Unstable 0.16.1.0
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@@ -134,6 +134,7 @@ namespace Barotrauma
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aggregate += Items[i].Commonness;
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if (aggregate >= r && Items[i].Prefab != null)
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{
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GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "null") + ":PetProducedItem:" + pet.AiController.Character.SpeciesName + ":" + Items[i].Prefab.Identifier);
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Entity.Spawner.AddToSpawnQueue(Items[i].Prefab, pet.AiController.Character.WorldPosition);
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break;
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}
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@@ -200,6 +201,8 @@ namespace Barotrauma
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break;
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}
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}
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GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "null") + ":PetSpawned:" + aiController.Character.SpeciesName);
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}
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public StatusIndicatorType GetCurrentStatusIndicatorType()
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@@ -210,23 +213,44 @@ namespace Barotrauma
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return StatusIndicatorType.None;
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}
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public bool OnEat(IEnumerable<string> tags, float amount)
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public bool OnEat(Item item)
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{
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bool success = OnEat(item.GetTags());
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if (success)
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{
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GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "null") + ":PetEat:" + AiController.Character.SpeciesName + ":" + item.prefab.Identifier);
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}
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return success;
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}
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public bool OnEat(Character character)
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{
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if (character == null || !character.IsDead) { return false; }
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bool success = OnEat("dead");
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if (success)
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{
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GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "null") + ":PetEat:" + AiController.Character.SpeciesName + ":" + character.SpeciesName);
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}
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return success;
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}
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private bool OnEat(IEnumerable<string> tags)
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{
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foreach (string tag in tags)
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{
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if (OnEat(tag, amount)) { return true; }
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if (OnEat(tag)) { return true; }
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}
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return false;
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}
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public bool OnEat(string tag, float amount)
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private bool OnEat(string tag)
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{
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for (int i = 0; i < foods.Count; i++)
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{
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if (tag.Equals(foods[i].Tag, System.StringComparison.OrdinalIgnoreCase))
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{
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Hunger += foods[i].Hunger * amount;
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Happiness += foods[i].Happiness * amount;
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Hunger += foods[i].Hunger;
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Happiness += foods[i].Happiness;
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#if CLIENT
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AiController.Character.PlaySound(CharacterSound.SoundType.Happy, 0.5f);
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#endif
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