (Fighter.GetEndurence() < Fighter.GetCriticalWound() && Fighter.GetCriticalWeakness() == false)
                {
                    Fighter.SetCriticalWeakness(true);
                    Fighter.SetAbility(Fighter.GetAbility() - 1);
                }
            }

            void HitText(string Fighter)
            {
                if (criticalHit == true)
                {
                    Console.WriteLine("Critical hit from the " + Fighter);
                    criticalHit = false;
                }
                else
                {
                    Console.WriteLine("Hit from the " + Fighter);
                }
                Console.ReadLine();
            }

            int DamageRoll(int abilityDifference) //cant handle greater diffrence than 13 in ability
            {
                int[] criticalHitDamage = { 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5 };
                int   roll        = Random();
                int   damageDealt = damageGrid[roll, abilityDifference];         //Deal if the difference in ability is to large

                if (roll == 0)
                {
                    damageDealt += criticalHitDamage[Random()];
                }
                return(damageDealt);
            }

            int Random()
            {
                Random random = new Random();

                return(random.Next(0, 15));
            }
        }
 public static void PrintCombat(Fighter Fighter, string FighterName)
 {
     Console.WriteLine(FighterName);
     Console.WriteLine("Ability: " + Fighter.GetAbility());
     Console.WriteLine("Endurence: " + Fighter.GetEndurence());
 }