public static void GenerateLoot(int sectorID, out List <Loot> lootList)
    {
        var sectorParameters = State.SectorsParameters.Find(x => x.SectorID == sectorID);

        lootList = new List <Loot>();
        List <Artifact> chosenArtifacts = new List <Artifact>();
        int             artefactsLeft   = State.Artifacts.FindAll(artifact => artifact.Status == ArtifactStatus.NotFound && (artifact.Sector == 0 || artifact.Sector == sectorID)).Count;

        for (int i = 0; i < sectorParameters.LootSpotCount; i++)
        {
            var loot = new Loot();

            // static artifact spawn rate for now
            if (Rand.RND.Next(0, 4) == 0 && artefactsLeft > 0)
            {
                loot.LootType = LootType.Artefact;
                var newArtifacts = State.Artifacts.FindAll(artifact =>
                                                           artifact.Status == ArtifactStatus.NotFound &&
                                                           (artifact.Sector == 0 || artifact.Sector == sectorID) &&
                                                           !chosenArtifacts.Contains(artifact));
                loot.Artifact = newArtifacts[Rand.RND.Next(0, newArtifacts.Count - 1)];
                chosenArtifacts.Add(loot.Artifact);
                artefactsLeft--;
            }
            else
            {
                // 33% probability for each not-zero mineral
                while (true)
                {
                    LootType[] values = (LootType[])Enum.GetValues(typeof(LootType));
                    loot.LootType = values[Rand.RND.Next(0, 3)];

                    int mineralCount = sectorParameters.GetMineralByType(loot.LootType);
                    if (mineralCount != 0)
                    {
                        loot.AddMineralsByType(loot.LootType, mineralCount);
                        break;
                    }
                }
            }

            lootList.Add(loot);
        }
    }
    public static void GenerateLoot(int sectorID, out List<Loot> lootList)
    {
        var sectorParameters = State.SectorsParameters.Find(x => x.SectorID == sectorID);
        lootList = new List<Loot>();
        List<Artifact> chosenArtifacts = new List<Artifact>();
        int artefactsLeft = State.Artifacts.FindAll(artifact => artifact.Status == ArtifactStatus.NotFound && (artifact.Sector == 0 || artifact.Sector == sectorID)).Count;

        for (int i = 0; i < sectorParameters.LootSpotCount; i++)
        {
            var loot = new Loot();

            // static artifact spawn rate for now
            if (Rand.RND.Next(0, 4) == 0 && artefactsLeft > 0)
            {
                loot.LootType = LootType.Artefact;
                var newArtifacts = State.Artifacts.FindAll(artifact =>
                    artifact.Status == ArtifactStatus.NotFound &&
                    (artifact.Sector == 0 || artifact.Sector == sectorID) &&
                    !chosenArtifacts.Contains(artifact));
                loot.Artifact = newArtifacts[Rand.RND.Next(0, newArtifacts.Count - 1)];
                chosenArtifacts.Add(loot.Artifact);
                artefactsLeft--;
            }
            else
            {
                // 33% probability for each not-zero mineral
                while (true)
                {
                    LootType[] values = (LootType[])Enum.GetValues(typeof(LootType));
                    loot.LootType = values[Rand.RND.Next(0, 3)];

                    int mineralCount = sectorParameters.GetMineralByType(loot.LootType);
                    if (mineralCount != 0)
                    {
                        loot.AddMineralsByType(loot.LootType, mineralCount);
                        break;
                    }
                }
            }

            lootList.Add(loot);
        }
    }