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Fix runtimes in Lavaland river procgen. (#26606)
* Fix runtimes in Lavaland river procgen. * fucking what, sanity check * add back attempt bailout
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@@ -67,21 +67,25 @@
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var/detouring = 0
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var/cur_dir = get_dir(cur_turf, target_turf)
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while(cur_turf != target_turf)
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if(detouring) //randomly snake around a bit
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if(prob(21))
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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else if(prob(20))
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detouring = 1
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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var/attempts = 100
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do
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if(detouring) //randomly snake around a bit
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if(prob(20))
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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else if(prob(20))
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detouring = 1
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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else
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cur_dir = turn(cur_dir, -45)
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else
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cur_dir = turn(cur_dir, -45)
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else
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cur_dir = get_dir(cur_turf, target_turf)
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cur_dir = get_dir(cur_turf, target_turf)
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// we may veer off the map entirely, returning a null turf; if so, go back and try again
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while(get_step(cur_turf, cur_dir) == null && attempts-- > 0)
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cur_turf = get_step(cur_turf, cur_dir)
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if(isnull(cur_turf)) //This might be the fuck up. Kill the loop if this happens
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if(isnull(cur_turf))
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stack_trace("Encountered a null turf in river loop, target turf was [target_turf], x=[target_turf.x], y=[target_turf.y].")
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break
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var/area/new_area = get_area(cur_turf)
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