/// <summary> /// Chooses a random ranged modification depending on the ranged mod probabilities. /// </summary> /// <returns></returns> public string ChooseRangedModification() { return(RandomProbability.Choose(rangedModificationType) + RandomProbability.Choose(modLevel)); }
/// <summary> /// Decides the corridor type. /// </summary> /// <returns></returns> public string Choose_Corridor_Type() { return(RandomProbability.Choose(corridor_type)); }
/// <summary> /// Decides the next room size. /// </summary> /// <returns></returns> public string Choose_Room_Size() { return(RandomProbability.Choose(room_size)); }
/// <summary> /// Decides the next room type depending on the list of the available rooms. /// </summary> /// <param name="available_rooms"></param> /// <returns></returns> public string Choose_Room_Type(List <string> available_rooms) { List <Possibility> appropriateProbabilities = CalculateProbabilites(available_rooms); return(RandomProbability.Choose(appropriateProbabilities)); }
/// <summary> /// Decides if next room is corridor or room. /// </summary> /// <returns></returns> public string Choose_Room_Or_Corridor() { return(RandomProbability.Choose(room_corridor_chance)); }