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Extract library entity randomization logic to separate class
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@@ -61,7 +61,7 @@ public:
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void garrisonDialogClosed(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
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///possibly resets object state
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void newTurn(IGameEventCallback & gameEvents) const override;
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void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
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/// gives second part of reward after hero level-ups for proper granting of spells/mana
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void heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
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@@ -69,7 +69,7 @@ public:
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/// applies player selection of reward
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void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
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void initObj(vstd::RNG & rand) override;
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void initObj(IGameRandomizer & gameRandomizer) override;
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bool isCoastVisitable() const override;
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