/// <summary>
        /// Draw the actors on the current map to the console buffer
        /// </summary>
        protected void DrawActorsToConsole()
        {
            // Draw characters to Console Buffer
            foreach (var actor in Game.CurrentDungeon.Actors)
            {
                // Tile to draw
                var drawCell = CellToScreen.GetActorCell(actor);

                // Only show character if visible
                if (Game.CurrentDungeon.GetVisibility(actor.Location) ==
                    Dungeon.CellVisibility.VISIBLE)
                {
                    ConsoleBuffer[actor.Location.X, actor.Location.Y] = drawCell;
                }
            }
        }
        /// <summary>
        /// Draw the current map to the console buffer
        /// </summary>
        protected void DrawMapToConsole()
        {
            // Draw map to Console Buffer
            for (var ix = 0; ix < Game.CurrentDungeon.Width; ++ix)
            {
                for (var iy = 0; iy < Game.CurrentDungeon.Height; ++iy)
                {
                    // Tile to draw
                    var currentcell = Game.CurrentDungeon.GetCell(new XY(ix, iy));

                    var visibility = Game.CurrentDungeon.GetVisibility(new XY(ix, iy));

                    // If visible or seen, we're drawing.
                    // Check for visible and pass to GetTileCell.
                    if ((visibility == Dungeon.CellVisibility.VISIBLE) ||
                        (visibility == Dungeon.CellVisibility.SEEN))
                    {
                        ConsoleBuffer[ix, iy] = CellToScreen.GetTileCell(currentcell,
                                                                         visibility == Dungeon.CellVisibility.VISIBLE);
                    }
                }
            }
        }