Implemented Fair NPC Station Randomizer
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@ -38,9 +38,26 @@ void ANPC_Manager::BeginPlay()
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if (NPC_StationClasses.IsEmpty()) return;
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if (NPC_StationClasses.IsEmpty()) return;
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FRotator DefaultRot = FRotator(0, 0, 0);
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FRotator DefaultRot = FRotator(0, 0, 0);
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int StationSlots = (StationPoints.Num() / NPC_StationClasses.Num()) + 1;
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TArray<int> NumOfUniqueStations;
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for (auto UniqueStation : NPC_StationClasses)
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{
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NumOfUniqueStations.Add(StationSlots);
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}
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for (FVector StationPoint : StationPoints)
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for (FVector StationPoint : StationPoints)
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{
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{
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int RandInt = FMath::RandRange(0, NPC_StationClasses.Num() - 1);
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bool FoundRandomFairInt = false;
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int RandInt = 0;
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while (!FoundRandomFairInt)
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{
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RandInt = FMath::RandRange(0, NPC_StationClasses.Num() - 1);
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if (NumOfUniqueStations[RandInt] > 0)
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{
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NumOfUniqueStations[RandInt]--;
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FoundRandomFairInt = true;
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}
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}
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FVector StationPointWorldLocation = StationPoint + GetActorLocation();
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FVector StationPointWorldLocation = StationPoint + GetActorLocation();
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ANPC_Station* NPC_Station = GetWorld()->SpawnActor<ANPC_Station>(NPC_StationClasses[RandInt], StationPointWorldLocation, DefaultRot);
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ANPC_Station* NPC_Station = GetWorld()->SpawnActor<ANPC_Station>(NPC_StationClasses[RandInt], StationPointWorldLocation, DefaultRot);
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if (IsValid(NPC_Station)) NPC_Stations.Add(NPC_Station);
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if (IsValid(NPC_Station)) NPC_Stations.Add(NPC_Station);
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