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More randomness in functions using random coordinates
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@@ -777,7 +777,9 @@ do -- COORDINATE
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-- @return DCS#Vec2 Vec2
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function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius )
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self:F2( { OuterRadius, InnerRadius } )
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math.random()
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math.random()
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math.random()
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local Theta = 2 * math.pi * math.random()
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local Radials = math.random() + math.random()
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if Radials > 1 then
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@@ -1571,6 +1571,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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local Vec2 = self:GetVec2()
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local _inner = inner or 0
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local _outer = outer or self:GetRadius()
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math.random()
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math.random()
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math.random()
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if surfacetypes and type(surfacetypes)~="table" then
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surfacetypes={surfacetypes}
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@@ -2936,6 +2940,11 @@ end
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function ZONE_POLYGON_BASE:GetRandomVec2()
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-- make sure we assign weights to the triangles based on their surface area, otherwise
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-- we'll be more likely to generate random points in smaller triangles
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math.random()
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math.random()
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math.random()
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local weights = {}
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for _, triangle in pairs(self._Triangles) do
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weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
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