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Extract library entity randomization logic to separate class
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@ -55,13 +55,13 @@ void CRewardableConstructor::assignBonuses(std::vector<Bonus> & bonuses, MapObje
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}
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}
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Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameInfoCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
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Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameInfoCallback * cb, IGameRandomizer & gameRandomizer, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
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{
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Rewardable::Configuration result;
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result.variables.preset = presetVariables;
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try {
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objectInfo.configureObject(result, rand, cb);
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objectInfo.configureObject(result, gameRandomizer, cb);
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}
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catch (const JsonRandomizationException & e)
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{
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@ -78,14 +78,14 @@ Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameInf
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return result;
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}
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void CRewardableConstructor::configureObject(CGObjectInstance * object, vstd::RNG & rng) const
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void CRewardableConstructor::configureObject(CGObjectInstance * object, IGameRandomizer & gameRandomizer) const
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{
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auto * rewardableObject = dynamic_cast<CRewardableObject*>(object);
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if (!rewardableObject)
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throw std::runtime_error("Object " + std::to_string(object->getObjGroupIndex()) + ", " + std::to_string(object->getObjTypeIndex()) + " is not a rewardable object!" );
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rewardableObject->configuration = generateConfiguration(object->cb, rng, object->ID, rewardableObject->configuration.variables.preset);
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rewardableObject->configuration = generateConfiguration(object->cb, gameRandomizer, object->ID, rewardableObject->configuration.variables.preset);
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rewardableObject->initializeGuards();
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if (rewardableObject->configuration.info.empty())
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