private static void generateDungeonContent(Dungeon d)
 {
     float loc = 0.08f + (float)(rand.NextDouble() * 0.04);
     while (loc <= 0.9f)
     {
         Combat combat = new Combat();
         combat.Location = loc;
         d.Encounters.Add(combat);
         loc += 0.06f + (float)(rand.NextDouble() * 0.12);
     }
 }
        public static Dungeon generateRandomDungeon(int averageLevel)
        {
            Dungeon dungeon = new Dungeon();
            //Calculate the variance in levels, the generated dungeons level is level + (0 to variance)
            int levelVariance = 1 + (int)(Math.Sqrt(averageLevel));
            int level = averageLevel + (int)((levelVariance) * rand.NextDouble());

            dungeon.RecommendedLevel = level;
            dungeon.Hazardousness = GenerateRandomHazardousness(level);
            dungeon.Enviroment = Dungeon.enviroments[UnityEngine.Random.Range(0, Dungeon.enviroments.Length)];
            dungeon.Name = Dungeon.hazardousnessLevels[dungeon.Hazardousness] + " " + dungeon.Enviroment + " of " +
                adjectives[UnityEngine.Random.Range(0, adjectives.Length)];
            generateDungeonContent(dungeon);

            return dungeon;
        }