public void RollScavengeEvents(MapRegion eventRegion,List<PartyMember> presentMembers)
 {
     GameEvent resEvent=null;
     //if (eventRegion.hasGasoline) resEvent=new GasolineEvent();
     //else
     {
         float eventsRoll=Random.value;
         EventChance trackedEventRecord=new EventChance();
         resEvent=PickRandomEvent(scavengingEvents, ref trackedEventRecord,eventsRoll, eventRegion, presentMembers);
         if (!resEvent.repeatable) scavengingEvents.Remove(trackedEventRecord);
     }
     if (resEvent!=null) StartEventDraw(resEvent, eventRegion, presentMembers);
 }
    GameEvent PickRandomEvent(List<EventChance> eventsList, ref EventChance eventRecord, float roll
	, MapRegion eventRegion,List<PartyMember> movedMembers)
    {
        //find events with met preconditions
        //MapRegion currentTeamRegion=MapManager.main.GetRegion(PartyManager.mainPartyManager.selectedMembers.);
        List<EventChance> eligibleEvents=new List<EventChance>();
        foreach(EventChance chance in eventsList)
        {
            if (chance.myEvent.PreconditionsMet(eventRegion,movedMembers)) {eligibleEvents.Add (chance);}
        }

        //form a dictionary based on probability intervals
        float eventPositiveProbabilitySpace=0;
        foreach (EventChance chance in eligibleEvents) {eventPositiveProbabilitySpace+=chance.chance;}

        Dictionary<float,EventChance> intervalDict=new Dictionary<float, EventChance>();
        foreach (EventChance chance in eligibleEvents)
        {
            intervalDict.Add (eventPositiveProbabilitySpace,chance);
            eventPositiveProbabilitySpace-=chance.chance;
        }

        //roll on resulting intervals
        GameEvent resEvent=null;
        //Compiler made me assign this, should be null
        //EventChance eventRecord=new EventChance();
        foreach (float chance in intervalDict.Keys)
        {
            if (roll<chance)
            {
                resEvent=intervalDict[chance].myEvent;
                eventRecord=intervalDict[chance];
            }
        }
        return resEvent;
    }
 public void RollCampEvents(MapRegion eventRegion,List<PartyMember> presentMembers)
 {
     float eventsRoll=Random.value;
     EventChance trackedEventRecord=new EventChance();
     GameEvent resEvent;
     /*
     //Morale events
     resEvent=PickRandomEvent(moraleEvents, ref trackedEventRecord,eventsRoll, eventRegion, presentMembers);
     if (resEvent!=null) QueueEvent(resEvent,eventRegion,presentMembers);//StartEventDraw(resEvent, eventRegion, presentMembers);
     //Cold events
     resEvent=PickRandomEvent(coldEvents, ref trackedEventRecord,eventsRoll, eventRegion, presentMembers);
     if (resEvent!=null) QueueEvent(resEvent,eventRegion,presentMembers);//StartEventDraw(resEvent, eventRegion, presentMembers);
     //Attack events
     resEvent=PickRandomEvent(campSafetyEvents, ref trackedEventRecord,eventsRoll, eventRegion, presentMembers);
     if (resEvent!=null) QueueEvent(resEvent,eventRegion,presentMembers);
     //Relationship events
     resEvent=PickRandomEvent(grudgeEvents, ref trackedEventRecord,eventsRoll, eventRegion, presentMembers);
     if (resEvent!=null) QueueEvent(resEvent,eventRegion,presentMembers);
     resEvent=PickRandomEvent(friendshipEvents, ref trackedEventRecord,eventsRoll, eventRegion, presentMembers);
     if (resEvent!=null) QueueEvent(resEvent,eventRegion,presentMembers);
      */
 }