internal void HorseNamer(string horseName)
        {
            // Name Horse and add to Animal Skinner database
            HorseInfo.HorseInstance.Name        = horseName;
            HorseInfo.HorseInstance.displayName = horseName;
            Earth.AddCreature(HorseInfo.HorseInstance, HorseInfo.SkinID);

            // Horse is no longer a WildHorse to keep track of
            HorseInfo = null;

            // Exit the naming menu
            Game1.drawObjectDialogue($"Adopted {horseName}.");
        }
 /// <summary>Creates a WildHorse using the save file's given information</summary>
 internal void LoadWildHorse(List <string> horseInfo)
 {
     // If a horse wasn't in town upon save, null information was stored for it
     if (horseInfo.Count == 1)
     {
         HorseInfo = null;
     }
     else if (horseInfo.Count == 4)
     {
         HorseInfo = new WildHorse(horseInfo);
     }
     else
     {
         HorseInfo = null;
     }
 }
        /// <summary>Checks the chance for a WildHorse to spawn if a stable exists on the farm, and spawns one if it should. Used for new save files.</summary>
        internal void NewWildHorse(bool overrideChance = false)
        {
            // If the previous day had a WildHorse, remove it from the map
            if (HorseInfo != null)
            {
                HorseInfo.Remove();
            }

            // Check chance for a WildHorse spawn, and spawn a new WildHorse if there should be one
            if (Randomizer.Next(0, 4) == 0 || overrideChance)
            {
                foreach (Building b in Game1.getFarm().buildings)
                {
                    if (b is Stable || overrideChance)
                    {
                        HorseInfo = new WildHorse();
                        break;
                    }
                }
            }
        }