Grid/Base/RandomMaterials.cs
using System;
using System.Collections.Generic;
using System.Text;

namespace Sandbox.Grid.Base
{
    struct RandomMaterials
    {
        public List<string> WallMaterials { get; private set; } = [];

        public List<string> FloorMaterials { get; private set; } = [];

        public RandomMaterials()
        {
            //medieval
            //wallMaterials.Add("materials/hotspots/concrete_a_wetmoss_hs.vmat");
            WallMaterials.Add("materials/bowiebricks.vmat");
            WallMaterials.Add("materials/stone/stonewall02_old.vmat");
            //modern
            //wallMaterials.Add("materials/trimsheets/concrete/concrete_trim_damaged_blend_02.vmat");          
            //wallMaterials.Add("assets/materials/concrete_layers/concrete_layers.vmat");

            //medieval
            FloorMaterials.Add("materials/default/pebles/stonepath.vmat");
            //floorMaterials.Add("materials/wood/floor/wooden_flooring_a.vmat");
            //modern

            //floorMaterials.Add("materials/concrete/damage/concrete_damaged.vmat");
            
            
            
            //floorMaterials.Add("materials/generic/wire_cage_b_painted.vmat");
            //wallMaterials.Add("materials/trimsheets/metal/metal_trim_01.vmat");
            //wallMaterials.Add("materials/trimsheets/metal/metal_trim_clean.vmat");
            //wallMaterials.Add("models/sbox_props/security_shutter/security_shutter_indoor.vmat");

            //bad
            //floorMaterials.Add("materials/generic/floor_steel_diamond_plate_a.vmat");

        }

        
        public string GetRandomWallMaterial()
        {
            var random = new Random();
            int index = random.Next(WallMaterials.Count);
            return WallMaterials[index];
        }

        public string GetRandomFloorMaterial()
        {
            var random = new Random();
            int index = random.Next(FloorMaterials.Count);
            return FloorMaterials[index];
        }
    }
}