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Extract library entity randomization logic to separate class

This commit is contained in:
Ivan Savenko
2025-05-16 17:20:56 +03:00
parent 184e841b16
commit 54a46b77a9
55 changed files with 605 additions and 441 deletions

View File

@@ -947,16 +947,6 @@ void CGameInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optio
}
}
void CGameInfoCallback::pickAllowedArtsSet(std::vector<ArtifactID> & out, vstd::RNG & rand)
{
for (int j = 0; j < 3 ; j++)
out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_TREASURE));
for (int j = 0; j < 3 ; j++)
out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_MINOR));
out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_MAJOR));
}
void CGameInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
{
for (auto const & spellID : gameState().getMap().allowedSpells)