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Extract library entity randomization logic to separate class

Ivan Savenko преди 5 месеца
родител
ревизия
54a46b77a9
променени са 55 файла, в които са добавени 605 реда и са изтрити 441 реда
  1. 0 25
      lib/CCreatureHandler.cpp
  2. 0 1
      lib/CCreatureHandler.h
  3. 1 0
      lib/CMakeLists.txt
  4. 0 10
      lib/callback/CGameInfoCallback.cpp
  5. 0 1
      lib/callback/CGameInfoCallback.h
  6. 0 4
      lib/callback/IGameInfoCallback.h
  7. 46 0
      lib/callback/IGameRandomizer.h
  8. 21 84
      lib/gameState/CGameState.cpp
  9. 6 11
      lib/gameState/CGameState.h
  10. 34 33
      lib/json/JsonRandom.cpp
  11. 21 18
      lib/json/JsonRandom.h
  12. 2 1
      lib/mapObjectConstructors/AObjectTypeHandler.h
  13. 3 3
      lib/mapObjectConstructors/CDefaultObjectTypeHandler.h
  14. 4 4
      lib/mapObjectConstructors/CRewardableConstructor.cpp
  15. 2 2
      lib/mapObjectConstructors/CRewardableConstructor.h
  16. 8 8
      lib/mapObjectConstructors/CommonConstructors.cpp
  17. 4 4
      lib/mapObjectConstructors/CommonConstructors.h
  18. 3 3
      lib/mapObjectConstructors/DwellingInstanceConstructor.cpp
  19. 1 1
      lib/mapObjectConstructors/DwellingInstanceConstructor.h
  20. 16 15
      lib/mapObjects/CGCreature.cpp
  21. 3 3
      lib/mapObjects/CGCreature.h
  22. 13 12
      lib/mapObjects/CGDwelling.cpp
  23. 4 4
      lib/mapObjects/CGDwelling.h
  24. 4 3
      lib/mapObjects/CGHeroInstance.cpp
  25. 2 2
      lib/mapObjects/CGHeroInstance.h
  26. 5 4
      lib/mapObjects/CGMarket.cpp
  27. 2 2
      lib/mapObjects/CGMarket.h
  28. 2 2
      lib/mapObjects/CGObjectInstance.cpp
  29. 2 2
      lib/mapObjects/CGObjectInstance.h
  30. 2 2
      lib/mapObjects/CGPandoraBox.cpp
  31. 1 1
      lib/mapObjects/CGPandoraBox.h
  32. 5 4
      lib/mapObjects/CGResource.cpp
  33. 2 2
      lib/mapObjects/CGResource.h
  34. 10 9
      lib/mapObjects/CGTownInstance.cpp
  35. 4 4
      lib/mapObjects/CGTownInstance.h
  36. 7 6
      lib/mapObjects/CQuest.cpp
  37. 3 3
      lib/mapObjects/CQuest.h
  38. 4 4
      lib/mapObjects/CRewardableObject.cpp
  39. 2 2
      lib/mapObjects/CRewardableObject.h
  40. 1 1
      lib/mapObjects/FlaggableMapObject.cpp
  41. 1 1
      lib/mapObjects/FlaggableMapObject.h
  42. 3 3
      lib/mapObjects/IObjectInterface.cpp
  43. 4 3
      lib/mapObjects/IObjectInterface.h
  44. 19 18
      lib/mapObjects/MiscObjects.cpp
  45. 10 10
      lib/mapObjects/MiscObjects.h
  46. 6 6
      lib/mapObjects/TownBuildingInstance.cpp
  47. 3 3
      lib/mapObjects/TownBuildingInstance.h
  48. 73 72
      lib/rewardable/Info.cpp
  49. 8 12
      lib/rewardable/Info.h
  50. 10 9
      server/CGameHandler.cpp
  51. 3 2
      server/CGameHandler.h
  52. 2 0
      server/CMakeLists.txt
  53. 3 2
      server/processors/NewTurnProcessor.cpp
  54. 126 0
      server/processors/RandomizationProcessor.cpp
  55. 84 0
      server/processors/RandomizationProcessor.h

+ 0 - 25
lib/CCreatureHandler.cpp

@@ -1357,31 +1357,6 @@ CCreatureHandler::~CCreatureHandler()
 		p.first.clear();
 }
 
-CreatureID CCreatureHandler::pickRandomMonster(vstd::RNG & rand, int tier) const
-{
-	std::vector<CreatureID> allowed;
-	for(const auto & creature : objects)
-	{
-		if(creature->special)
-			continue;
-
-		if(creature->excludeFromRandomization)
-			continue;
-
-		if (creature->level == tier || tier == -1)
-			allowed.push_back(creature->getId());
-	}
-
-	if(allowed.empty())
-	{
-		logGlobal->warn("Cannot pick a random creature of tier %d!", tier);
-		return CreatureID::NONE;
-	}
-
-	return *RandomGeneratorUtil::nextItem(allowed, rand);
-}
-
-
 void CCreatureHandler::afterLoadFinalization()
 {
 

+ 0 - 1
lib/CCreatureHandler.h

@@ -223,7 +223,6 @@ public:
 	std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
 	std::vector <std::pair <std::vector<std::shared_ptr<Bonus> >, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
 
-	CreatureID pickRandomMonster(vstd::RNG & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
 
 	CCreatureHandler();
 	~CCreatureHandler();

+ 1 - 0
lib/CMakeLists.txt

@@ -477,6 +477,7 @@ set(lib_MAIN_HEADERS
 	callback/IGameEventCallback.h
 	callback/IGameEventsReceiver.h
 	callback/IGameInfoCallback.h
+	callback/IGameRandomizer.h
 
 	campaign/CampaignConstants.h
 	campaign/CampaignHandler.h

+ 0 - 10
lib/callback/CGameInfoCallback.cpp

@@ -947,16 +947,6 @@ void CGameInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optio
 	}
 }
 
-void CGameInfoCallback::pickAllowedArtsSet(std::vector<ArtifactID> & out, vstd::RNG & rand)
-{
-	for (int j = 0; j < 3 ; j++)
-		out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_TREASURE));
-	for (int j = 0; j < 3 ; j++)
-		out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_MINOR));
-
-	out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_MAJOR));
-}
-
 void CGameInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
 {
 	for (auto const & spellID : gameState().getMap().allowedSpells)

+ 0 - 1
lib/callback/CGameInfoCallback.h

@@ -115,7 +115,6 @@ public:
 	void getTilesInRange(std::unordered_set<int3> & tiles, const int3 & pos, int radius, ETileVisibility mode, std::optional<PlayerColor> player = std::optional<PlayerColor>(), int3::EDistanceFormula formula = int3::DIST_2D) const override;
 	void getAllTiles(std::unordered_set<int3> &tiles, std::optional<PlayerColor> player, int level, std::function<bool(const TerrainTile *)> filter) const override;
 
-	void pickAllowedArtsSet(std::vector<ArtifactID> & out, vstd::RNG & rand) override;
 	void getAllowedSpells(std::vector<SpellID> &out, std::optional<ui16> level = std::nullopt);
 
 #if SCRIPTING_ENABLED

+ 0 - 4
lib/callback/IGameInfoCallback.h

@@ -162,10 +162,6 @@ public:
 	virtual bool isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const  = 0;
 	virtual bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const  = 0;
 
-	/// gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
-	/// TODO: remove non-const method from this interface
-	virtual void pickAllowedArtsSet(std::vector<ArtifactID> & out, vstd::RNG & rand) = 0;
-
 #if SCRIPTING_ENABLED
 	virtual scripting::Pool * getGlobalContextPool() const = 0;
 #endif

+ 46 - 0
lib/callback/IGameRandomizer.h

@@ -0,0 +1,46 @@
+/*
+ * IGameRandomizer.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#pragma once
+
+#include "../constants/EntityIdentifiers.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+enum class EArtifactClass;
+
+namespace vstd
+{
+	class RNG;
+}
+
+/// Provides source of random rolls for game entities
+/// Instance of this interface only exists on server
+class IGameRandomizer : boost::noncopyable
+{
+public:
+	virtual ~IGameRandomizer();
+
+	virtual ArtifactID rollArtifact() = 0;
+	virtual ArtifactID rollArtifact(EArtifactClass type) = 0;
+	virtual ArtifactID rollArtifact(std::set<ArtifactID> filtered) = 0;
+
+	virtual std::vector<ArtifactID> rollMarketArtifactSet() = 0;
+
+	virtual CreatureID rollCreature() = 0;
+	virtual CreatureID rollCreature(int tier) = 0;
+
+	virtual HeroTypeID rollHero(PlayerColor player, FactionID faction) = 0;
+
+	virtual std::string rollTownName(FactionID faction) = 0;
+
+	virtual vstd::RNG & getDefault() = 0;
+};
+
+VCMI_LIB_NAMESPACE_END

+ 21 - 84
lib/gameState/CGameState.cpp

@@ -32,6 +32,7 @@
 #include "../bonuses/Updaters.h"
 #include "../battle/BattleInfo.h"
 #include "../callback/IGameInfoCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../campaign/CampaignState.h"
 #include "../constants/StringConstants.h"
 #include "../entities/artifact/ArtifactUtils.h"
@@ -173,13 +174,14 @@ void CGameState::preInit(Services * newServices)
 	services = newServices;
 }
 
-void CGameState::init(const IMapService * mapService, StartInfo * si, vstd::RNG & randomGenerator, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
+void CGameState::init(const IMapService * mapService, StartInfo * si, IGameRandomizer & gameRandomizer, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
 {
 	assert(services);
 	assert(cb);
 	scenarioOps = CMemorySerializer::deepCopy(*si);
 	initialOpts = CMemorySerializer::deepCopy(*si);
 	si = nullptr;
+	auto & randomGenerator = gameRandomizer.getDefault();
 
 	switch(scenarioOps->mode)
 	{
@@ -206,16 +208,16 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, vstd::RNG
 	removeHeroPlaceholders();
 	initGrailPosition(randomGenerator);
 	initRandomFactionsForPlayers(randomGenerator);
-	randomizeMapObjects(randomGenerator);
+	randomizeMapObjects(gameRandomizer);
 	placeStartingHeroes(randomGenerator);
 	initOwnedObjects();
 	initDifficulty();
-	initHeroes(randomGenerator);
-	initStartingBonus(randomGenerator);
+	initHeroes(gameRandomizer);
+	initStartingBonus(gameRandomizer);
 	initTowns(randomGenerator);
 	initTownNames(randomGenerator);
 	placeHeroesInTowns();
-	initMapObjects(randomGenerator);
+	initMapObjects(gameRandomizer);
 	buildBonusSystemTree();
 	initVisitingAndGarrisonedHeroes();
 	initFogOfWar();
@@ -488,12 +490,12 @@ void CGameState::initRandomFactionsForPlayers(vstd::RNG & randomGenerator)
 	}
 }
 
-void CGameState::randomizeMapObjects(vstd::RNG & randomGenerator)
+void CGameState::randomizeMapObjects(IGameRandomizer & gameRandomizer)
 {
 	logGlobal->debug("\tRandomizing objects");
 	for(const auto & object : map->getObjects())
 	{
-		object->pickRandomObject(randomGenerator);
+		object->pickRandomObject(gameRandomizer);
 
 		//handle Favouring Winds - mark tiles under it
 		if(object->ID == Obj::FAVORABLE_WINDS)
@@ -594,7 +596,7 @@ void CGameState::removeHeroPlaceholders()
 	}
 }
 
-void CGameState::initHeroes(vstd::RNG & randomGenerator)
+void CGameState::initHeroes(IGameRandomizer & gameRandomizer)
 {
 	//heroes instances initialization
 	for (auto heroID : map->getHeroesOnMap())
@@ -605,7 +607,7 @@ void CGameState::initHeroes(vstd::RNG & randomGenerator)
 			logGlobal->warn("Hero with uninitialized owner!");
 			continue;
 		}
-		hero->initHero(randomGenerator);
+		hero->initHero(gameRandomizer.getDefault());
 	}
 
 	// generate boats for all heroes on water
@@ -622,7 +624,7 @@ void CGameState::initHeroes(vstd::RNG & randomGenerator)
 		{
 			auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
 			auto boat = std::dynamic_pointer_cast<CGBoat>(handler->create(cb, nullptr));
-			handler->configureObject(boat.get(), randomGenerator);
+			handler->configureObject(boat.get(), gameRandomizer);
 
 			boat->setAnchorPos(hero->anchorPos());
 			boat->appearance = handler->getTemplates().front();
@@ -648,7 +650,7 @@ void CGameState::initHeroes(vstd::RNG & randomGenerator)
 			heroInPool = newHeroPtr.get();
 		}
 		map->generateUniqueInstanceName(heroInPool);
-		heroInPool->initHero(randomGenerator);
+		heroInPool->initHero(gameRandomizer.getDefault());
 		heroesPool->addHeroToPool(htype);
 	}
 
@@ -685,7 +687,7 @@ void CGameState::initFogOfWar()
 	}
 }
 
-void CGameState::initStartingBonus(vstd::RNG & randomGenerator)
+void CGameState::initStartingBonus(IGameRandomizer & gameRandomizer)
 {
 	if (scenarioOps->mode == EStartMode::CAMPAIGN)
 		return;
@@ -697,25 +699,25 @@ void CGameState::initStartingBonus(vstd::RNG & randomGenerator)
 	{
 		//starting bonus
 		if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
-			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(randomGenerator.nextInt(2));
+			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(gameRandomizer.getDefault().nextInt(2));
 
 		switch(scenarioOps->playerInfos[elem.first].bonus)
 		{
 		case PlayerStartingBonus::GOLD:
-			elem.second.resources[EGameResID::GOLD] += randomGenerator.nextInt(5, 10) * 100;
+			elem.second.resources[EGameResID::GOLD] += gameRandomizer.getDefault().nextInt(5, 10) * 100;
 			break;
 		case PlayerStartingBonus::RESOURCE:
 			{
 				auto res = (*LIBRARY->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
 				if(res == EGameResID::WOOD_AND_ORE)
 				{
-					int amount = randomGenerator.nextInt(5, 10);
+					int amount = gameRandomizer.getDefault().nextInt(5, 10);
 					elem.second.resources[EGameResID::WOOD] += amount;
 					elem.second.resources[EGameResID::ORE] += amount;
 				}
 				else
 				{
-					elem.second.resources[res] += randomGenerator.nextInt(3, 6);
+					elem.second.resources[res] += gameRandomizer.getDefault().nextInt(3, 6);
 				}
 				break;
 			}
@@ -726,7 +728,7 @@ void CGameState::initStartingBonus(vstd::RNG & randomGenerator)
 					logGlobal->error("Cannot give starting artifact - no heroes!");
 					break;
 				}
-				const Artifact * toGive = pickRandomArtifact(randomGenerator, EArtifactClass::ART_TREASURE).toEntity(LIBRARY);
+				const Artifact * toGive = gameRandomizer.rollArtifact(EArtifactClass::ART_TREASURE).toEntity(LIBRARY);
 
 				CGHeroInstance *hero = elem.second.getHeroes()[0];
 				if(!giveHeroArtifact(hero, toGive->getId()))
@@ -923,12 +925,12 @@ void CGameState::initTowns(vstd::RNG & randomGenerator)
 	}
 }
 
-void CGameState::initMapObjects(vstd::RNG & randomGenerator)
+void CGameState::initMapObjects(IGameRandomizer & gameRandomizer)
 {
 	logGlobal->debug("\tObject initialization");
 
 	for(auto & obj : map->getObjects())
-		obj->initObj(randomGenerator);
+		obj->initObj(gameRandomizer);
 
 	logGlobal->debug("\tObject initialization done");
 	for(auto & q : map->getObjects<CGSeerHut>())
@@ -1611,71 +1613,6 @@ TeamState::TeamState()
 	setNodeType(TEAM);
 }
 
-ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type, std::function<bool(ArtifactID)> accepts)
-{
-	std::set<ArtifactID> potentialPicks;
-
-	// Select artifacts that satisfy provided criteria
-	for (auto const & artifactID : map->allowedArtifact)
-	{
-		if (!LIBRARY->arth->legalArtifact(artifactID))
-			continue;
-
-		auto const * artifact = artifactID.toArtifact();
-
-		assert(artifact->aClass != EArtifactClass::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized
-
-		if (type.has_value() && *type != artifact->aClass)
-			continue;
-
-		if (!accepts(artifact->getId()))
-			continue;
-
-		potentialPicks.insert(artifact->getId());
-	}
-
-	return pickRandomArtifact(randomGenerator, potentialPicks);
-}
-
-ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::set<ArtifactID> potentialPicks)
-{
-	// No allowed artifacts at all - give Grail - this can't be banned (hopefully)
-	// FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior
-	if (potentialPicks.empty())
-	{
-		logGlobal->warn("Failed to find artifact that matches requested parameters!");
-		return ArtifactID::GRAIL;
-	}
-
-	// Find how many times least used artifacts were picked by randomizer
-	int leastUsedTimes = std::numeric_limits<int>::max();
-	for (auto const & artifact : potentialPicks)
-		if (allocatedArtifacts[artifact] < leastUsedTimes)
-			leastUsedTimes = allocatedArtifacts[artifact];
-
-	// Pick all artifacts that were used least number of times
-	std::set<ArtifactID> preferredPicks;
-	for (auto const & artifact : potentialPicks)
-		if (allocatedArtifacts[artifact] == leastUsedTimes)
-			preferredPicks.insert(artifact);
-
-	assert(!preferredPicks.empty());
-
-	ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, randomGenerator);
-	allocatedArtifacts[artID] += 1; // record +1 more usage
-	return artID;
-}
-
-ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::function<bool(ArtifactID)> accepts)
-{
-	return pickRandomArtifact(randomGenerator, std::nullopt, std::move(accepts));
-}
-
-ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type)
-{
-	return pickRandomArtifact(randomGenerator, type, [](const ArtifactID &) { return true; });
-}
-
 CArtifactInstance * CGameState::createScroll(const SpellID & spellId)
 {
 	return map->createScroll(spellId);

+ 6 - 11
lib/gameState/CGameState.h

@@ -22,6 +22,7 @@ VCMI_LIB_NAMESPACE_BEGIN
 
 class EVictoryLossCheckResult;
 class Services;
+class IGameRandomizer;
 class IMapService;
 class CMap;
 class CSaveFile;
@@ -76,7 +77,7 @@ public:
 
 	void preInit(Services * services);
 
-	void init(const IMapService * mapService, StartInfo * si, vstd::RNG & randomGenerator, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
+	void init(const IMapService * mapService, StartInfo * si, IGameRandomizer & gameRandomizer, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
 	void updateOnLoad(StartInfo * si);
 
 	ui32 day; //total number of days in game
@@ -103,12 +104,6 @@ public:
 	void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const override;
 	std::vector<const CGObjectInstance*> guardingCreatures (int3 pos) const;
 
-	/// Gets a artifact ID randomly and removes the selected artifact from this handler.
-	ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type);
-	ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::function<bool(ArtifactID)> accepts);
-	ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type, std::function<bool(ArtifactID)> accepts);
-	ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::set<ArtifactID> filtered);
-
 	/// Creates instance of spell scroll artifact with provided spell
 	CArtifactInstance * createScroll(const SpellID & spellId);
 
@@ -201,19 +196,19 @@ private:
 	void initGrailPosition(vstd::RNG & randomGenerator);
 	void initRandomFactionsForPlayers(vstd::RNG & randomGenerator);
 	void initOwnedObjects();
-	void randomizeMapObjects(vstd::RNG & randomGenerator);
+	void randomizeMapObjects(IGameRandomizer & gameRandomizer);
 	void initPlayerStates();
 	void placeStartingHeroes(vstd::RNG & randomGenerator);
 	void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
 	void removeHeroPlaceholders();
 	void initDifficulty();
-	void initHeroes(vstd::RNG & randomGenerator);
+	void initHeroes(IGameRandomizer & gameRandomizer);
 	void placeHeroesInTowns();
 	void initFogOfWar();
-	void initStartingBonus(vstd::RNG & randomGenerator);
+	void initStartingBonus(IGameRandomizer & gameRandomizer);
 	void initTowns(vstd::RNG & randomGenerator);
 	void initTownNames(vstd::RNG & randomGenerator);
-	void initMapObjects(vstd::RNG & randomGenerator);
+	void initMapObjects(IGameRandomizer & gameRandomizer);
 	void initVisitingAndGarrisonedHeroes();
 	void initCampaign();
 

+ 34 - 33
lib/json/JsonRandom.cpp

@@ -19,6 +19,7 @@
 #include "JsonBonus.h"
 
 #include "../callback/IGameInfoCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../constants/StringConstants.h"
 #include "../GameLibrary.h"
 #include "../CCreatureHandler.h"
@@ -68,7 +69,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return variables.at(variableID);
 	}
 
-	si32 JsonRandom::loadValue(const JsonNode & value, vstd::RNG & rng, const Variables & variables, si32 defaultValue)
+	si32 JsonRandom::loadValue(const JsonNode & value, const Variables & variables, si32 defaultValue)
 	{
 		if(value.isNull())
 			return defaultValue;
@@ -82,14 +83,14 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 			const auto & vector = value.Vector();
 
 			size_t index= rng.nextInt64(0, vector.size()-1);
-			return loadValue(vector[index], rng, variables, 0);
+			return loadValue(vector[index], variables, 0);
 		}
 		if(value.isStruct())
 		{
 			if (!value["amount"].isNull())
-				return loadValue(value["amount"], rng, variables, defaultValue);
-			si32 min = loadValue(value["min"], rng, variables, 0);
-			si32 max = loadValue(value["max"], rng, variables, 0);
+				return loadValue(value["amount"], variables, defaultValue);
+			si32 min = loadValue(value["min"], variables, 0);
+			si32 max = loadValue(value["max"], variables, 0);
 			return rng.nextInt64(min, max);
 		}
 		return defaultValue;
@@ -280,25 +281,25 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return valuesSet;
 	}
 
-	TResources JsonRandom::loadResources(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	TResources JsonRandom::loadResources(const JsonNode & value, const Variables & variables)
 	{
 		TResources ret;
 
 		if (value.isVector())
 		{
 			for (const auto & entry : value.Vector())
-				ret += loadResource(entry, rng, variables);
+				ret += loadResource(entry, variables);
 			return ret;
 		}
 
 		for (size_t i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
 		{
-			ret[i] = loadValue(value[GameConstants::RESOURCE_NAMES[i]], rng, variables);
+			ret[i] = loadValue(value[GameConstants::RESOURCE_NAMES[i]], variables);
 		}
 		return ret;
 	}
 
-	TResources JsonRandom::loadResource(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	TResources JsonRandom::loadResource(const JsonNode & value, const Variables & variables)
 	{
 		std::set<GameResID> defaultResources{
 			GameResID::WOOD,
@@ -312,14 +313,14 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 
 		std::set<GameResID> potentialPicks = filterKeys(value, defaultResources, variables);
 		GameResID resourceID = *RandomGeneratorUtil::nextItem(potentialPicks, rng);
-		si32 resourceAmount = loadValue(value, rng, variables, 0);
+		si32 resourceAmount = loadValue(value, variables, 0);
 
 		TResources ret;
 		ret[resourceID] = resourceAmount;
 		return ret;
 	}
 
-	PrimarySkill JsonRandom::loadPrimary(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	PrimarySkill JsonRandom::loadPrimary(const JsonNode & value, const Variables & variables)
 	{
 		std::set<PrimarySkill> defaultSkills{
 			PrimarySkill::ATTACK,
@@ -331,7 +332,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return *RandomGeneratorUtil::nextItem(potentialPicks, rng);
 	}
 
-	std::vector<si32> JsonRandom::loadPrimaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	std::vector<si32> JsonRandom::loadPrimaries(const JsonNode & value, const Variables & variables)
 	{
 		std::vector<si32> ret(GameConstants::PRIMARY_SKILLS, 0);
 		std::set<PrimarySkill> defaultSkills{
@@ -346,7 +347,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 			for(const auto & pair : value.Struct())
 			{
 				PrimarySkill id = decodeKey<PrimarySkill>(pair.second.getModScope(), pair.first, variables);
-				ret[id.getNum()] += loadValue(pair.second, rng, variables);
+				ret[id.getNum()] += loadValue(pair.second, variables);
 			}
 		}
 		if(value.isVector())
@@ -357,13 +358,13 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 				PrimarySkill skillID = *RandomGeneratorUtil::nextItem(potentialPicks, rng);
 
 				defaultSkills.erase(skillID);
-				ret[skillID.getNum()] += loadValue(element, rng, variables);
+				ret[skillID.getNum()] += loadValue(element, variables);
 			}
 		}
 		return ret;
 	}
 
-	SecondarySkill JsonRandom::loadSecondary(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	SecondarySkill JsonRandom::loadSecondary(const JsonNode & value, const Variables & variables)
 	{
 		std::set<SecondarySkill> defaultSkills;
 		for(const auto & skill : LIBRARY->skillh->objects)
@@ -374,7 +375,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return *RandomGeneratorUtil::nextItem(potentialPicks, rng);
 	}
 
-	std::map<SecondarySkill, si32> JsonRandom::loadSecondaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	std::map<SecondarySkill, si32> JsonRandom::loadSecondaries(const JsonNode & value, const Variables & variables)
 	{
 		std::map<SecondarySkill, si32> ret;
 		if(value.isStruct())
@@ -382,7 +383,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 			for(const auto & pair : value.Struct())
 			{
 				SecondarySkill id = decodeKey<SecondarySkill>(pair.second.getModScope(), pair.first, variables);
-				ret[id] = loadValue(pair.second, rng, variables);
+				ret[id] = loadValue(pair.second, variables);
 			}
 		}
 		if(value.isVector())
@@ -398,13 +399,13 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 				SecondarySkill skillID = *RandomGeneratorUtil::nextItem(potentialPicks, rng);
 
 				defaultSkills.erase(skillID); //avoid dupicates
-				ret[skillID] = loadValue(element, rng, variables);
+				ret[skillID] = loadValue(element, variables);
 			}
 		}
 		return ret;
 	}
 
-	ArtifactID JsonRandom::loadArtifact(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	ArtifactID JsonRandom::loadArtifact(const JsonNode & value, const Variables & variables)
 	{
 		std::set<ArtifactID> allowedArts;
 		for(const auto & artifact : LIBRARY->arth->objects)
@@ -413,20 +414,20 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 
 		std::set<ArtifactID> potentialPicks = filterKeys(value, allowedArts, variables);
 
-		return cb->gameState().pickRandomArtifact(rng, potentialPicks);
+		return gameRandomizer.rollArtifact(potentialPicks);
 	}
 
-	std::vector<ArtifactID> JsonRandom::loadArtifacts(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	std::vector<ArtifactID> JsonRandom::loadArtifacts(const JsonNode & value, const Variables & variables)
 	{
 		std::vector<ArtifactID> ret;
 		for (const JsonNode & entry : value.Vector())
 		{
-			ret.push_back(loadArtifact(entry, rng, variables));
+			ret.push_back(loadArtifact(entry, variables));
 		}
 		return ret;
 	}
 
-	std::vector<ArtifactPosition> JsonRandom::loadArtifactSlots(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	std::vector<ArtifactPosition> JsonRandom::loadArtifactSlots(const JsonNode & value, const Variables & variables)
 	{
 		std::set<ArtifactPosition> allowedSlots;
 		for(ArtifactPosition pos(0); pos < ArtifactPosition::BACKPACK_START; ++pos)
@@ -441,7 +442,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return ret;
 	}
 
-	SpellID JsonRandom::loadSpell(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	SpellID JsonRandom::loadSpell(const JsonNode & value, const Variables & variables)
 	{
 		std::set<SpellID> defaultSpells;
 		for(const auto & spell : LIBRARY->spellh->objects)
@@ -458,17 +459,17 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return *RandomGeneratorUtil::nextItem(potentialPicks, rng);
 	}
 
-	std::vector<SpellID> JsonRandom::loadSpells(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	std::vector<SpellID> JsonRandom::loadSpells(const JsonNode & value, const Variables & variables)
 	{
 		std::vector<SpellID> ret;
 		for (const JsonNode & entry : value.Vector())
 		{
-			ret.push_back(loadSpell(entry, rng, variables));
+			ret.push_back(loadSpell(entry, variables));
 		}
 		return ret;
 	}
 
-	std::vector<PlayerColor> JsonRandom::loadColors(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	std::vector<PlayerColor> JsonRandom::loadColors(const JsonNode & value, const Variables & variables)
 	{
 		std::vector<PlayerColor> ret;
 		std::set<PlayerColor> defaultPlayers;
@@ -484,7 +485,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return ret;
 	}
 
-	std::vector<HeroTypeID> JsonRandom::loadHeroes(const JsonNode & value, vstd::RNG & rng)
+	std::vector<HeroTypeID> JsonRandom::loadHeroes(const JsonNode & value)
 	{
 		std::vector<HeroTypeID> ret;
 		for(auto & entry : value.Vector())
@@ -494,7 +495,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return ret;
 	}
 
-	std::vector<HeroClassID> JsonRandom::loadHeroClasses(const JsonNode & value, vstd::RNG & rng)
+	std::vector<HeroClassID> JsonRandom::loadHeroClasses(const JsonNode & value)
 	{
 		std::vector<HeroClassID> ret;
 		for(auto & entry : value.Vector())
@@ -504,7 +505,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return ret;
 	}
 
-	CStackBasicDescriptor JsonRandom::loadCreature(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	CStackBasicDescriptor JsonRandom::loadCreature(const JsonNode & value, const Variables & variables)
 	{
 		CStackBasicDescriptor stack;
 
@@ -525,7 +526,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 			throw JsonRandomizationException("Invalid creature picked!", value);
 
 		stack.setType(pickedCreature.toCreature());
-		stack.setCount(loadValue(value, rng, variables));
+		stack.setCount(loadValue(value, variables));
 		if (!value["upgradeChance"].isNull() && !stack.getCreature()->upgrades.empty())
 		{
 			if (int(value["upgradeChance"].Float()) > rng.nextInt(99)) // select random upgrade
@@ -536,12 +537,12 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
 		return stack;
 	}
 
-	std::vector<CStackBasicDescriptor> JsonRandom::loadCreatures(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
+	std::vector<CStackBasicDescriptor> JsonRandom::loadCreatures(const JsonNode & value, const Variables & variables)
 	{
 		std::vector<CStackBasicDescriptor> ret;
 		for (const JsonNode & node : value.Vector())
 		{
-			ret.push_back(loadCreature(node, rng, variables));
+			ret.push_back(loadCreature(node, variables));
 		}
 		return ret;
 	}

+ 21 - 18
lib/json/JsonRandom.h

@@ -26,6 +26,7 @@ using JsonVector = std::vector<JsonNode>;
 struct Bonus;
 struct Component;
 class CStackBasicDescriptor;
+class IGameRandomizer;
 
 class JsonRandomizationException : public std::runtime_error
 {
@@ -36,6 +37,8 @@ public:
 
 class JsonRandom : public GameCallbackHolder
 {
+	IGameRandomizer & gameRandomizer;
+	vstd::RNG & rng;
 public:
 	using Variables = std::map<std::string, int>;
 
@@ -55,7 +58,7 @@ private:
 	si32 loadVariable(const std::string & variableGroup, const std::string & value, const Variables & variables, si32 defaultValue);
 
 public:
-	using GameCallbackHolder::GameCallbackHolder;
+	JsonRandom(IGameInfoCallback *cb, IGameRandomizer & gameRandomizer);
 
 	struct RandomStackInfo
 	{
@@ -64,29 +67,29 @@ public:
 		si32 maxAmount;
 	};
 
-	si32 loadValue(const JsonNode & value, vstd::RNG & rng, const Variables & variables, si32 defaultValue = 0);
+	si32 loadValue(const JsonNode & value, const Variables & variables, si32 defaultValue = 0);
 
-	TResources loadResources(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	TResources loadResource(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	PrimarySkill loadPrimary(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	std::vector<si32> loadPrimaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	SecondarySkill loadSecondary(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	std::map<SecondarySkill, si32> loadSecondaries(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
+	TResources loadResources(const JsonNode & value, const Variables & variables);
+	TResources loadResource(const JsonNode & value, const Variables & variables);
+	PrimarySkill loadPrimary(const JsonNode & value, const Variables & variables);
+	std::vector<si32> loadPrimaries(const JsonNode & value, const Variables & variables);
+	SecondarySkill loadSecondary(const JsonNode & value, const Variables & variables);
+	std::map<SecondarySkill, si32> loadSecondaries(const JsonNode & value, const Variables & variables);
 
-	ArtifactID loadArtifact(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	std::vector<ArtifactID> loadArtifacts(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	std::vector<ArtifactPosition> loadArtifactSlots(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
+	ArtifactID loadArtifact(const JsonNode & value, const Variables & variables);
+	std::vector<ArtifactID> loadArtifacts(const JsonNode & value, const Variables & variables);
+	std::vector<ArtifactPosition> loadArtifactSlots(const JsonNode & value, const Variables & variables);
 
-	SpellID loadSpell(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	std::vector<SpellID> loadSpells(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
+	SpellID loadSpell(const JsonNode & value, const Variables & variables);
+	std::vector<SpellID> loadSpells(const JsonNode & value, const Variables & variables);
 
-	CStackBasicDescriptor loadCreature(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
+	CStackBasicDescriptor loadCreature(const JsonNode & value, const Variables & variables);
+	std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, const Variables & variables);
 	std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value, const Variables & variables);
 
-	std::vector<PlayerColor> loadColors(const JsonNode & value, vstd::RNG & rng, const Variables & variables);
-	std::vector<HeroTypeID> loadHeroes(const JsonNode & value, vstd::RNG & rng);
-	std::vector<HeroClassID> loadHeroClasses(const JsonNode & value, vstd::RNG & rng);
+	std::vector<PlayerColor> loadColors(const JsonNode & value, const Variables & variables);
+	std::vector<HeroTypeID> loadHeroes(const JsonNode & value);
+	std::vector<HeroClassID> loadHeroClasses(const JsonNode & value);
 
 	static std::vector<Bonus> loadBonuses(const JsonNode & value);
 };

+ 2 - 1
lib/mapObjectConstructors/AObjectTypeHandler.h

@@ -24,6 +24,7 @@ class ObjectTemplate;
 class CGObjectInstance;
 class IObjectInfo;
 class IGameInfoCallback;
+class IGameRandomizer;
 
 /// Class responsible for creation of objects of specific type & subtype
 class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
@@ -122,7 +123,7 @@ public:
 
 	/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
 	/// This should set remaining properties, including randomized or depending on map
-	virtual void configureObject(CGObjectInstance * object, vstd::RNG & rng) const = 0;
+	virtual void configureObject(CGObjectInstance * object, IGameRandomizer & gameRandomizer) const = 0;
 
 	/// Returns object configuration, if available. Otherwise returns NULL
 	virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const;

+ 3 - 3
lib/mapObjectConstructors/CDefaultObjectTypeHandler.h

@@ -17,14 +17,14 @@ VCMI_LIB_NAMESPACE_BEGIN
 template<class ObjectType>
 class CDefaultObjectTypeHandler : public AObjectTypeHandler
 {
-	void configureObject(CGObjectInstance * object, vstd::RNG & rng) const final
+	void configureObject(CGObjectInstance * object, IGameRandomizer & gameRandomizer) const final
 	{
 		ObjectType * castedObject = dynamic_cast<ObjectType*>(object);
 
 		if(castedObject == nullptr)
 			throw std::runtime_error("Unexpected object type!");
 
-		randomizeObject(castedObject, rng);
+		randomizeObject(castedObject, gameRandomizer);
 	}
 
 	std::shared_ptr<CGObjectInstance> create(IGameInfoCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const final
@@ -43,7 +43,7 @@ class CDefaultObjectTypeHandler : public AObjectTypeHandler
 
 protected:
 	virtual void initializeObject(ObjectType * object) const {}
-	virtual void randomizeObject(ObjectType * object, vstd::RNG & rng) const {}
+	virtual void randomizeObject(ObjectType * object, IGameRandomizer & gameRandomizer) const {}
 	virtual std::shared_ptr<ObjectType> createObject(IGameInfoCallback * cb) const
 	{
 		return std::make_shared<ObjectType>(cb);

+ 4 - 4
lib/mapObjectConstructors/CRewardableConstructor.cpp

@@ -55,13 +55,13 @@ void CRewardableConstructor::assignBonuses(std::vector<Bonus> & bonuses, MapObje
 	}
 }
 
-Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameInfoCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
+Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameInfoCallback * cb, IGameRandomizer & gameRandomizer, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
 {
 	Rewardable::Configuration result;
 	result.variables.preset = presetVariables;
 
 	try {
-		objectInfo.configureObject(result, rand, cb);
+		objectInfo.configureObject(result, gameRandomizer, cb);
 	}
 	catch (const JsonRandomizationException & e)
 	{
@@ -78,14 +78,14 @@ Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameInf
 	return result;
 }
 
-void CRewardableConstructor::configureObject(CGObjectInstance * object, vstd::RNG & rng) const
+void CRewardableConstructor::configureObject(CGObjectInstance * object, IGameRandomizer & gameRandomizer) const
 {
 	auto * rewardableObject = dynamic_cast<CRewardableObject*>(object);
 
 	if (!rewardableObject)
 		throw std::runtime_error("Object " + std::to_string(object->getObjGroupIndex()) + ", " + std::to_string(object->getObjTypeIndex()) + " is not a rewardable object!" );
 
-	rewardableObject->configuration = generateConfiguration(object->cb, rng, object->ID, rewardableObject->configuration.variables.preset);
+	rewardableObject->configuration = generateConfiguration(object->cb, gameRandomizer, object->ID, rewardableObject->configuration.variables.preset);
 	rewardableObject->initializeGuards();
 
 	if (rewardableObject->configuration.info.empty())

+ 2 - 2
lib/mapObjectConstructors/CRewardableConstructor.h

@@ -30,11 +30,11 @@ public:
 
 	std::shared_ptr<CGObjectInstance> create(IGameInfoCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
 
-	void configureObject(CGObjectInstance * object, vstd::RNG & rng) const override;
+	void configureObject(CGObjectInstance * object, IGameRandomizer & gameRandomizer) const override;
 
 	std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
 
-	Rewardable::Configuration generateConfiguration(IGameInfoCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const;
+	Rewardable::Configuration generateConfiguration(IGameInfoCallback * cb, IGameRandomizer & gameRandomizer, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const;
 };
 
 VCMI_LIB_NAMESPACE_END

+ 8 - 8
lib/mapObjectConstructors/CommonConstructors.cpp

@@ -79,16 +79,16 @@ int ResourceInstanceConstructor::getAmountMultiplier() const
 	return config["amountMultiplier"].Integer();
 }
 
-void ResourceInstanceConstructor::randomizeObject(CGResource * object, vstd::RNG & rng) const
+void ResourceInstanceConstructor::randomizeObject(CGResource * object, IGameRandomizer & gameRandomizer) const
 {
 	if (object->amount != CGResource::RANDOM_AMOUNT)
 		return;
 
-	JsonRandom randomizer(object->cb);
+	JsonRandom randomizer(object->cb, gameRandomizer);
 	JsonRandom::Variables dummy;
 
 	if (!config["amounts"].isNull())
-		object->amount = randomizer.loadValue(config["amounts"], rng, dummy, 0) * getAmountMultiplier();
+		object->amount = randomizer.loadValue(config["amounts"], dummy, 0) * getAmountMultiplier();
 	else
 		object->amount = 5 * getAmountMultiplier();
 }
@@ -136,7 +136,7 @@ void CTownInstanceConstructor::initializeObject(CGTownInstance * obj) const
 	obj->tempOwner = PlayerColor::NEUTRAL;
 }
 
-void CTownInstanceConstructor::randomizeObject(CGTownInstance * object, vstd::RNG & rng) const
+void CTownInstanceConstructor::randomizeObject(CGTownInstance * object, IGameRandomizer & gameRandomizer) const
 {
 	auto templ = getOverride(object->cb->getTile(object->pos)->getTerrainID(), object);
 	if(templ)
@@ -227,7 +227,7 @@ std::shared_ptr<const ObjectTemplate> CHeroInstanceConstructor::getOverride(Terr
 	return candidateBase;
 }
 
-void CHeroInstanceConstructor::randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const
+void CHeroInstanceConstructor::randomizeObject(CGHeroInstance * object, IGameRandomizer & gameRandomizer) const
 {
 
 }
@@ -340,14 +340,14 @@ const std::set<EMarketMode> & MarketInstanceConstructor::availableModes() const
 	return marketModes;
 }
 
-void MarketInstanceConstructor::randomizeObject(CGMarket * object, vstd::RNG & rng) const
+void MarketInstanceConstructor::randomizeObject(CGMarket * object, IGameRandomizer & gameRandomizer) const
 {
-	JsonRandom randomizer(object->cb);
+	JsonRandom randomizer(object->cb, gameRandomizer);
 	JsonRandom::Variables emptyVariables;
 
 	if(auto * university = dynamic_cast<CGUniversity *>(object))
 	{
-		for(auto skill : randomizer.loadSecondaries(predefinedOffer, rng, emptyVariables))
+		for(auto skill : randomizer.loadSecondaries(predefinedOffer, emptyVariables))
 			university->skills.push_back(skill.first);
 	}
 }

+ 4 - 4
lib/mapObjectConstructors/CommonConstructors.h

@@ -61,7 +61,7 @@ public:
 	int getAmountMultiplier() const;
 	int getBaseAmount(vstd::RNG & rng) const;
 
-	void randomizeObject(CGResource * object, vstd::RNG & rng) const override;
+	void randomizeObject(CGResource * object, IGameRandomizer & gameRandomizer) const override;
 };
 
 class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
@@ -76,7 +76,7 @@ public:
 	std::map<std::string, LogicalExpression<BuildingID>> filters;
 
 	void initializeObject(CGTownInstance * object) const override;
-	void randomizeObject(CGTownInstance * object, vstd::RNG & rng) const override;
+	void randomizeObject(CGTownInstance * object, IGameRandomizer & gameRandomizer) const override;
 	void afterLoadFinalization() override;
 
 	bool hasNameTextID() const override;
@@ -99,7 +99,7 @@ class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance
 	void initTypeData(const JsonNode & input) override;
 
 public:
-	void randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const override;
+	void randomizeObject(CGHeroInstance * object, IGameRandomizer & gameRandomizer) const override;
 
 	bool hasNameTextID() const override;
 	std::string getNameTextID() const override;
@@ -138,7 +138,7 @@ class MarketInstanceConstructor : public CDefaultObjectTypeHandler<CGMarket>
 	void initTypeData(const JsonNode & config) override;
 public:
 	std::shared_ptr<CGMarket> createObject(IGameInfoCallback * cb) const override;
-	void randomizeObject(CGMarket * object, vstd::RNG & rng) const override;
+	void randomizeObject(CGMarket * object, IGameRandomizer & gameRandomizer) const override;
 
 	const std::set<EMarketMode> & availableModes() const;
 	bool hasDescription() const;

+ 3 - 3
lib/mapObjectConstructors/DwellingInstanceConstructor.cpp

@@ -100,9 +100,9 @@ void DwellingInstanceConstructor::initializeObject(CGDwelling * obj) const
 	}
 }
 
-void DwellingInstanceConstructor::randomizeObject(CGDwelling * dwelling, vstd::RNG &rng) const
+void DwellingInstanceConstructor::randomizeObject(CGDwelling * dwelling, IGameRandomizer & gameRandomizer) const
 {
-	JsonRandom randomizer(dwelling->cb);
+	JsonRandom randomizer(dwelling->cb, gameRandomizer);
 
 	dwelling->creatures.clear();
 	dwelling->creatures.reserve(availableCreatures.size());
@@ -128,7 +128,7 @@ void DwellingInstanceConstructor::randomizeObject(CGDwelling * dwelling, vstd::R
 	{
 		//custom guards (eg. Elemental Conflux)
 		JsonRandom::Variables emptyVariables;
-		for(auto & stack : randomizer.loadCreatures(guards, rng, emptyVariables))
+		for(auto & stack : randomizer.loadCreatures(guards, emptyVariables))
 		{
 			dwelling->putStack(SlotID(dwelling->stacksCount()), std::make_unique<CStackInstance>(dwelling->cb, stack.getId(), stack.getCount()));
 		}

+ 1 - 1
lib/mapObjectConstructors/DwellingInstanceConstructor.h

@@ -34,7 +34,7 @@ public:
 	bool hasNameTextID() const override;
 
 	void initializeObject(CGDwelling * object) const override;
-	void randomizeObject(CGDwelling * object, vstd::RNG & rng) const override;
+	void randomizeObject(CGDwelling * object, IGameRandomizer & gameRandomizer) const override;
 
 	bool isBannedForRandomDwelling() const;
 	bool producesCreature(const CCreature * crea) const;

+ 16 - 15
lib/mapObjects/CGCreature.cpp

@@ -17,6 +17,7 @@
 #include "../IGameSettings.h"
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../gameState/CGameState.h"
 #include "../mapObjectConstructors/CObjectClassesHandler.h"
 #include "../networkPacks/PacksForClient.h"
@@ -221,33 +222,33 @@ TQuantity CGCreature::getJoiningAmount() const
 	return std::max(static_cast<int64_t>(1), getStackCount(SlotID(0)) * cb->getSettings().getInteger(EGameSettings::CREATURES_JOINING_PERCENTAGE) / 100);
 }
 
-void CGCreature::pickRandomObject(vstd::RNG & rand)
+void CGCreature::pickRandomObject(IGameRandomizer & gameRandomizer)
 {
 	switch(ID.toEnum())
 	{
 		case MapObjectID::RANDOM_MONSTER:
-			subID = LIBRARY->creh->pickRandomMonster(rand);
+			subID = gameRandomizer.rollCreature();
 			break;
 		case MapObjectID::RANDOM_MONSTER_L1:
-			subID = LIBRARY->creh->pickRandomMonster(rand, 1);
+			subID = gameRandomizer.rollCreature(1);
 			break;
 		case MapObjectID::RANDOM_MONSTER_L2:
-			subID = LIBRARY->creh->pickRandomMonster(rand, 2);
+			subID = gameRandomizer.rollCreature(2);
 			break;
 		case MapObjectID::RANDOM_MONSTER_L3:
-			subID = LIBRARY->creh->pickRandomMonster(rand, 3);
+			subID = gameRandomizer.rollCreature(3);
 			break;
 		case MapObjectID::RANDOM_MONSTER_L4:
-			subID = LIBRARY->creh->pickRandomMonster(rand, 4);
+			subID = gameRandomizer.rollCreature(4);
 			break;
 		case MapObjectID::RANDOM_MONSTER_L5:
-			subID = LIBRARY->creh->pickRandomMonster(rand, 5);
+			subID = gameRandomizer.rollCreature(5);
 			break;
 		case MapObjectID::RANDOM_MONSTER_L6:
-			subID = LIBRARY->creh->pickRandomMonster(rand, 6);
+			subID = gameRandomizer.rollCreature(6);
 			break;
 		case MapObjectID::RANDOM_MONSTER_L7:
-			subID = LIBRARY->creh->pickRandomMonster(rand, 7);
+			subID = gameRandomizer.rollCreature(7);
 			break;
 	}
 
@@ -266,7 +267,7 @@ void CGCreature::pickRandomObject(vstd::RNG & rand)
 	setType(ID, subID);
 }
 
-void CGCreature::initObj(vstd::RNG & rand)
+void CGCreature::initObj(IGameRandomizer & gameRandomizer)
 {
 	blockVisit = true;
 	switch(character)
@@ -275,13 +276,13 @@ void CGCreature::initObj(vstd::RNG & rand)
 		character = -4;
 		break;
 	case 1:
-		character = rand.nextInt(1, 7);
+		character = gameRandomizer.getDefault().nextInt(1, 7);
 		break;
 	case 2:
-		character = rand.nextInt(1, 10);
+		character = gameRandomizer.getDefault().nextInt(1, 10);
 		break;
 	case 3:
-		character = rand.nextInt(4, 10);
+		character = gameRandomizer.getDefault().nextInt(4, 10);
 		break;
 	case 4:
 		character = 10;
@@ -292,7 +293,7 @@ void CGCreature::initObj(vstd::RNG & rand)
 	const Creature * c = getCreature();
 	if(stacks[SlotID(0)]->getCount() == 0)
 	{
-		stacks[SlotID(0)]->setCount(rand.nextInt(c->getAdvMapAmountMin(), c->getAdvMapAmountMax()));
+		stacks[SlotID(0)]->setCount(gameRandomizer.getDefault().nextInt(c->getAdvMapAmountMin(), c->getAdvMapAmountMax()));
 
 		if(stacks[SlotID(0)]->getCount() == 0) //armies with 0 creatures are illegal
 		{
@@ -305,7 +306,7 @@ void CGCreature::initObj(vstd::RNG & rand)
 	refusedJoining = false;
 }
 
-void CGCreature::newTurn(IGameEventCallback & gameEvents) const
+void CGCreature::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {//Works only for stacks of single type of size up to 2 millions
 	if (!notGrowingTeam)
 	{

+ 3 - 3
lib/mapObjects/CGCreature.h

@@ -44,9 +44,9 @@ public:
 	std::string getPopupText(PlayerColor player) const override;
 	std::string getPopupText(const CGHeroInstance * hero) const override;
 	std::vector<Component> getPopupComponents(PlayerColor player) const override;
-	void initObj(vstd::RNG & rand) override;
-	void pickRandomObject(vstd::RNG & rand) override;
-	void newTurn(IGameEventCallback & gameEvents) const override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
+	void pickRandomObject(IGameRandomizer & gameRandomizer) override;
+	void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
 	void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
 	CreatureID getCreatureID() const;

+ 13 - 12
lib/mapObjects/CGDwelling.cpp

@@ -12,6 +12,7 @@
 #include "CGDwelling.h"
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../serializer/JsonSerializeFormat.h"
 #include "../entities/faction/CTownHandler.h"
 #include "../mapping/CMap.h"
@@ -53,7 +54,7 @@ CGDwelling::CGDwelling(IGameInfoCallback *cb):
 
 CGDwelling::~CGDwelling() = default;
 
-FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
+FactionID CGDwelling::randomizeFaction(IGameRandomizer & gameRandomizer)
 {
 	if (ID == Obj::RANDOM_DWELLING_FACTION)
 		return FactionID(subID.getNum());
@@ -90,7 +91,7 @@ FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
 	if (linkedTown)
 	{
 		if(linkedTown->ID==Obj::RANDOM_TOWN)
-			linkedTown->pickRandomObject(rand); //we have to randomize the castle first
+			linkedTown->pickRandomObject(gameRandomizer); //we have to randomize the castle first
 
 		assert(linkedTown->ID == Obj::TOWN);
 		if(linkedTown->ID==Obj::TOWN)
@@ -98,7 +99,7 @@ FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
 	}
 
 	if(!randomizationInfo->allowedFactions.empty())
-		return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, rand);
+		return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, gameRandomizer.getDefault());
 
 
 	std::vector<FactionID> potentialPicks;
@@ -108,7 +109,7 @@ FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
 			potentialPicks.push_back(faction);
 
 	assert(!potentialPicks.empty());
-	return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
+	return *RandomGeneratorUtil::nextItem(potentialPicks, gameRandomizer.getDefault());
 }
 
 int CGDwelling::randomizeLevel(vstd::RNG & rand)
@@ -128,12 +129,12 @@ int CGDwelling::randomizeLevel(vstd::RNG & rand)
 	return rand.nextInt(randomizationInfo->minLevel, randomizationInfo->maxLevel) - 1;
 }
 
-void CGDwelling::pickRandomObject(vstd::RNG & rand)
+void CGDwelling::pickRandomObject(IGameRandomizer & gameRandomizer)
 {
 	if (ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL || ID == Obj::RANDOM_DWELLING_FACTION)
 	{
-		FactionID faction = randomizeFaction(rand);
-		int level = randomizeLevel(rand);
+		FactionID faction = randomizeFaction(gameRandomizer);
+		int level = randomizeLevel(gameRandomizer.getDefault());
 		assert(faction != FactionID::NONE && faction != FactionID::NEUTRAL);
 		assert(level >= 0 && level <= 6);
 		randomizationInfo.reset();
@@ -168,14 +169,14 @@ void CGDwelling::pickRandomObject(vstd::RNG & rand)
 		{
 			logGlobal->error("Error: failed to find dwelling for %s of level %d", (*LIBRARY->townh)[faction]->getNameTranslated(), int(level));
 			ID = Obj::CREATURE_GENERATOR1;
-			subID = *RandomGeneratorUtil::nextItem(LIBRARY->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand);
+			subID = *RandomGeneratorUtil::nextItem(LIBRARY->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), gameRandomizer.getDefault());
 		}
 
 		setType(ID, subID);
 	}
 }
 
-void CGDwelling::initObj(vstd::RNG & rand)
+void CGDwelling::initObj(IGameRandomizer & gameRandomizer)
 {
 	switch(ID.toEnum())
 	{
@@ -183,7 +184,7 @@ void CGDwelling::initObj(vstd::RNG & rand)
 	case Obj::CREATURE_GENERATOR4:
 	case Obj::WAR_MACHINE_FACTORY:
 		{
-			getObjectHandler()->configureObject(this, rand);
+			getObjectHandler()->configureObject(this, gameRandomizer);
 			assert(!creatures.empty());
 			assert(!creatures[0].second.empty());
 			break;
@@ -278,7 +279,7 @@ void CGDwelling::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstan
 	gameEvents.showBlockingDialog(this, &bd);
 }
 
-void CGDwelling::newTurn(IGameEventCallback & gameEvents) const
+void CGDwelling::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {
 	if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
 		return;
@@ -289,7 +290,7 @@ void CGDwelling::newTurn(IGameEventCallback & gameEvents) const
 
 	if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
 	{
-		gameEvents.setObjPropertyID(id, ObjProperty::AVAILABLE_CREATURE, LIBRARY->creh->pickRandomMonster(gameEvents.getRandomGenerator()));
+		gameEvents.setObjPropertyID(id, ObjProperty::AVAILABLE_CREATURE, gameRandomizer.rollCreature());
 	}
 
 	bool change = false;

+ 4 - 4
lib/mapObjects/CGDwelling.h

@@ -50,13 +50,13 @@ protected:
 	void serializeJsonOptions(JsonSerializeFormat & handler) override;
 
 private:
-	FactionID randomizeFaction(vstd::RNG & rand);
+	FactionID randomizeFaction(IGameRandomizer & gameRandomizer);
 	int randomizeLevel(vstd::RNG & rand);
 
-	void pickRandomObject(vstd::RNG & rand) override;
-	void initObj(vstd::RNG & rand) override;
+	void pickRandomObject(IGameRandomizer & gameRandomizer) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
-	void newTurn(IGameEventCallback & gameEvents) const override;
+	void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
 	void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
 	void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;

+ 4 - 3
lib/mapObjects/CGHeroInstance.cpp

@@ -17,6 +17,7 @@
 
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../texts/CGeneralTextHandler.h"
 #include "../TerrainHandler.h"
 #include "../RoadHandler.h"
@@ -347,7 +348,7 @@ CCommanderInstance * CGHeroInstance::getCommander()
 	return commander.get();
 }
 
-void CGHeroInstance::initObj(vstd::RNG & rand)
+void CGHeroInstance::initObj(IGameRandomizer & gameRandomizer)
 {
 	if (ID == Obj::HERO)
 		updateAppearance();
@@ -663,13 +664,13 @@ void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
 	wisdomCounter = 0;
 }
 
-void CGHeroInstance::pickRandomObject(vstd::RNG & randomGenerator)
+void CGHeroInstance::pickRandomObject(IGameRandomizer & gameRandomizer)
 {
 	assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
 
 	if (ID == Obj::RANDOM_HERO)
 	{
-		auto selectedHero = cb->gameState().pickNextHeroType(randomGenerator, getOwner());
+		auto selectedHero = cb->gameState().pickNextHeroType(gameRandomizer.getDefault(), getOwner());
 
 		ID = Obj::HERO;
 		subID = selectedHero;

+ 2 - 2
lib/mapObjects/CGHeroInstance.h

@@ -261,7 +261,7 @@ public:
 	const CCommanderInstance * getCommander() const;
 	CCommanderInstance * getCommander();
 
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	void initHero(vstd::RNG & rand);
 	void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
 
@@ -320,7 +320,7 @@ public:
 
 	void updateAppearance();
 
-	void pickRandomObject(vstd::RNG & rand) override;
+	void pickRandomObject(IGameRandomizer & gameRandomizer) override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	std::string getObjectName() const override;
 	std::string getHoverText(PlayerColor player) const override;

+ 5 - 4
lib/mapObjects/CGMarket.cpp

@@ -13,6 +13,7 @@
 
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../texts/CGeneralTextHandler.h"
 #include "../CCreatureHandler.h"
 #include "CGTownInstance.h"
@@ -30,9 +31,9 @@ ObjectInstanceID CGMarket::getObjInstanceID() const
 	return id;
 }
 
-void CGMarket::initObj(vstd::RNG & rand)
+void CGMarket::initObj(IGameRandomizer & gameRandomizer)
 {
-	getObjectHandler()->configureObject(this, rand);
+	getObjectHandler()->configureObject(this, gameRandomizer);
 }
 
 void CGMarket::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
@@ -99,7 +100,7 @@ std::vector<TradeItemBuy> CGBlackMarket::availableItemsIds(EMarketMode mode) con
 	}
 }
 
-void CGBlackMarket::newTurn(IGameEventCallback & gameEvents) const
+void CGBlackMarket::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {
 	int resetPeriod = cb->getSettings().getInteger(EGameSettings::MARKETS_BLACK_MARKET_RESTOCK_PERIOD);
 
@@ -111,7 +112,7 @@ void CGBlackMarket::newTurn(IGameEventCallback & gameEvents) const
 
 	SetAvailableArtifacts saa;
 	saa.id = id;
-	cb->pickAllowedArtsSet(saa.arts, gameEvents.getRandomGenerator());
+	saa.arts = gameRandomizer.rollMarketArtifactSet();
 	gameEvents.sendAndApply(saa);
 }
 

+ 2 - 2
lib/mapObjects/CGMarket.h

@@ -25,7 +25,7 @@ public:
 	CGMarket(IGameInfoCallback *cb);
 	///IObjectInterface
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override; //open trading window
-	void initObj(vstd::RNG & rand) override;//set skills for trade
+	void initObj(IGameRandomizer & gameRandomizer) override;//set skills for trade
 
 	std::string getPopupText(PlayerColor player) const override;
 	std::string getPopupText(const CGHeroInstance * hero) const override;
@@ -44,7 +44,7 @@ public:
 
 	std::vector<ArtifactID> artifacts; //available artifacts
 
-	void newTurn(IGameEventCallback & gameEvents) const override; //reset artifacts for black market every month
+	void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override; //reset artifacts for black market every month
 	std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
 
 	template <typename Handler> void serialize(Handler &h)

+ 2 - 2
lib/mapObjects/CGObjectInstance.cpp

@@ -160,12 +160,12 @@ void CGObjectInstance::setType(MapObjectID newID, MapObjectSubID newSubID)
 	cb->gameState().getMap().showObject(this);
 }
 
-void CGObjectInstance::pickRandomObject(vstd::RNG & rand)
+void CGObjectInstance::pickRandomObject(IGameRandomizer & gameRandomizer)
 {
 	// no-op
 }
 
-void CGObjectInstance::initObj(vstd::RNG & rand)
+void CGObjectInstance::initObj(IGameRandomizer & gameRandomizer)
 {
 	// no-op
 }

+ 2 - 2
lib/mapObjects/CGObjectInstance.h

@@ -131,8 +131,8 @@ public:
 
 	/** OVERRIDES OF IObjectInterface **/
 
-	void initObj(vstd::RNG & rand) override;
-	void pickRandomObject(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
+	void pickRandomObject(IGameRandomizer & gameRandomizer) override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
 	void setProperty(ObjProperty what, ObjPropertyID identifier) final;

+ 2 - 2
lib/mapObjects/CGPandoraBox.cpp

@@ -42,11 +42,11 @@ void CGPandoraBox::init()
 	}
 }
 
-void CGPandoraBox::initObj(vstd::RNG & rand)
+void CGPandoraBox::initObj(IGameRandomizer & gameRandomizer)
 {
 	init();
 	
-	CRewardableObject::initObj(rand);
+	CRewardableObject::initObj(gameRandomizer);
 }
 
 void CGPandoraBox::grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * h, int index, bool markAsVisit) const

+ 1 - 1
lib/mapObjects/CGPandoraBox.h

@@ -23,7 +23,7 @@ public:
 
 	MetaString message;
 
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;

+ 5 - 4
lib/mapObjects/CGResource.cpp

@@ -13,6 +13,7 @@
 
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../mapObjectConstructors/CommonConstructors.h"
 #include "../texts/CGeneralTextHandler.h"
 #include "../networkPacks/PacksForClient.h"
@@ -52,24 +53,24 @@ std::string CGResource::getHoverText(PlayerColor player) const
 	return LIBRARY->generaltexth->restypes[resourceID().getNum()];
 }
 
-void CGResource::pickRandomObject(vstd::RNG & rand)
+void CGResource::pickRandomObject(IGameRandomizer & gameRandomizer)
 {
 	assert(ID == Obj::RESOURCE || ID == Obj::RANDOM_RESOURCE);
 
 	if (ID == Obj::RANDOM_RESOURCE)
 	{
 		ID = Obj::RESOURCE;
-		subID = rand.nextInt(EGameResID::WOOD, EGameResID::GOLD);
+		subID = gameRandomizer.getDefault().nextInt(EGameResID::WOOD, EGameResID::GOLD);
 		setType(ID, subID);
 
 		amount *= getAmountMultiplier();
 	}
 }
 
-void CGResource::initObj(vstd::RNG & rand)
+void CGResource::initObj(IGameRandomizer & gameRandomizer)
 {
 	blockVisit = true;
-	getResourceHandler()->randomizeObject(this, rand);
+	getResourceHandler()->randomizeObject(this, gameRandomizer);
 }
 
 void CGResource::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const

+ 2 - 2
lib/mapObjects/CGResource.h

@@ -35,8 +35,8 @@ public:
 	using CArmedInstance::CArmedInstance;
 
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
-	void initObj(vstd::RNG & rand) override;
-	void pickRandomObject(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
+	void pickRandomObject(IGameRandomizer & gameRandomizer) override;
 	void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
 	std::string getHoverText(PlayerColor player) const override;

+ 10 - 9
lib/mapObjects/CGTownInstance.cpp

@@ -26,6 +26,7 @@
 #include "../TerrainHandler.h"
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../entities/building/CBuilding.h"
 #include "../entities/faction/CTownHandler.h"
 #include "../mapObjectConstructors/AObjectTypeHandler.h"
@@ -389,7 +390,7 @@ bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId)
 	return getTown()->getBuildingType(subId) != BuildingID::NONE;
 }
 
-void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand)
+void CGTownInstance::initializeConfigurableBuildings(IGameRandomizer & gameRandomizer)
 {
 	for(const auto & kvp : getTown()->buildings)
 	{
@@ -397,7 +398,7 @@ void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand)
 			continue;
 
 		try {
-			rewardableBuildings[kvp.first] = std::make_unique<TownRewardableBuildingInstance>(this, kvp.second->bid, rand);
+			rewardableBuildings[kvp.first] = std::make_unique<TownRewardableBuildingInstance>(this, kvp.second->bid, gameRandomizer);
 		}
 		catch (std::runtime_error & e)
 		{
@@ -458,13 +459,13 @@ FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
 	return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
 }
 
-void CGTownInstance::pickRandomObject(vstd::RNG & rand)
+void CGTownInstance::pickRandomObject(IGameRandomizer & gameRandomizer)
 {
 	assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
 	if (ID == MapObjectID::RANDOM_TOWN)
 	{
 		ID = MapObjectID::TOWN;
-		subID = randomizeFaction(rand);
+		subID = randomizeFaction(gameRandomizer.getDefault());
 	}
 
 	assert(ID == Obj::TOWN); // just in case
@@ -473,7 +474,7 @@ void CGTownInstance::pickRandomObject(vstd::RNG & rand)
 	updateAppearance();
 }
 
-void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
+void CGTownInstance::initObj(IGameRandomizer & gameRandomizer) ///initialize town structures
 {
 	blockVisit = true;
 
@@ -493,8 +494,8 @@ void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
 				creatures[level].second.push_back(getTown()->creatures[level][upgradeNum]);
 		}
 	}
-	initializeConfigurableBuildings(rand);
-	initializeNeutralTownGarrison(rand);
+	initializeConfigurableBuildings(gameRandomizer.getDefault());
+	initializeNeutralTownGarrison(gameRandomizer.getDefault());
 	recreateBuildingsBonuses();
 	updateAppearance();
 }
@@ -536,10 +537,10 @@ void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand)
 	}
 }
 
-void CGTownInstance::newTurn(IGameEventCallback & gameEvents) const
+void CGTownInstance::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {
 	for(const auto & building : rewardableBuildings)
-		building.second->newTurn(gameEvents);
+		building.second->newTurn(gameEvents, gameRandomizer);
 		
 	if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
 	{

+ 4 - 4
lib/mapObjects/CGTownInstance.h

@@ -211,11 +211,11 @@ public:
 	virtual ~CGTownInstance();
 
 	///IObjectInterface overrides
-	void newTurn(IGameEventCallback & gameEvents) const override;
+	void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	void onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
-	void initObj(vstd::RNG & rand) override;
-	void pickRandomObject(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
+	void pickRandomObject(IGameRandomizer & gameRandomizer) override;
 	void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance * hero, const BattleResult & result) const override;
 	std::string getObjectName() const override;
 
@@ -238,7 +238,7 @@ private:
 	void onTownCaptured(IGameEventCallback & gameEvents, const PlayerColor & winner) const;
 	int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
 	bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
-	void initializeConfigurableBuildings(vstd::RNG & rand);
+	void initializeConfigurableBuildings(IGameRandomizer & gameRandomizer);
 	void initializeNeutralTownGarrison(vstd::RNG & rand);
 };
 

+ 7 - 6
lib/mapObjects/CQuest.cpp

@@ -19,6 +19,7 @@
 #include "../IGameSettings.h"
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../entities/artifact/CArtifact.h"
 #include "../entities/hero/CHeroHandler.h"
 #include "../mapObjectConstructors/CObjectClassesHandler.h"
@@ -444,11 +445,11 @@ void CGSeerHut::init(vstd::RNG & rand)
 	configuration.selectMode = Rewardable::ESelectMode::SELECT_PLAYER;
 }
 
-void CGSeerHut::initObj(vstd::RNG & rand)
+void CGSeerHut::initObj(IGameRandomizer & gameRandomizer)
 {
-	init(rand);
+	init(gameRandomizer.getDefault());
 	
-	CRewardableObject::initObj(rand);
+	CRewardableObject::initObj(gameRandomizer);
 	
 	setObjToKill();
 	getQuest().defineQuestName();
@@ -551,9 +552,9 @@ void CGSeerHut::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
 	}
 }
 
-void CGSeerHut::newTurn(IGameEventCallback & gameEvents) const
+void CGSeerHut::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {
-	CRewardableObject::newTurn(gameEvents);
+	CRewardableObject::newTurn(gameEvents, gameRandomizer);
 	if(getQuest().lastDay >= 0 && getQuest().lastDay <= cb->getDate() - 1) //time is up
 	{
 		gameEvents.setObjPropertyValue(id, ObjProperty::SEERHUT_COMPLETE, true);
@@ -815,7 +816,7 @@ void CGKeymasterTent::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroI
 	h->showInfoDialog(gameEvents, txt_id);
 }
 
-void CGBorderGuard::initObj(vstd::RNG & rand)
+void CGBorderGuard::initObj(IGameRandomizer & gameRandomizer)
 {
 	blockVisit = true;
 }

+ 3 - 3
lib/mapObjects/CQuest.h

@@ -140,14 +140,14 @@ public:
 
 	std::string seerName;
 
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	std::string getHoverText(PlayerColor player) const override;
 	std::string getHoverText(const CGHeroInstance * hero) const override;
 	std::string getPopupText(PlayerColor player) const override;
 	std::string getPopupText(const CGHeroInstance * hero) const override;
 	std::vector<Component> getPopupComponents(PlayerColor player) const override;
 	std::vector<Component> getPopupComponents(const CGHeroInstance * hero) const override;
-	void newTurn(IGameEventCallback & gameEvents) const override;
+	void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
 	void getVisitText (MetaString &text, std::vector<Component> &components, bool FirstVisit, const CGHeroInstance * h = nullptr) const override;
@@ -227,7 +227,7 @@ class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
 public:
 	using CGKeys::CGKeys;
 
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
 

+ 4 - 4
lib/mapObjects/CRewardableObject.cpp

@@ -331,14 +331,14 @@ void CRewardableObject::setPropertyDer(ObjProperty what, ObjPropertyID identifie
 	}
 }
 
-void CRewardableObject::newTurn(IGameEventCallback & gameEvents) const
+void CRewardableObject::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {
 	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
 	{
 		if (configuration.resetParameters.rewards)
 		{
 			auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());
-			auto newConfiguration = handler->generateConfiguration(cb, gameEvents.getRandomGenerator(), ID, configuration.variables.preset);
+			auto newConfiguration = handler->generateConfiguration(cb, gameRandomizer, ID, configuration.variables.preset);
 			gameEvents.setRewardableObjectConfiguration(id, newConfiguration);
 		}
 		if (configuration.resetParameters.visitors)
@@ -350,9 +350,9 @@ void CRewardableObject::newTurn(IGameEventCallback & gameEvents) const
 	}
 }
 
-void CRewardableObject::initObj(vstd::RNG & rand)
+void CRewardableObject::initObj(IGameRandomizer & gameRandomizer)
 {
-	getObjectHandler()->configureObject(this, rand);
+	getObjectHandler()->configureObject(this, gameRandomizer);
 }
 
 CRewardableObject::CRewardableObject(IGameInfoCallback *cb)

+ 2 - 2
lib/mapObjects/CRewardableObject.h

@@ -61,7 +61,7 @@ public:
 	void garrisonDialogClosed(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
 
 	///possibly resets object state
-	void newTurn(IGameEventCallback & gameEvents) const override;
+	void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
 
 	/// gives second part of reward after hero level-ups for proper granting of spells/mana
 	void heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
@@ -69,7 +69,7 @@ public:
 	/// applies player selection of reward
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
 
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 
 	bool isCoastVisitable() const override;
 

+ 1 - 1
lib/mapObjects/FlaggableMapObject.cpp

@@ -50,7 +50,7 @@ void FlaggableMapObject::onHeroVisit(IGameEventCallback & gameEvents, const CGHe
 	gameEvents.showInfoDialog(&iw);
 }
 
-void FlaggableMapObject::initObj(vstd::RNG & rand)
+void FlaggableMapObject::initObj(IGameRandomizer & gameRandomizer)
 {
 	initBonuses();
 }

+ 1 - 1
lib/mapObjects/FlaggableMapObject.h

@@ -28,7 +28,7 @@ public:
 	using CGObjectInstance::CGObjectInstance;
 
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 
 	const IOwnableObject * asOwnable() const final;
 	ResourceSet dailyIncome() const override;

+ 3 - 3
lib/mapObjects/IObjectInterface.cpp

@@ -39,13 +39,13 @@ void IObjectInterface::onHeroVisit(IGameEventCallback & gameEvents, const CGHero
 void IObjectInterface::onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
 {}
 
-void IObjectInterface::newTurn(IGameEventCallback & gameEvents) const
+void IObjectInterface::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {}
 
-void IObjectInterface::initObj(vstd::RNG & rand)
+void IObjectInterface::initObj(IGameRandomizer & gameRandomizer)
 {}
 
-void IObjectInterface::pickRandomObject(vstd::RNG & rand)
+void IObjectInterface::pickRandomObject(IGameRandomizer & gameRandomizer)
 {}
 
 void IObjectInterface::setProperty(ObjProperty what, ObjPropertyID identifier)

+ 4 - 3
lib/mapObjects/IObjectInterface.h

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

+ 19 - 18
lib/mapObjects/MiscObjects.cpp

@@ -14,6 +14,7 @@
 #include "../bonuses/Propagators.h"
 #include "../callback/IGameInfoCallback.h"
 #include "../callback/IGameEventCallback.h"
+#include "../callback/IGameRandomizer.h"
 #include "../constants/StringConstants.h"
 #include "../entities/artifact/ArtifactUtils.h"
 #include "../entities/artifact/CArtifact.h"
@@ -96,19 +97,19 @@ void CGMine::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance *
 	flagMine(gameEvents, h->tempOwner);
 }
 
-void CGMine::initObj(vstd::RNG & rand)
+void CGMine::initObj(IGameRandomizer & gameRandomizer)
 {
 	if(isAbandoned())
 	{
 		//set guardians
-		int howManyTroglodytes = rand.nextInt(100, 199);
+		int howManyTroglodytes = gameRandomizer.getDefault().nextInt(100, 199);
 		auto troglodytes = std::make_unique<CStackInstance>(cb, CreatureID::TROGLODYTES, howManyTroglodytes);
 		putStack(SlotID(0), std::move(troglodytes));
 
 		assert(!abandonedMineResources.empty());
 		if (!abandonedMineResources.empty())
 		{
-			producedResource = *RandomGeneratorUtil::nextItem(abandonedMineResources, rand);
+			producedResource = *RandomGeneratorUtil::nextItem(abandonedMineResources, gameRandomizer.getDefault());
 		}
 		else
 		{
@@ -431,7 +432,7 @@ void CGMonolith::teleportDialogAnswered(IGameEventCallback & gameEvents, const C
 	gameEvents.moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
 }
 
-void CGMonolith::initObj(vstd::RNG & rand)
+void CGMonolith::initObj(IGameRandomizer & gameRandomizer)
 {
 	std::vector<Obj> IDs;
 	IDs.push_back(ID);
@@ -476,7 +477,7 @@ void CGSubterraneanGate::onHeroVisit(IGameEventCallback & gameEvents, const CGHe
 	gameEvents.showTeleportDialog(&td);
 }
 
-void CGSubterraneanGate::initObj(vstd::RNG & rand)
+void CGSubterraneanGate::initObj(IGameRandomizer & gameRandomizer)
 {
 	type = BOTH;
 }
@@ -625,24 +626,24 @@ ArtifactID CGArtifact::getArtifactType() const
 		return getObjTypeIndex().getNum();
 }
 
-void CGArtifact::pickRandomObject(vstd::RNG & rand)
+void CGArtifact::pickRandomObject(IGameRandomizer & gameRandomizer)
 {
 	switch(ID.toEnum())
 	{
 		case MapObjectID::RANDOM_ART:
-			subID = cb->gameState().pickRandomArtifact(rand, std::nullopt);
+			subID = gameRandomizer.rollArtifact();
 			break;
 		case MapObjectID::RANDOM_TREASURE_ART:
-			subID = cb->gameState().pickRandomArtifact(rand, EArtifactClass::ART_TREASURE);
+			subID = gameRandomizer.rollArtifact(EArtifactClass::ART_TREASURE);
 			break;
 		case MapObjectID::RANDOM_MINOR_ART:
-			subID = cb->gameState().pickRandomArtifact(rand, EArtifactClass::ART_MINOR);
+			subID = gameRandomizer.rollArtifact(EArtifactClass::ART_MINOR);
 			break;
 		case MapObjectID::RANDOM_MAJOR_ART:
-			subID = cb->gameState().pickRandomArtifact(rand, EArtifactClass::ART_MAJOR);
+			subID = gameRandomizer.rollArtifact(EArtifactClass::ART_MAJOR);
 			break;
 		case MapObjectID::RANDOM_RELIC_ART:
-			subID = cb->gameState().pickRandomArtifact(rand, EArtifactClass::ART_RELIC);
+			subID = gameRandomizer.rollArtifact(EArtifactClass::ART_RELIC);
 			break;
 	}
 
@@ -660,7 +661,7 @@ void CGArtifact::setArtifactInstance(const CArtifactInstance * instance)
 	storedArtifact = instance->getId();
 }
 
-void CGArtifact::initObj(vstd::RNG & rand)
+void CGArtifact::initObj(IGameRandomizer & gameRandomizer)
 {
 	blockVisit = true;
 	if(ID == Obj::ARTIFACT)
@@ -827,13 +828,13 @@ void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler)
 	}
 }
 
-void CGSignBottle::initObj(vstd::RNG & rand)
+void CGSignBottle::initObj(IGameRandomizer & gameRandomizer)
 {
 	//if no text is set than we pick random from the predefined ones
 	if(message.empty())
 	{
 		auto vector = LIBRARY->generaltexth->findStringsWithPrefix("core.randsign");
-		std::string messageIdentifier = *RandomGeneratorUtil::nextItem(vector, rand);
+		std::string messageIdentifier = *RandomGeneratorUtil::nextItem(vector, gameRandomizer.getDefault());
 		message.appendTextID(messageIdentifier);
 	}
 
@@ -917,7 +918,7 @@ void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler)
 	CArmedInstance::serializeJsonOptions(handler);
 }
 
-void CGGarrison::initObj(vstd::RNG &rand)
+void CGGarrison::initObj(IGameRandomizer & gameRandomizer)
 {
 	if(this->subID == MapObjectSubID::decode(this->ID, "antiMagic"))
 		addAntimagicGarrisonBonus();
@@ -934,7 +935,7 @@ void CGGarrison::addAntimagicGarrisonBonus()
 	this->addNewBonus(bonus);
 }
 
-void CGMagi::initObj(vstd::RNG & rand)
+void CGMagi::initObj(IGameRandomizer & gameRandomizer)
 {
 	if (ID == Obj::EYE_OF_MAGI)
 		blockVisit = true;
@@ -1012,7 +1013,7 @@ const CGHeroInstance * CGBoat::getBoardedHero() const
 		return nullptr;
 }
 
-void CGSirens::initObj(vstd::RNG & rand)
+void CGSirens::initObj(IGameRandomizer & gameRandomizer)
 {
 	blockVisit = true;
 }
@@ -1174,7 +1175,7 @@ void CGObelisk::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstanc
 
 }
 
-void CGObelisk::initObj(vstd::RNG & rand)
+void CGObelisk::initObj(IGameRandomizer & gameRandomizer)
 {
 	cb->gameState().getMap().obeliskCount++;
 }

+ 10 - 10
lib/mapObjects/MiscObjects.h

@@ -50,7 +50,7 @@ public:
 	MetaString message;
 
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 
 	template <typename Handler> void serialize(Handler &h)
 	{
@@ -68,7 +68,7 @@ public:
 
 	bool removableUnits;
 
-	void initObj(vstd::RNG &rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	bool passableFor(PlayerColor color) const override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
@@ -106,8 +106,8 @@ public:
 	std::vector<Component> getPopupComponents(PlayerColor player) const override;
 
 	void pick(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
-	void initObj(vstd::RNG & rand) override;
-	void pickRandomObject(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
+	void pickRandomObject(IGameRandomizer & gameRandomizer) override;
 
 	BattleField getBattlefield() const override;
 
@@ -151,7 +151,7 @@ private:
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
 
 	void flagMine(IGameEventCallback & gameEvents, const PlayerColor & player) const;
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 
 	std::string getObjectName() const override;
 	std::string getHoverText(PlayerColor player) const override;
@@ -238,7 +238,7 @@ class DLL_LINKAGE CGMonolith : public CGTeleport
 protected:
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	void teleportDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 
 public:
 	using CGTeleport::CGTeleport;
@@ -252,7 +252,7 @@ public:
 class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
 {
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 
 public:
 	using CGMonolith::CGMonolith;
@@ -287,7 +287,7 @@ public:
 
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	std::string getHoverText(const CGHeroInstance * hero) const override;
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 
 	template <typename Handler> void serialize(Handler &h)
 	{
@@ -377,7 +377,7 @@ class DLL_LINKAGE CGMagi : public CGObjectInstance
 public:
 	using CGObjectInstance::CGObjectInstance;
 
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 
 	template <typename Handler> void serialize(Handler &h)
@@ -399,7 +399,7 @@ public:
 	using CTeamVisited::CTeamVisited;
 
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
-	void initObj(vstd::RNG & rand) override;
+	void initObj(IGameRandomizer & gameRandomizer) override;
 	std::string getHoverText(PlayerColor player) const override;
 	std::string getObjectDescription(PlayerColor player) const;
 

+ 6 - 6
lib/mapObjects/TownBuildingInstance.cpp

@@ -66,11 +66,11 @@ TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameInfoCallback
 	: TownBuildingInstance(cb)
 {}
 
-TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
+TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, IGameRandomizer & gameRandomizer)
 	: TownBuildingInstance(town, index)
 {
 	assert(town && town->getTown());
-	configuration = generateConfiguration(rand);
+	configuration = generateConfiguration(gameRandomizer);
 }
 
 void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses) const
@@ -92,14 +92,14 @@ void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses)
 	}
 }
 
-Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
+Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(IGameRandomizer & gameRandomizer) const
 {
 	Rewardable::Configuration result;
 	const auto & building = town->getTown()->buildings.at(getBuildingType());
 
 	// force modal info window instead of displaying in inactive info box on adventure map
 	result.infoWindowType = EInfoWindowMode::MODAL;
-	building->rewardableObjectInfo.configureObject(result, rand, cb);
+	building->rewardableObjectInfo.configureObject(result, gameRandomizer, cb);
 	for(auto & rewardInfo : result.info)
 	{
 		assignBonuses(rewardInfo.reward.heroBonuses);
@@ -109,11 +109,11 @@ Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(
 	return result;
 }
 
-void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents) const
+void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
 {
 	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
 	{
-		auto newConfiguration = generateConfiguration(gameEvents.getRandomGenerator());
+		auto newConfiguration = generateConfiguration(gameRandomizer);
 		gameEvents.setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
 
 		if(configuration.resetParameters.visitors)

+ 3 - 3
lib/mapObjects/TownBuildingInstance.h

@@ -57,7 +57,7 @@ class DLL_LINKAGE TownRewardableBuildingInstance : public TownBuildingInstance,
 
 	bool wasVisitedBefore(const CGHeroInstance * contextHero) const override;
 	void grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const override;
-	Rewardable::Configuration generateConfiguration(vstd::RNG & rand) const;
+	Rewardable::Configuration generateConfiguration(IGameRandomizer & gameRandomizer) const;
 	void assignBonuses(std::vector<Bonus> & bonuses) const;
 
 	const IObjectInterface * getObject() const override;
@@ -69,7 +69,7 @@ public:
 	void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
 	bool wasVisited(const CGHeroInstance * contextHero) const override;
 	
-	void newTurn(IGameEventCallback & gameEvents) const override;
+	void newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const override;
 	
 	/// gives second part of reward after hero level-ups for proper granting of spells/mana
 	void heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
@@ -77,7 +77,7 @@ public:
 	/// applies player selection of reward
 	void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
 	
-	TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand);
+	TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, IGameRandomizer & gameRandomizer);
 	TownRewardableBuildingInstance(IGameInfoCallback *cb);
 	
 	template <typename Handler> void serialize(Handler &h)

+ 73 - 72
lib/rewardable/Info.cpp

@@ -15,6 +15,7 @@
 #include "Limiter.h"
 #include "Reward.h"
 
+#include "../callback/IGameRandomizer.h"
 #include "../texts/CGeneralTextHandler.h"
 #include "../json/JsonRandom.h"
 #include "../GameLibrary.h"
@@ -108,14 +109,14 @@ void Rewardable::Info::init(const JsonNode & objectConfig, const std::string & o
 	loadString(parameters["onGuardedMessage"], TextIdentifier(objectName, "onGuarded"));
 }
 
-Rewardable::LimitersList Rewardable::Info::configureSublimiters(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, const JsonNode & source) const
+Rewardable::LimitersList Rewardable::Info::configureSublimiters(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, const JsonNode & source) const
 {
 	Rewardable::LimitersList result;
 	for (const auto & input : source.Vector())
 	{
 		auto newLimiter = std::make_shared<Rewardable::Limiter>();
 
-		configureLimiter(object, rng, cb, *newLimiter, input);
+		configureLimiter(object, gameRandomizer, cb, *newLimiter, input);
 
 		result.push_back(newLimiter);
 	}
@@ -123,81 +124,81 @@ Rewardable::LimitersList Rewardable::Info::configureSublimiters(Rewardable::Conf
 	return result;
 }
 
-void Rewardable::Info::configureLimiter(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const
+void Rewardable::Info::configureLimiter(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const
 {
 	auto const & variables = object.variables.values;
-	JsonRandom randomizer(cb);
+	JsonRandom randomizer(cb, gameRandomizer);
 
-	limiter.dayOfWeek = randomizer.loadValue(source["dayOfWeek"], rng, variables);
-	limiter.daysPassed = randomizer.loadValue(source["daysPassed"], rng, variables);
-	limiter.heroExperience = randomizer.loadValue(source["heroExperience"], rng, variables);
-	limiter.heroLevel = randomizer.loadValue(source["heroLevel"], rng, variables);
+	limiter.dayOfWeek = randomizer.loadValue(source["dayOfWeek"], variables);
+	limiter.daysPassed = randomizer.loadValue(source["daysPassed"], variables);
+	limiter.heroExperience = randomizer.loadValue(source["heroExperience"], variables);
+	limiter.heroLevel = randomizer.loadValue(source["heroLevel"], variables);
 	limiter.canLearnSkills = source["canLearnSkills"].Bool();
 	limiter.commanderAlive = source["commanderAlive"].Bool();
 	limiter.hasExtraCreatures = source["hasExtraCreatures"].Bool();
 
-	limiter.manaPercentage = randomizer.loadValue(source["manaPercentage"], rng, variables);
-	limiter.manaPoints = randomizer.loadValue(source["manaPoints"], rng, variables);
+	limiter.manaPercentage = randomizer.loadValue(source["manaPercentage"], variables);
+	limiter.manaPoints = randomizer.loadValue(source["manaPoints"], variables);
 
-	limiter.resources = randomizer.loadResources(source["resources"], rng, variables);
+	limiter.resources = randomizer.loadResources(source["resources"], variables);
 
-	limiter.primary = randomizer.loadPrimaries(source["primary"], rng, variables);
-	limiter.secondary = randomizer.loadSecondaries(source["secondary"], rng, variables);
-	limiter.artifacts = randomizer.loadArtifacts(source["artifacts"], rng, variables);
-	limiter.availableSlots = randomizer.loadArtifactSlots(source["availableSlots"], rng, variables);
-	limiter.spells  = randomizer.loadSpells(source["spells"], rng, variables);
-	limiter.scrolls  = randomizer.loadSpells(source["scrolls"], rng, variables);
-	limiter.canLearnSpells  = randomizer.loadSpells(source["canLearnSpells"], rng, variables);
-	limiter.creatures = randomizer.loadCreatures(source["creatures"], rng, variables);
-	limiter.canReceiveCreatures = randomizer.loadCreatures(source["canReceiveCreatures"], rng, variables);
+	limiter.primary = randomizer.loadPrimaries(source["primary"], variables);
+	limiter.secondary = randomizer.loadSecondaries(source["secondary"], variables);
+	limiter.artifacts = randomizer.loadArtifacts(source["artifacts"], variables);
+	limiter.availableSlots = randomizer.loadArtifactSlots(source["availableSlots"], variables);
+	limiter.spells  = randomizer.loadSpells(source["spells"], variables);
+	limiter.scrolls  = randomizer.loadSpells(source["scrolls"], variables);
+	limiter.canLearnSpells  = randomizer.loadSpells(source["canLearnSpells"], variables);
+	limiter.creatures = randomizer.loadCreatures(source["creatures"], variables);
+	limiter.canReceiveCreatures = randomizer.loadCreatures(source["canReceiveCreatures"], variables);
 	
-	limiter.players = randomizer.loadColors(source["colors"], rng, variables);
-	limiter.heroes = randomizer.loadHeroes(source["heroes"], rng);
-	limiter.heroClasses = randomizer.loadHeroClasses(source["heroClasses"], rng);
+	limiter.players = randomizer.loadColors(source["colors"], variables);
+	limiter.heroes = randomizer.loadHeroes(source["heroes"]);
+	limiter.heroClasses = randomizer.loadHeroClasses(source["heroClasses"]);
 
-	limiter.allOf  = configureSublimiters(object, rng, cb, source["allOf"] );
-	limiter.anyOf  = configureSublimiters(object, rng, cb, source["anyOf"] );
-	limiter.noneOf = configureSublimiters(object, rng, cb, source["noneOf"] );
+	limiter.allOf  = configureSublimiters(object, gameRandomizer, cb, source["allOf"]);
+	limiter.anyOf  = configureSublimiters(object, gameRandomizer, cb, source["anyOf"]);
+	limiter.noneOf = configureSublimiters(object, gameRandomizer, cb, source["noneOf"]);
 }
 
-void Rewardable::Info::configureReward(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, Rewardable::Reward & reward, const JsonNode & source) const
+void Rewardable::Info::configureReward(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, Rewardable::Reward & reward, const JsonNode & source) const
 {
 	auto const & variables = object.variables.values;
-	JsonRandom randomizer(cb);
+	JsonRandom randomizer(cb, gameRandomizer);
 
-	reward.resources = randomizer.loadResources(source["resources"], rng, variables);
+	reward.resources = randomizer.loadResources(source["resources"], variables);
 
-	reward.heroExperience = randomizer.loadValue(source["heroExperience"], rng, variables);
-	reward.heroLevel = randomizer.loadValue(source["heroLevel"], rng, variables);
+	reward.heroExperience = randomizer.loadValue(source["heroExperience"], variables);
+	reward.heroLevel = randomizer.loadValue(source["heroLevel"], variables);
 
-	reward.manaDiff = randomizer.loadValue(source["manaPoints"], rng, variables);
-	reward.manaOverflowFactor = randomizer.loadValue(source["manaOverflowFactor"], rng, variables);
-	reward.manaPercentage = randomizer.loadValue(source["manaPercentage"], rng, variables, -1);
+	reward.manaDiff = randomizer.loadValue(source["manaPoints"], variables);
+	reward.manaOverflowFactor = randomizer.loadValue(source["manaOverflowFactor"], variables);
+	reward.manaPercentage = randomizer.loadValue(source["manaPercentage"], variables, -1);
 
-	reward.movePoints = randomizer.loadValue(source["movePoints"], rng, variables);
-	reward.movePercentage = randomizer.loadValue(source["movePercentage"], rng, variables, -1);
+	reward.movePoints = randomizer.loadValue(source["movePoints"], variables);
+	reward.movePercentage = randomizer.loadValue(source["movePercentage"], variables, -1);
 
 	reward.removeObject = source["removeObject"].Bool();
 	reward.heroBonuses = randomizer.loadBonuses(source["bonuses"]);
 	reward.commanderBonuses = randomizer.loadBonuses(source["commanderBonuses"]);
 	reward.playerBonuses = randomizer.loadBonuses(source["playerBonuses"]);
 
-	reward.guards = randomizer.loadCreatures(source["guards"], rng, variables);
+	reward.guards = randomizer.loadCreatures(source["guards"], variables);
 
-	reward.primary = randomizer.loadPrimaries(source["primary"], rng, variables);
-	reward.secondary = randomizer.loadSecondaries(source["secondary"], rng, variables);
+	reward.primary = randomizer.loadPrimaries(source["primary"], variables);
+	reward.secondary = randomizer.loadSecondaries(source["secondary"], variables);
 
-	reward.grantedArtifacts = randomizer.loadArtifacts(source["artifacts"], rng, variables);
-	reward.takenArtifacts = randomizer.loadArtifacts(source["takenArtifacts"], rng, variables);
-	reward.takenArtifactSlots = randomizer.loadArtifactSlots(source["takenArtifactSlots"], rng, variables);
-	reward.grantedScrolls = randomizer.loadSpells(source["scrolls"], rng, variables);
-	reward.takenScrolls = randomizer.loadSpells(source["takenScrolls"], rng, variables);
-	reward.spells = randomizer.loadSpells(source["spells"], rng, variables);
-	reward.creatures = randomizer.loadCreatures(source["creatures"], rng, variables);
-	reward.takenCreatures = randomizer.loadCreatures(source["takenCreatures"], rng, variables);
+	reward.grantedArtifacts = randomizer.loadArtifacts(source["artifacts"], variables);
+	reward.takenArtifacts = randomizer.loadArtifacts(source["takenArtifacts"], variables);
+	reward.takenArtifactSlots = randomizer.loadArtifactSlots(source["takenArtifactSlots"], variables);
+	reward.grantedScrolls = randomizer.loadSpells(source["scrolls"], variables);
+	reward.takenScrolls = randomizer.loadSpells(source["takenScrolls"], variables);
+	reward.spells = randomizer.loadSpells(source["spells"], variables);
+	reward.creatures = randomizer.loadCreatures(source["creatures"], variables);
+	reward.takenCreatures = randomizer.loadCreatures(source["takenCreatures"], variables);
 	if(!source["spellCast"].isNull() && source["spellCast"].isStruct())
 	{
-		reward.spellCast.first = randomizer.loadSpell(source["spellCast"]["spell"], rng, variables);
+		reward.spellCast.first = randomizer.loadSpell(source["spellCast"]["spell"], variables);
 		reward.spellCast.second = source["spellCast"]["schoolLevel"].Integer();
 	}
 
@@ -206,13 +207,13 @@ void Rewardable::Info::configureReward(Rewardable::Configuration & object, vstd:
 		auto const & entry = source["revealTiles"];
 
 		reward.revealTiles = RewardRevealTiles();
-		reward.revealTiles->radius = randomizer.loadValue(entry["radius"], rng, variables);
+		reward.revealTiles->radius = randomizer.loadValue(entry["radius"], variables);
 		reward.revealTiles->hide = entry["hide"].Bool();
 
-		reward.revealTiles->scoreSurface = randomizer.loadValue(entry["surface"], rng, variables);
-		reward.revealTiles->scoreSubterra = randomizer.loadValue(entry["subterra"], rng, variables);
-		reward.revealTiles->scoreWater = randomizer.loadValue(entry["water"], rng, variables);
-		reward.revealTiles->scoreRock = randomizer.loadValue(entry["rock"], rng, variables);
+		reward.revealTiles->scoreSurface = randomizer.loadValue(entry["surface"], variables);
+		reward.revealTiles->scoreSubterra = randomizer.loadValue(entry["subterra"], variables);
+		reward.revealTiles->scoreWater = randomizer.loadValue(entry["water"], variables);
+		reward.revealTiles->scoreRock = randomizer.loadValue(entry["rock"], variables);
 	}
 
 	for ( auto node : source["changeCreatures"].Struct() )
@@ -226,16 +227,16 @@ void Rewardable::Info::configureReward(Rewardable::Configuration & object, vstd:
 	}
 }
 
-void Rewardable::Info::configureResetInfo(Rewardable::Configuration & object, vstd::RNG & rng, Rewardable::ResetInfo & resetParameters, const JsonNode & source) const
+void Rewardable::Info::configureResetInfo(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, Rewardable::ResetInfo & resetParameters, const JsonNode & source) const
 {
 	resetParameters.period   = static_cast<ui32>(source["period"].Float());
 	resetParameters.visitors = source["visitors"].Bool();
 	resetParameters.rewards  = source["rewards"].Bool();
 }
 
-void Rewardable::Info::configureVariables(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, const JsonNode & source) const
+void Rewardable::Info::configureVariables(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, const JsonNode & source) const
 {
-	JsonRandom randomizer(cb);
+	JsonRandom randomizer(cb, gameRandomizer);
 
 	for(const auto & category : source.Struct())
 	{
@@ -246,19 +247,19 @@ void Rewardable::Info::configureVariables(Rewardable::Configuration & object, vs
 			int32_t value = -1;
 
 			if (category.first == "number")
-				value = randomizer.loadValue(input, rng, object.variables.values);
+				value = randomizer.loadValue(input, object.variables.values);
 
 			if (category.first == "artifact")
-				value = randomizer.loadArtifact(input, rng, object.variables.values).getNum();
+				value = randomizer.loadArtifact(input, object.variables.values).getNum();
 
 			if (category.first == "spell")
-				value = randomizer.loadSpell(input, rng, object.variables.values).getNum();
+				value = randomizer.loadSpell(input, object.variables.values).getNum();
 
 			if (category.first == "primarySkill")
-				value = randomizer.loadPrimary(input, rng, object.variables.values).getNum();
+				value = randomizer.loadPrimary(input, object.variables.values).getNum();
 
 			if (category.first == "secondarySkill")
-				value = randomizer.loadSecondary(input, rng, object.variables.values).getNum();
+				value = randomizer.loadSecondary(input, object.variables.values).getNum();
 
 			object.initVariable(category.first, entry.first, value);
 		}
@@ -350,7 +351,7 @@ void Rewardable::Info::replaceTextPlaceholders(MetaString & target, const Variab
 
 void Rewardable::Info::configureRewards(
 		Rewardable::Configuration & object,
-		vstd::RNG & rng,
+		IGameRandomizer & gameRandomizer,
 		IGameInfoCallback * cb,
 		const JsonNode & source,
 		Rewardable::EEventType event,
@@ -371,7 +372,7 @@ void Rewardable::Info::configureRewards(
 			{
 				const JsonNode & preset = object.getPresetVariable("dice", diceID);
 				if (preset.isNull())
-					object.initVariable("dice", diceID, rng.nextInt(0, 99));
+					object.initVariable("dice", diceID, gameRandomizer.getDefault().nextInt(0, 99));
 				else
 					object.initVariable("dice", diceID, preset.Integer());
 
@@ -394,8 +395,8 @@ void Rewardable::Info::configureRewards(
 		}
 
 		Rewardable::VisitInfo info;
-		configureLimiter(object, rng, cb, info.limiter, reward["limiter"]);
-		configureReward(object, rng, cb, info.reward, reward);
+		configureLimiter(object, gameRandomizer, cb, info.limiter, reward["limiter"]);
+		configureReward(object, gameRandomizer, cb, info.reward, reward);
 
 		info.visitType = event;
 		info.message = loadMessage(reward["message"], TextIdentifier(objectTextID, modeName, i));
@@ -408,16 +409,16 @@ void Rewardable::Info::configureRewards(
 	}
 }
 
-void Rewardable::Info::configureObject(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb) const
+void Rewardable::Info::configureObject(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb) const
 {
 	object.info.clear();
 	object.variables.values.clear();
 
-	configureVariables(object, rng, cb, parameters["variables"]);
+	configureVariables(object, gameRandomizer, cb, parameters["variables"]);
 
-	configureRewards(object, rng, cb, parameters["rewards"], Rewardable::EEventType::EVENT_FIRST_VISIT, "rewards");
-	configureRewards(object, rng, cb, parameters["onVisited"], Rewardable::EEventType::EVENT_ALREADY_VISITED, "onVisited");
-	configureRewards(object, rng, cb, parameters["onEmpty"], Rewardable::EEventType::EVENT_NOT_AVAILABLE, "onEmpty");
+	configureRewards(object, gameRandomizer, cb, parameters["rewards"], Rewardable::EEventType::EVENT_FIRST_VISIT, "rewards");
+	configureRewards(object, gameRandomizer, cb, parameters["onVisited"], Rewardable::EEventType::EVENT_ALREADY_VISITED, "onVisited");
+	configureRewards(object, gameRandomizer, cb, parameters["onEmpty"], Rewardable::EEventType::EVENT_NOT_AVAILABLE, "onEmpty");
 
 	object.onSelect = loadMessage(parameters["onSelectMessage"], TextIdentifier(objectTextID, "onSelect"));
 	object.description = loadMessage(parameters["description"], TextIdentifier(objectTextID, "description"));
@@ -460,7 +461,7 @@ void Rewardable::Info::configureObject(Rewardable::Configuration & object, vstd:
 		object.info.push_back(onGuarded);
 	}
 
-	configureResetInfo(object, rng, object.resetParameters, parameters["resetParameters"]);
+	configureResetInfo(object, gameRandomizer, object.resetParameters, parameters["resetParameters"]);
 
 	object.canRefuse = parameters["canRefuse"].Bool();
 	object.showScoutedPreview = parameters["showScoutedPreview"].Bool();
@@ -494,7 +495,7 @@ void Rewardable::Info::configureObject(Rewardable::Configuration & object, vstd:
 	}
 
 	if (object.visitMode == Rewardable::VISIT_LIMITER)
-		configureLimiter(object, rng, cb, object.visitLimiter, parameters["visitLimiter"]);
+		configureLimiter(object, gameRandomizer, cb, object.visitLimiter, parameters["visitLimiter"]);
 
 }
 

+ 8 - 12
lib/rewardable/Info.h

@@ -15,13 +15,9 @@
 
 VCMI_LIB_NAMESPACE_BEGIN
 
-namespace vstd
-{
-class RNG;
-}
-
 class MetaString;
 class IGameInfoCallback;
+class IGameRandomizer;
 
 namespace Rewardable
 {
@@ -42,14 +38,14 @@ class DLL_LINKAGE Info : public IObjectInfo
 	void replaceTextPlaceholders(MetaString & target, const Variables & variables) const;
 	void replaceTextPlaceholders(MetaString & target, const Variables & variables, const VisitInfo & info) const;
 
-	void configureVariables(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, const JsonNode & source) const;
-	void configureRewards(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, const JsonNode & source, Rewardable::EEventType mode, const std::string & textPrefix) const;
+	void configureVariables(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, const JsonNode & source) const;
+	void configureRewards(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, const JsonNode & source, Rewardable::EEventType mode, const std::string & textPrefix) const;
 
-	void configureLimiter(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const;
-	Rewardable::LimitersList configureSublimiters(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, const JsonNode & source) const;
+	void configureLimiter(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const;
+	Rewardable::LimitersList configureSublimiters(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, const JsonNode & source) const;
 
-	void configureReward(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb, Rewardable::Reward & info, const JsonNode & source) const;
-	void configureResetInfo(Rewardable::Configuration & object, vstd::RNG & rng, Rewardable::ResetInfo & info, const JsonNode & source) const;
+	void configureReward(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb, Rewardable::Reward & info, const JsonNode & source) const;
+	void configureResetInfo(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, Rewardable::ResetInfo & info, const JsonNode & source) const;
 public:
 	const JsonNode & getParameters() const;
 
@@ -70,7 +66,7 @@ public:
 
 	bool hasGuards() const override;
 
-	void configureObject(Rewardable::Configuration & object, vstd::RNG & rng, IGameInfoCallback * cb) const;
+	void configureObject(Rewardable::Configuration & object, IGameRandomizer & gameRandomizer, IGameInfoCallback * cb) const;
 
 	void init(const JsonNode & objectConfig, const std::string & objectTextID);
 

+ 10 - 9
server/CGameHandler.cpp

@@ -18,6 +18,7 @@
 #include "processors/HeroPoolProcessor.h"
 #include "processors/NewTurnProcessor.h"
 #include "processors/PlayerMessageProcessor.h"
+#include "processors/RandomizationProcessor.h"
 #include "processors/TurnOrderProcessor.h"
 #include "queries/QueriesProcessor.h"
 #include "queries/MapQueries.h"
@@ -510,7 +511,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
 	, turnOrder(std::make_unique<TurnOrderProcessor>(this))
 	, queries(std::make_unique<QueriesProcessor>())
 	, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
-	, randomNumberGenerator(std::make_unique<CRandomGenerator>())
+	, randomizationProcessor(std::make_unique<RandomizationProcessor>())
 	, complainNoCreatures("No creatures to split")
 	, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
 	, complainInvalidSlot("Invalid slot accessed!")
@@ -539,14 +540,14 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
 {
 	int requestedSeed = settings["server"]["seed"].Integer();
 	if (requestedSeed != 0)
-		randomNumberGenerator->setSeed(requestedSeed);
-	logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
+		randomizationProcessor->setSeed(requestedSeed);
+	logGlobal->info("Using random seed: %d", randomizationProcessor->getDefault().nextInt());
 
 	CMapService mapService;
 	gs = std::make_shared<CGameState>(this);
 	gs->preInit(LIBRARY);
 	logGlobal->info("Gamestate created!");
-	gs->init(&mapService, si, getRandomGenerator(), progressTracking);
+	gs->init(&mapService, si, *randomizationProcessor, progressTracking);
 	logGlobal->info("Gamestate initialized!");
 
 	for (const auto & elem : gameState().players)
@@ -687,7 +688,7 @@ void CGameHandler::onNewTurn()
 	{
 		SetAvailableArtifacts saa;
 		saa.id = ObjectInstanceID::NONE;
-		pickAllowedArtsSet(saa.arts, getRandomGenerator());
+		saa.arts = randomizationProcessor->rollMarketArtifactSet();
 		sendAndApply(saa);
 	}
 
@@ -700,7 +701,7 @@ void CGameHandler::onNewTurn()
 	for (auto & elem : gameState().getMap().getObjects())
 	{
 		if (elem)
-			elem->newTurn(*this);
+			elem->newTurn(*this, *randomizationProcessor);
 	}
 
 	synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
@@ -4234,7 +4235,7 @@ void CGameHandler::showInfoDialog(InfoWindow * iw)
 
 vstd::RNG & CGameHandler::getRandomGenerator()
 {
-	return *randomNumberGenerator;
+	return randomizationProcessor->getDefault();
 }
 
 #if SCRIPTING_ENABLED
@@ -4263,7 +4264,7 @@ std::shared_ptr<CGObjectInstance> CGameHandler::createNewObject(const int3 & vis
 	auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);
 
 	auto o = handler->create(gameState().cb, nullptr);
-	handler->configureObject(o.get(), getRandomGenerator());
+	handler->configureObject(o.get(), *randomizationProcessor);
 	assert(o->ID == objectID);
 	gameState().getMap().generateUniqueInstanceName(o.get());
 
@@ -4314,7 +4315,7 @@ void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initia
 
 void CGameHandler::newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator)
 {
-	object->initObj(getRandomGenerator());
+	object->initObj(*randomizationProcessor);
 
 	NewObject no;
 	no.newObject = object;

+ 3 - 2
server/CGameHandler.h

@@ -53,6 +53,7 @@ class TurnTimerHandler;
 class QueriesProcessor;
 class CObjectVisitQuery;
 class NewTurnProcessor;
+class RandomizationProcessor;
 
 class CGameHandler : public CGameInfoCallback, public Environment, public IGameEventCallback
 {
@@ -65,7 +66,7 @@ public:
 	std::unique_ptr<TurnOrderProcessor> turnOrder;
 	std::unique_ptr<TurnTimerHandler> turnTimerHandler;
 	std::unique_ptr<NewTurnProcessor> newTurnProcessor;
-	std::unique_ptr<CRandomGenerator> randomNumberGenerator;
+	std::unique_ptr<RandomizationProcessor> randomizationProcessor;
 	std::shared_ptr<CGameState> gs;
 
 	//use enums as parameters, because doMove(sth, true, false, true) is not readable
@@ -246,7 +247,7 @@ public:
 	template <typename Handler> void serialize(Handler &h)
 	{
 		h & QID;
-		h & *randomNumberGenerator;
+		h & *randomizationProcessor;
 		h & *battles;
 		h & *heroPool;
 		h & *playerMessages;

+ 2 - 0
server/CMakeLists.txt

@@ -15,6 +15,7 @@ set(vcmiservercommon_SRCS
 		processors/HeroPoolProcessor.cpp
 		processors/NewTurnProcessor.cpp
 		processors/PlayerMessageProcessor.cpp
+		processors/RandomizationProcessor.cpp
 		processors/TurnOrderProcessor.cpp
 
 		CGameHandler.cpp
@@ -43,6 +44,7 @@ set(vcmiservercommon_HEADERS
 		processors/HeroPoolProcessor.h
 		processors/NewTurnProcessor.h
 		processors/PlayerMessageProcessor.h
+		processors/RandomizationProcessor.h
 		processors/TurnOrderProcessor.h
 
 		CGameHandler.h

+ 3 - 2
server/processors/NewTurnProcessor.cpp

@@ -11,6 +11,7 @@
 #include "NewTurnProcessor.h"
 
 #include "HeroPoolProcessor.h"
+#include "RandomizationProcessor.h"
 
 #include "../CGameHandler.h"
 
@@ -524,7 +525,7 @@ std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
 		{
 			if (gameHandler->getSettings().getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
 			{
-				CreatureID creatureID = LIBRARY->creh->pickRandomMonster(gameHandler->getRandomGenerator());
+				CreatureID creatureID = gameHandler->randomizationProcessor->rollCreature();
 				return { EWeekType::DOUBLE_GROWTH, creatureID};
 			}
 			else if (LIBRARY->creh->doubledCreatures.size())
@@ -551,7 +552,7 @@ std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
 			std::pair<int, CreatureID> newMonster(54, CreatureID());
 			do
 			{
-				newMonster.second = LIBRARY->creh->pickRandomMonster(gameHandler->getRandomGenerator());
+				newMonster.second = gameHandler->randomizationProcessor->rollCreature();
 			} while (newMonster.second.toEntity(LIBRARY)->getFactionID().toFaction()->town == nullptr); // find first non neutral creature
 
 			return { EWeekType::BONUS_GROWTH, newMonster.second};

+ 126 - 0
server/processors/RandomizationProcessor.cpp

@@ -0,0 +1,126 @@
+/*
+ * RandomizationProcessor.cpp, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#include "StdInc.h"
+#include "RandomizationProcessor.h"
+
+#include <vstd/RNG.h>
+
+bool BiasedRandomizer::roll(vstd::RNG &generator, int successChance, int biasValue)
+{
+	int failChance = 100 - successChance;
+	int newRoll = generator.nextInt(0,99);
+	bool success = newRoll + accumulatedBias >= successChance;
+	if (success)
+		accumulatedBias -= failChance * biasValue / 100;
+	else
+		accumulatedBias += successChance * biasValue / 100;
+
+	return success;
+}
+
+//void CGameInfoCallback::pickAllowedArtsSet(std::vector<ArtifactID> & out, vstd::RNG & rand)
+//{
+//	for (int j = 0; j < 3 ; j++)
+//		out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_TREASURE));
+//	for (int j = 0; j < 3 ; j++)
+//		out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_MINOR));
+//
+//	out.push_back(gameState().pickRandomArtifact(rand, EArtifactClass::ART_MAJOR));
+//}
+
+
+//ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type, std::function<bool(ArtifactID)> accepts)
+//{
+//	std::set<ArtifactID> potentialPicks;
+//
+//	// Select artifacts that satisfy provided criteria
+//	for (auto const & artifactID : map->allowedArtifact)
+//	{
+//		if (!LIBRARY->arth->legalArtifact(artifactID))
+//			continue;
+//
+//		const auto * artifact = artifactID.toArtifact();
+//
+//		assert(artifact->aClass != EArtifactClass::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized
+//
+//		if (type.has_value() && *type != artifact->aClass)
+//			continue;
+//
+//		if (!accepts(artifact->getId()))
+//			continue;
+//
+//		potentialPicks.insert(artifact->getId());
+//	}
+//
+//	return pickRandomArtifact(randomGenerator, potentialPicks);
+//}
+//
+//ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::set<ArtifactID> potentialPicks)
+//{
+//	// No allowed artifacts at all - give Grail - this can't be banned (hopefully)
+//	// FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior
+//	if (potentialPicks.empty())
+//	{
+//		logGlobal->warn("Failed to find artifact that matches requested parameters!");
+//		return ArtifactID::GRAIL;
+//	}
+//
+//	// Find how many times least used artifacts were picked by randomizer
+//	int leastUsedTimes = std::numeric_limits<int>::max();
+//	for (auto const & artifact : potentialPicks)
+//		if (allocatedArtifacts[artifact] < leastUsedTimes)
+//			leastUsedTimes = allocatedArtifacts[artifact];
+//
+//	// Pick all artifacts that were used least number of times
+//	std::set<ArtifactID> preferredPicks;
+//	for (auto const & artifact : potentialPicks)
+//		if (allocatedArtifacts[artifact] == leastUsedTimes)
+//			preferredPicks.insert(artifact);
+//
+//	assert(!preferredPicks.empty());
+//
+//	ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, randomGenerator);
+//	allocatedArtifacts[artID] += 1; // record +1 more usage
+//	return artID;
+//}
+//
+//ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::function<bool(ArtifactID)> accepts)
+//{
+//	return pickRandomArtifact(randomGenerator, std::nullopt, std::move(accepts));
+//}
+//
+//ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type)
+//{
+//	return pickRandomArtifact(randomGenerator, type, [](const ArtifactID &) { return true; });
+//}
+
+//CreatureID CCreatureHandler::pickRandomMonster(vstd::RNG & rand, int tier) const
+//{
+//	std::vector<CreatureID> allowed;
+//	for(const auto & creature : objects)
+//	{
+//		if(creature->special)
+//			continue;
+//
+//		if(creature->excludeFromRandomization)
+//			continue;
+//
+//		if (creature->level == tier || tier == -1)
+//			allowed.push_back(creature->getId());
+//	}
+//
+//	if(allowed.empty())
+//	{
+//		logGlobal->warn("Cannot pick a random creature of tier %d!", tier);
+//		return CreatureID::NONE;
+//	}
+//
+//	return *RandomGeneratorUtil::nextItem(allowed, rand);
+//}

+ 84 - 0
server/processors/RandomizationProcessor.h

@@ -0,0 +1,84 @@
+/*
+ * RandomizationProcessor.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#pragma once
+
+#include "../lib/callback/IGameRandomizer.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+class CRandomGenerator;
+class CGHeroInstance;
+
+VCMI_LIB_NAMESPACE_END
+
+/// Biased randomizer that has following properties:
+/// - at bias value of 0 it acts as statistical random generator
+/// - at bias value of 100 it guarantees that it will take at most 100/chance rolls till succesfull roll
+/// - at bias value between 1..99 similar guarantee is also provided, but with larger number of rolls
+/// No matter what bias is, statistical probability on large number of rolls remains the same
+/// Its goal is to simulate human expectations of random distributions and reduce frustration from "bad" rolls
+class BiasedRandomizer
+{
+	int accumulatedBias;
+public:
+	/// Performs coin flip with specified success chance
+	/// Returns true with probability successChance percents, and false with probability 100-successChance percents
+	bool roll(vstd::RNG & generator, int successChance, int biasValue);
+};
+
+class RandomizationProcessor final : public IGameRandomizer
+{
+	std::unique_ptr<CRandomGenerator> globalRandomNumberGenerator;
+
+	std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeed;
+	std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerTavern;
+
+	std::map<ObjectInstanceID, BiasedRandomizer> goodMoraleSeed;
+	std::map<ObjectInstanceID, BiasedRandomizer> badMoraleSeed;
+	std::map<ObjectInstanceID, BiasedRandomizer> goodLuckSeed;
+	std::map<ObjectInstanceID, BiasedRandomizer> badLuckSeed;
+
+	std::map<ObjectInstanceID, BiasedRandomizer> combatAbilitySeed;
+
+public:
+	RandomizationProcessor();
+
+	PrimarySkill rollPrimarySkillForLevelup(const CGHeroInstance * hero);
+	SecondarySkill rollSecondarySkillForLevelup(const CGHeroInstance * hero, const std::vector<SecondarySkill> & candidates);
+
+	bool rollGoodMorale(ObjectInstanceID actor, int moraleValue);
+	bool rollBadMorale(ObjectInstanceID actor, int moraleValue);
+	bool rollGoodLuck(ObjectInstanceID actor, int luckValue);
+	bool rollBadLuck(ObjectInstanceID actor, int luckValue);
+
+	bool rollCombatAbility(ObjectInstanceID actor, int percentageChance);
+
+	HeroTypeID rollHero(PlayerColor player, FactionID faction) override;
+
+	CreatureID rollCreature() override;
+	CreatureID rollCreature(int tier) override;
+
+	ArtifactID rollArtifact() override;
+	ArtifactID rollArtifact(EArtifactClass type) override;
+	ArtifactID rollArtifact(std::set<ArtifactID> filtered) override;
+	std::vector<ArtifactID> rollMarketArtifactSet() override;
+
+	std::string rollTownName(FactionID faction) override;
+
+	vstd::RNG & getDefault() override;
+
+	void setSeed(int newSeed);
+
+	template<typename Handler>
+	void serialize(Handler & h)
+	{
+		h & *globalRandomNumberGenerator;
+	}
+};