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Extract library entity randomization logic to separate class
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@@ -30,6 +30,7 @@ class CStackInstance;
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class CGHeroInstance;
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class IGameInfoCallback;
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class IGameEventCallback;
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class IGameRandomizer;
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class ResourceSet;
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class int3;
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class MetaString;
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@@ -55,9 +56,9 @@ public:
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/// Called on new turn by server. This method can not modify object state on its own
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/// Instead all changes must be propagated via netpacks
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virtual void newTurn(IGameEventCallback & gameEvents) const;
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virtual void initObj(vstd::RNG & rand); //synchr
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virtual void pickRandomObject(vstd::RNG & rand);
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virtual void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const;
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virtual void initObj(IGameRandomizer & gameRandomizer); //synchr
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virtual void pickRandomObject(IGameRandomizer & gameRandomizer);
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virtual void setProperty(ObjProperty what, ObjPropertyID identifier);//synchr
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//Called when queries created DURING HERO VISIT are resolved
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