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SET: Added GetRandomSurely()
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@ -455,7 +455,7 @@ do -- SET_BASE
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--- Gets a random object from the @{Core.Set#SET_BASE} and derived classes.
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-- @param #SET_BASE self
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-- @return Core.Base#BASE
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-- @return Core.Base#BASE or nil if none found or the SET is empty!
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function SET_BASE:GetRandom()
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local tablemax = 0
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for _,_ind in pairs(self.Index) do
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@ -467,6 +467,23 @@ do -- SET_BASE
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return RandomItem
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end
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--- Gets a random object from the @{Core.Set#SET_BASE} and derived classes. A bit slower than @{#SET_BASE.GetRandom}() but tries to ensure you get an object back if the SET is not empty.
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-- @param #SET_BASE self
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-- @return Core.Base#BASE or nil if the SET is empty!
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function SET_BASE:GetRandomSurely()
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local tablemax = 0
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local sorted = {}
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for _,_obj in pairs(self.Set) do
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tablemax = tablemax + 1
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sorted[tablemax] = _obj
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end
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--local tablemax = table.maxn(self.Index)
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--local RandomItem = self.Set[self.Index[math.random(1,tablemax)]]
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local RandomItem = sorted[math.random(1,tablemax)]
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self:T3( { RandomItem } )
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return RandomItem
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end
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--- Retrieves the amount of objects in the @{Core.Set#SET_BASE} and derived classes.
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-- @param #SET_BASE self
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-- @return #number Count
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@ -8216,7 +8233,13 @@ do -- SET_SCENERY
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-- @return Core.Point#COORDINATE The center coordinate of all the objects in the set.
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function SET_SCENERY:GetCoordinate()
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local Coordinate = self:GetRandom():GetCoordinate()
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local Coordinate = COORDINATE:New({0,0,0})
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local Item = self:GetRandomSurely()
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if Item then
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Coordinate:GetCoordinate()
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end
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local x1 = Coordinate.x
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local x2 = Coordinate.x
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