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Replaced most of usages of CRandomGenerator with vstd::RNG in library
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@ -29,6 +29,7 @@
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CRandomGenerator.h"
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#include "../lib/CSoundBase.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/CTownHandler.h"
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@ -68,7 +69,8 @@
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#include "../lib/spells/CSpellHandler.h"
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#include "vstd/CLoggerBase.h"
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#include <vstd/RNG.h>
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#include <vstd/CLoggerBase.h>
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#include <vcmi/events/EventBus.h>
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#include <vcmi/events/GenericEvents.h>
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#include <vcmi/events/AdventureEvents.h>
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@ -558,7 +560,7 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
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logGlobal->info("Gamestate initialized!");
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// reset seed, so that clients can't predict any following random values
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getRandomGenerator().resetSeed();
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randomNumberGenerator = std::make_unique<CRandomGenerator>();
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for (auto & elem : gs->players)
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turnOrder->addPlayer(elem.first);
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@ -4378,9 +4380,9 @@ void CGameHandler::showInfoDialog(InfoWindow * iw)
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sendAndApply(iw);
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}
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CRandomGenerator & CGameHandler::getRandomGenerator()
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vstd::RNG & CGameHandler::getRandomGenerator()
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{
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return CRandomGenerator::getDefault();
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return *randomNumberGenerator;
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}
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#if SCRIPTING_ENABLED
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