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changelog + remove dead code, but the test still fails
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@ -78,6 +78,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Most sfx now correctly play when camera is underwater
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- All sounds now stop upon quitting to main menu
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- Combat music now loops and ends properly
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- Modular weapons now have a selling price
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## [0.12.0] - 2022-02-19
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@ -774,14 +774,12 @@ impl TradePricing {
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.find(|item| item.name == *input)
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.map_or(false, |item| item.sell)
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});
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//let item = Item::new_from_asset_expect(&recipe.output.);
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let stackable = Item::new_from_item_definition_id(
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recipe.output.as_ref(),
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ability_map,
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msm,
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)
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.map_or(false, |i| i.is_stackable());
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//= item.is_stackable();
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let new_entry = PriceEntry {
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name: recipe.output.clone(),
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price: usage * (1.0 / (recipe.amount as f32 * Self::CRAFTING_FACTOR)),
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@ -803,7 +801,6 @@ impl TradePricing {
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});
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//info!(?ordered_recipes);
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}
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result
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}
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@ -1027,9 +1024,6 @@ mod tests {
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init();
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info!("init");
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// Note: This test breaks when the loot table contains `Nothing` as a potential
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// drop.
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let loot = expand_loot_table("common.loot_tables.creature.quad_medium.gentle");
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let lootsum = loot.iter().fold(0.0, |s, i| s + i.0);
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assert!((lootsum - 1.0).abs() < 1e-3);
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@ -1039,11 +1033,8 @@ mod tests {
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assert!((lootsum2 - 1.0).abs() < 1e-4);
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// highly nested
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// TODO: Re-enable this. See note at top of test (though this specific
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// table can also be fixed by properly integrating modular weapons into
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// probability files)
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// let loot3 =
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// expand_loot_table("common.loot_tables.creature.biped_large.wendigo");
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// fails due to line 310 still being a todo
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// let loot3 = expand_loot_table("common.loot_tables.creature.biped_large.wendigo");
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// let lootsum3 = loot3.iter().fold(0.0, |s, i| s + i.0);
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// assert!((lootsum3 - 1.0).abs() < 1e-5);
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}
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@ -1391,10 +1391,9 @@ impl<'a> Widget for ItemTooltip<'a> {
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//Tooltips for trade mini-tutorial
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widget::Text::new(&format!(
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"{}\n{}\n{:?}",
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"{}\n{}",
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i18n.get("hud.trade.tooltip_hint_1"),
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i18n.get("hud.trade.tooltip_hint_2"),
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item.item_definition_id()
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))
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.x_align_to(state.ids.item_frame, conrod_core::position::Align::Start)
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.graphics_for(id)
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