int ChooseID(ChestType type)
            {
                int id;

                if (type == ChestType.WEAPON)
                {
                    id = gunID;
                }
                else if (type == ChestType.ITEM)
                {
                    id = itemID;
                }
                else
                {
                    id = UnityEngine.Random.value < .5f ? gunID : itemID;
                }

                //Get it wrong sometimes
                if (UnityEngine.Random.value < .25f)
                {
                    id = UnityEngine.Random.value < .5f ? gunID : itemID;
                }

                return(id);
            }
        public static Chest SpawnChestEasy(IntVector2 location, ChestTier tier, bool locked, Chest.GeneralChestType type = Chest.GeneralChestType.UNSPECIFIED, ThreeStateValue mimic = ThreeStateValue.UNSPECIFIED, ThreeStateValue fused = ThreeStateValue.UNSPECIFIED)
        {
            GameObject chestPrefab = null;

            switch (tier)
            {
            case ChestTier.BLACK:
                chestPrefab = GameManager.Instance.RewardManager.S_Chest.gameObject;
                break;

            case ChestTier.BLUE:
                chestPrefab = GameManager.Instance.RewardManager.C_Chest.gameObject;
                break;

            case ChestTier.BROWN:
                chestPrefab = GameManager.Instance.RewardManager.D_Chest.gameObject;
                break;

            case ChestTier.GREEN:
                chestPrefab = GameManager.Instance.RewardManager.B_Chest.gameObject;
                break;

            case ChestTier.RED:
                chestPrefab = GameManager.Instance.RewardManager.A_Chest.gameObject;
                break;

            case ChestTier.SYNERGY:
                chestPrefab = GameManager.Instance.RewardManager.Synergy_Chest.gameObject;
                break;

            case ChestTier.RAINBOW:
                chestPrefab = GameManager.Instance.RewardManager.Rainbow_Chest.gameObject;
                break;

            case ChestTier.SECRETRAINBOW:
                chestPrefab = GameManager.Instance.RewardManager.D_Chest.gameObject;
                break;

            case ChestTier.GLITCHED:
                chestPrefab = GameManager.Instance.RewardManager.B_Chest.gameObject;
                break;

            case ChestTier.RAT:
                chestPrefab = LoadHelper.LoadAssetFromAnywhere <GameObject>("chest_rat");
                break;

            case ChestTier.TRUTH:
                Debug.LogError("ERROR: Chest Toolbox cannot spawn Truth Chest.");
                break;

            case ChestTier.OTHER:
                Debug.LogError("ERROR: Chest Toolbox cannot spawn 'Other' Chest.");
                break;
            }
            if (chestPrefab != null)
            {
                Chest spawnedChest = Chest.Spawn(chestPrefab.GetComponent <Chest>(), location);
                if (locked)
                {
                    spawnedChest.IsLocked = true;
                }
                else
                {
                    spawnedChest.IsLocked = false;
                }
                if (tier == ChestTier.GLITCHED)
                {
                    spawnedChest.BecomeGlitchChest();
                }
                if (tier == ChestTier.SECRETRAINBOW)
                {
                    spawnedChest.IsRainbowChest  = true;
                    spawnedChest.ChestIdentifier = Chest.SpecialChestIdentifier.SECRET_RAINBOW;
                }
                if (type == Chest.GeneralChestType.ITEM)
                {
                    spawnedChest.lootTable.lootTable = GameManager.Instance.RewardManager.ItemsLootTable;
                }
                else if (type == Chest.GeneralChestType.WEAPON)
                {
                    spawnedChest.lootTable.lootTable = GameManager.Instance.RewardManager.GunsLootTable;
                }
                else if (type == Chest.GeneralChestType.UNSPECIFIED)
                {
                    bool IsAGun = UnityEngine.Random.value <= 0.5f;
                    spawnedChest.lootTable.lootTable = (IsAGun ? GameManager.Instance.RewardManager.GunsLootTable : GameManager.Instance.RewardManager.ItemsLootTable);
                }

                if (mimic == ThreeStateValue.FORCEYES)
                {
                    spawnedChest.overrideMimicChance = 100;
                }
                if (mimic == ThreeStateValue.FORCENO)
                {
                    spawnedChest.overrideMimicChance = 0;
                }
                spawnedChest.MaybeBecomeMimic();

                if (fused == ThreeStateValue.FORCEYES)
                {
                    spawnedChest.AddFuse();
                }
                if (fused == ThreeStateValue.FORCENO)
                {
                    spawnedChest.PreventFuse = true;
                }

                spawnedChest.RegisterChestOnMinimap(spawnedChest.GetAbsoluteParentRoom());

                return(spawnedChest);
            }
            else
            {
                return(null);
            }
        }