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Fix map z-level generation starting position (#92836)
## About The Pull Request The `(x, y, size)` arguments for `CHORDS_TO_1D` were in the wrong position when a map grid layout is procedurally generated. This results in z-levels that will likely be clustered together near the edge instead of spreading out evenly from the center. ## Why It's Good For The Game Code works as intended now. ## Changelog 🆑 fix: Fix map z-level generation starting position. Z-levels used to cluster together near the edges and will now instead be spread out evenly from the center. /🆑
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@@ -161,7 +161,8 @@
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point.set_neigbours(grid, grid_diameter)
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var/center = round(grid_diameter / 2)
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point = grid[CHORDS_TO_1D(grid_diameter, center, center)]
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if(transition_levels.len)
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point = grid[CHORDS_TO_1D(center, center, grid_diameter)]
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grid.Cut()
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var/list/transition_pick = transition_levels.Copy()
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