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Replaced most of usages of CRandomGenerator with vstd::RNG in library
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AI/BattleAI
client
include/vstd
lib
CArtHandler.hCCreatureHandler.cppCCreatureHandler.hCHeroHandler.cppCHeroHandler.hCRandomGenerator.cppCRandomGenerator.hIGameCallback.cppIGameCallback.h
battle
gameState
json
mapObjectConstructors
AObjectTypeHandler.hCBankInstanceConstructor.cppCBankInstanceConstructor.hCDefaultObjectTypeHandler.hCObjectClassesHandler.hCRewardableConstructor.cppCRewardableConstructor.hCommonConstructors.cppCommonConstructors.hDwellingInstanceConstructor.cppDwellingInstanceConstructor.h
mapObjects
CBank.cppCBank.hCGCreature.cppCGCreature.hCGDwelling.cppCGDwelling.hCGHeroInstance.cppCGHeroInstance.hCGMarket.cppCGMarket.hCGObjectInstance.cppCGObjectInstance.hCGPandoraBox.cppCGPandoraBox.hCGTownBuilding.cppCGTownBuilding.hCGTownInstance.cppCGTownInstance.hCQuest.cppCQuest.hCRewardableObject.cppCRewardableObject.hIObjectInterface.cppIObjectInterface.hMiscObjects.cppMiscObjects.h
mapping
CDrawRoadsOperation.cppCDrawRoadsOperation.hCMap.cppCMapEditManager.cppCMapEditManager.hCMapOperation.cppCMapOperation.hObstacleProxy.cppObstacleProxy.h
registerTypes
rewardable
rmg
CMapGenOptions.cppCMapGenOptions.hCMapGenerator.cppCMapGenerator.hCZonePlacer.cppCZonePlacer.hFunctions.cppFunctions.hPenroseTiling.cppPenroseTiling.hRmgMap.cppRmgMap.hRmgObject.cppRmgObject.hZone.cppZone.h
modificators
ConnectionsPlacer.cppMinePlacer.cppObjectDistributor.cppObjectManager.cppObstaclePlacer.cppPrisonHeroPlacer.cppPrisonHeroPlacer.hQuestArtifactPlacer.cppQuestArtifactPlacer.hRiverPlacer.cppRockFiller.cppRockPlacer.cppTerrainPainter.cppTownPlacer.cppTreasurePlacer.cppTreasurePlacer.hWaterAdopter.cppWaterProxy.cpp
threadpool
spells
mapeditor
server
test/mock
@ -21,6 +21,8 @@
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../VCMI_Lib.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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rmg::Tileset collectDistantTiles(const Zone& zone, int distance)
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@ -34,7 +36,7 @@ rmg::Tileset collectDistantTiles(const Zone& zone, int distance)
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return subarea.getTiles();
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}
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int chooseRandomAppearance(CRandomGenerator & generator, si32 ObjID, TerrainId terrain)
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int chooseRandomAppearance(vstd::RNG & generator, si32 ObjID, TerrainId terrain)
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{
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auto factories = VLC->objtypeh->knownSubObjects(ObjID);
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vstd::erase_if(factories, [ObjID, &terrain](si32 f)
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