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Use RandomGeneratorUtil::randomShuffle for reproducible gameplay
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@ -428,7 +428,7 @@ void ObstacleMechanics::applyBattleEffects(const SpellCastEnvironment * env, con
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if(hex.getX() > 2 && hex.getX() < 14 && !(parameters.cb->battleGetStackByPos(hex, false)) && !(parameters.cb->battleGetObstacleOnPos(hex, false)))
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availableTiles.push_back(hex);
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}
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boost::range::random_shuffle(availableTiles);
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RandomGeneratorUtil::randomShuffle(availableTiles, env->getRandomGenerator());
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const int patchesForSkill[] = {4, 4, 6, 8};
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const int patchesToPut = std::min<int>(patchesForSkill[parameters.spellLvl], availableTiles.size());
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@ -5740,7 +5740,7 @@ void CGameHandler::runBattle()
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if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
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{
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range::random_shuffle(possibleStacks);
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RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
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const CStack * toBeHealed = possibleStacks.front();
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BattleAction heal;
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@ -5943,7 +5943,8 @@ void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
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std::vector<int3> tiles;
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getFreeTiles(tiles);
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ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
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std::random_shuffle(tiles.begin(), tiles.end());
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RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
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logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
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const CCreature *cre = VLC->creh->creatures.at(creatureID);
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for (int i = 0; i < amount; ++i)
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