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Silo position hunt fix
Changes: - Fixed an issue where 99% of the time rocket silo would be spawned on bottom half of the map.
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@ -41,24 +41,25 @@ function Public.silo_setup_position(points_to_avoid, x_fractional_offset, x_abso
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Math.floor(boatposition.x + difficulty_offset + (island_center.x - boatposition.x) * 3/5) - 0.5,
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Math.floor(boatposition.x + 175) - 0.5
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) + (island_center.x - boatposition.x) * x_fractional_offset + x_absolute_offset,
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y = Math.floor(boatposition.y + (island_center.y - boatposition.y) * 3/5) - 0.5
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y = 0.5
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-- y = Math.floor(boatposition.y + (island_center.y - boatposition.y) * 3/5) - 0.5
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}
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local tries = 0
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local p_ret = nil
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local p2
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while p_ret == nil and tries < 200 do
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p2 = {x = p.x + Math.random(-30, 0), y = p.y + Math.random(-70, 70)}
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p2 = {x = p.x + Math.random(-30, 10), y = p.y + Math.random(-100, 100)}
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if p2.x >= boatposition.x+5 and Common.can_place_silo_setup(surface, p2, points_to_avoid, silo_count) then p_ret = p2 end
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tries = tries + 1
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end
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while p_ret == nil and tries < 400 do
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p2 = {x = p.x + Math.random(-60, 10), y = p.y + Math.random(-90, 90)}
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p2 = {x = p.x + Math.random(-60, 30), y = p.y + Math.random(-120, 120)}
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if p2.x >= boatposition.x+5 and Common.can_place_silo_setup(surface, p2, points_to_avoid, silo_count, true) then p_ret = p2 end
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tries = tries + 1
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end
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while p_ret == nil and tries < 1200 do
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p2 = {x = p.x + Math.random(-90, 20), y = p.y + Math.random(-130, 130)}
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p2 = {x = p.x + Math.random(-90, 50), y = p.y + Math.random(-150, 150)}
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if p2.x >= boatposition.x+5 and Common.can_place_silo_setup(surface, p2, points_to_avoid, silo_count, true) then p_ret = p2 end
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tries = tries + 1
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end
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