Maybe for rectangular, but circular should depend on X amd Y for X and Y.
That is, Respawn X = some function of current X and Y.
That's simple enough to see. Where you respawn on the other side of a circle depends not only on your X position but also your Y position.
ok, I see what you are saying ...
in this case you have to tweak both x and y rather than one or the other.
but need it be complicated?
as soon as a bot reaches the 'border' or strays across it by some tiny amount
[the smaller interval the better] ...
ie ... (x^2)+y^2)>radius^2 by some small amount ...
do you not know it's exact position and can you not calculate the angle from the
center of the field at which this occurs?
having the angle, can you not add 180 degress, or whatever radians is used ...
and recalculate x and y ... ensuring the signs are correct for the new quadrant ...
their unchanged delta.v placing them inside the field again on the next cycle?
or something like that?