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Replaced most of usages of CRandomGenerator with vstd::RNG in library

This commit is contained in:
Ivan Savenko
2024-06-01 15:28:17 +00:00
parent 60a51e98de
commit 63bcf7d83c
125 changed files with 620 additions and 409 deletions

View File

@@ -23,9 +23,13 @@ class SpellCastEnvironment;
class CSpell;
struct CObstacleInstance;
class IBonusBearer;
class CRandomGenerator;
class PossiblePlayerBattleAction;
namespace vstd
{
class RNG;
}
namespace spells
{
class Caster;
@@ -116,8 +120,8 @@ public:
int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const battle::Unit * caster, const battle::Unit * target) const;
SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
SpellID getRandomBeneficialSpell(vstd::RNG & rand, const battle::Unit * caster, const battle::Unit * target) const;
SpellID getRandomCastedSpell(vstd::RNG & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
std::vector<PossiblePlayerBattleAction> getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data);
PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const;