/*
     *  This call should come from the controller handling user input for
     *  Level up mod selection.  Will add the selected mod to the player inventory.
     */
    public bool EquipBuff(int index)
    {
        if (availableBuffsForUserSelection == null)
        {
            return(false);
        }

        Debug.Log("Equiping Buff #" + index);
        BuffMod mod = availableBuffsForUserSelection[index];

        equippedBuffs.Add(mod);
        availableBuffsForUserSelection = null;
        return(true);
    }
    /*
     *  For use when player levels up and all core systems are unlocked.
     *  Generates 3 random buff mods to be returned to the UI for user selection.
     */
    public List <BuffMod> GenerateBuffOptions(int currentTier)//pass buff Loot table?
    //Randomness?
    {
        Debug.Log("Generating some buffs");
        ModFactory     factory = new ModFactory();
        List <BuffMod> choices = new List <BuffMod>();

        BuffMod mod1 = lootTable.RollBuff();

        Debug.Log(mod1);
        choices.Add(mod1);
        BuffMod mod2 = lootTable.RollBuff();

        Debug.Log(mod2);
        choices.Add(mod2);
        BuffMod mod3 = lootTable.RollBuff();

        Debug.Log(mod3);
        choices.Add(mod3);

        return(choices);
    }