old_contents: var GetTilesWithin = require('./GetTilesWithin');
  
  /**
   * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
   * specified layer. Each tile will recieve a new index. New indexes are drawn from the given
   * weightedIndexes array. An example weighted array:
   *
   * [
   *  { index: 6, weight: 4 },    // Probability of index 6 is 4 / 8
   *  { index: 7, weight: 2 },    // Probability of index 7 would be 2 / 8
   *  { index: 8, weight: 1.5 },  // Probability of index 8 would be 1.5 / 8
   *  { index: 26, weight: 0.5 }  // Probability of index 27 would be 0.5 / 8
   * ]
   *
   * The probability of any index being choose is (the index's weight) / (sum of all weights). This
   * method only modifies tile indexes and does not change collisioninformation.
   *
   * @param {integer} [tileX=0] - [description]
   * @param {integer} [tileY=0] - [description]
   * @param {integer} [width=max width based on tileX] - [description]
   * @param {integer} [height=max height based on tileY] - [description]
   * @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during
   * randomization. They should be in the form: { index: 0, weight: 4 }.
   * @param {LayerData} layer - [description]
   */
  var WeightedRandomize = function (tileX, tileY, width, height, weightedIndexes, layer)
  {
      if (weightedIndexes === undefined) { return; }
  
      var i;
      var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
  
      var weightTotal = 0;
      for (i = 0; i < weightedIndexes.length; i++)
      {
          weightTotal += weightedIndexes[i].weight;
      }
  
      if (weightTotal <= 0) { return; }
  
      for (i = 0; i < tiles.length; i++)
      {
          var rand = Math.random() * weightTotal;
          var sum = 0;
          var randomIndex = -1;
          for (var j = 0; j < weightedIndexes.length; j++)
          {
              sum += weightedIndexes[j].weight;
              if (rand <= sum)
              {
                  var chosen = weightedIndexes[j].index
                  randomIndex = Array.isArray(chosen)
                      ? chosen[Math.floor(Math.random() * chosen.length)]
                      : chosen
              }
          }
  
          tiles[i].index = randomIndex;
      }
  };
  
  module.exports = WeightedRandomize;
  
new_contents: var GetTilesWithin = require('./GetTilesWithin');
  
  /**
   * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
   * specified layer. Each tile will recieve a new index. New indexes are drawn from the given
   * weightedIndexes array. An example weighted array:
   *
   * [
   *  { index: 6, weight: 4 },    // Probability of index 6 is 4 / 8
   *  { index: 7, weight: 2 },    // Probability of index 7 would be 2 / 8
   *  { index: 8, weight: 1.5 },  // Probability of index 8 would be 1.5 / 8
   *  { index: 26, weight: 0.5 }  // Probability of index 27 would be 0.5 / 8
   * ]
   *
   * The probability of any index being choose is (the index's weight) / (sum of all weights). This
   * method only modifies tile indexes and does not change collisioninformation.
   *
   * @param {integer} [tileX=0] - [description]
   * @param {integer} [tileY=0] - [description]
   * @param {integer} [width=max width based on tileX] - [description]
   * @param {integer} [height=max height based on tileY] - [description]
   * @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during
   * randomization. They should be in the form: { index: 0, weight: 4 } or
   * { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.
   * @param {LayerData} layer - [description]
   */
  var WeightedRandomize = function (tileX, tileY, width, height, weightedIndexes, layer)
  {
      if (weightedIndexes === undefined) { return; }
  
      var i;
      var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
  
      var weightTotal = 0;
      for (i = 0; i < weightedIndexes.length; i++)
      {
          weightTotal += weightedIndexes[i].weight;
      }
  
      if (weightTotal <= 0) { return; }
  
      for (i = 0; i < tiles.length; i++)
      {
          var rand = Math.random() * weightTotal;
          var sum = 0;
          var randomIndex = -1;
          for (var j = 0; j < weightedIndexes.length; j++)
          {
              sum += weightedIndexes[j].weight;
              if (rand <= sum)
              {
                  var chosen = weightedIndexes[j].index
                  randomIndex = Array.isArray(chosen)
                      ? chosen[Math.floor(Math.random() * chosen.length)]
                      : chosen
              }
          }
  
          tiles[i].index = randomIndex;
      }
  };
  
  module.exports = WeightedRandomize;
  
subject: Update WeightedRandomize docs for index arrays