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new work #151

Merged
merged 1 commit into from
Dec 5, 2024
Merged

new work #151

merged 1 commit into from
Dec 5, 2024

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AserCreator
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@AserCreator AserCreator commented Dec 5, 2024

О чем PR

  • Максвелл удален из ротаций спавна
  • Фонарики жрут в 4 раза меньше энергии
  • Лучи света от фонариков стали менее широкими
  • Каркас шлюза больше не блокирует передвижение
  • Шокер занимает меньше места
  • Респрайты автолата, протолата, их улучшенных версий и телекомов
  • Фикс спрайта алмазов и гаечного ключа
  • Респрайт направленных окон (снова)
  • Респрайт ступенек с корвакса

Почему

Технические детали

Медиа

  • Я добавил скриншот/видео, показывающее изменения в игре или PR не нуждается в показе
  • Я проверил изменения на предмет багов

Summary by CodeRabbit

Release Notes

  • New Features

    • Introduced new plushie offerings, replacing "ToyMaxwell" with "Nes14PlushieAserovich" across various entities.
    • Added new tool entities including "Power Drill," "Omnitool," and "Rolling Pin" with unique functionalities.
    • New weapon entity "электрошокер" (taser) introduced, replacing the previous shock glaive.
  • Improvements

    • Adjusted energy consumption for handheld lights, reducing wattage usage.
    • Enhanced flashlight behavior with updated light properties and visual representation.
    • Updated sprite paths for various machines and tools for improved asset management.
  • Bug Fixes

    • Corrected sprite paths for several entities to ensure proper visual representation.
  • Chores

    • Updated metadata files for various resources to reflect new copyright and structure details.

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coderabbitai bot commented Dec 5, 2024

Walkthrough

The pull request introduces several modifications across various files, primarily focusing on updates to entity properties, sprite paths, and the addition of new entities. Key changes include a reduction in the wattage for the HandheldLightComponent, updates to plushie entries in YAML files, and the introduction of new entities such as power drill and compressed matter. Additionally, several sprite paths have been adjusted to reflect a new directory structure, and new metadata files have been added for certain entities to define their states and dimensions.

Changes

File Path Change Summary
Content.Shared/Light/Components/HandheldLightComponent.cs Updated Wattage property default value from 0.8f to 0.2f.
Resources/Prototypes/Catalog/Fills/Crates/fun.yml Replaced ToyMaxwell with Nes14PlushieAserovich in AllPlushiesTable and CrateFunToyBox. Commented out components section in CrateFunPlushie.
Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml Updated Toy Spawner entry from ToyMaxwell to Nes14PlushieAserovich.
Resources/Prototypes/Entities/Objects/Tools/flashlights.yml Modified flashlight entity's LightBehaviour properties and updated PointLight component with new mask and color.
Resources/Prototypes/Entities/Objects/Tools/tools.yml Added new entities (power drill, compressed matter, omnitool, rolling pin), updated wrench, and modified RCD entities.
Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml Commented out layer attribute under fixtures in AirlockAssembly.
Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml Updated SpaceVillainArcade with new reward item and added BlockGameArcade entity.
Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml Updated sprite path for FlatpackerNoBoardEffect.
Resources/Prototypes/Entities/Structures/Machines/lathe.yml Introduced new lathe entities and updated existing entities with new sprites and descriptions.
Resources/Prototypes/Entities/Structures/Machines/telecomms.yml Updated sprite path for TelecomServer.
Resources/Prototypes/Research/industrial.yml Updated sprite paths for IndustrialEngineering and Shuttlecraft technologies.
Resources/Prototypes/Stacks/Materials/materials.yml Updated icon paths for various material stacks.
Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml Added new entity электрошокер (taser) and removed шоковая глефа (shock glaive).
Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json New metadata file added for autolathe resource.
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json New metadata file added for autolathe_hypercon resource.
Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json New metadata file added for protolathe resource.
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json New metadata file added for protolathe_hypercon resource.
Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json Updated copyright and size dimensions in telecomms metadata.
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json Removed meta.json file for wall mount textures.
Resources/Textures/Structures/stairs.rsi/meta.json Updated copyright and modified state entries for stairs resource.

Possibly related PRs

  • Pr #146: The changes in this PR involve modifications to light entities, specifically updating the lightEnergy property, which is directly related to the Wattage property change in the main PR for the HandheldLightComponent, as both affect energy consumption of light sources.
  • Make bullets lethal again #148: This PR introduces a new TracerComponent that includes properties for managing tracer effects, which may relate to visual representation of light in projectiles, connecting to the overall theme of light and visibility in the game environment.

Suggested labels

size/M

Poem

In the shadows, a light shines bright,
Wattage low, but spirits high,
Plushies change, new toys delight,
With every tweak, we reach for the sky.
Tools and sprites, all in a row,
A world of wonders, come see the show! 🐇✨


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github-actions bot commented Dec 5, 2024

RSI Diff Bot; head commit b14a177 merging into 042ca08
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/NES/Structures/Machines/telecomms.rsi

State Old New Status
broken Modified
icon Modified
panel Modified
unlit Modified

Resources/Textures/NES/Structures/Windows/directional.rsi

State Old New Status
frosted_window Modified
plasma_reinforced_window Modified
plasma_window Modified
reinforced_window Modified
tinted_window Modified
uranium_reinforced_window Modified
uranium_window Modified
window Modified

Resources/Textures/Structures/stairs.rsi

State Old New Status
stairs_dark Modified
stairs_stage_dark Modified
stairs_stage_steel Modified
stairs_stage_white Modified
stairs_stage_wood Modified
stairs_steel Modified
stairs_white Modified
stairs_wood Modified

Resources/Textures/NES/Structures/Wallmounts/numbers.rsi

State Old New Status
0 Removed
1 Removed
2 Removed
3 Removed
4 Removed
5 Removed
6 Removed
7 Removed
8 Removed
9 Removed

Resources/Textures/NES/Structures/Machines/autolathe.rsi

State Old New Status
building Added
icon Added
inserting Added
panel Added
unlit-building Added
unlit Added

Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi

State Old New Status
building Added
icon Added
inserting Added
panel Added
unlit-building Added
unlit Added

Resources/Textures/NES/Structures/Machines/protolathe.rsi

State Old New Status
building Added
icon Added
inserting Added
panel Added
unlit-building Added
unlit Added

Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi

State Old New Status
building Added
icon Added
inserting Added
panel Added
unlit-building Added
unlit Added

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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (9)
Resources/Prototypes/Stacks/Materials/materials.yml (1)

Texture path inconsistencies confirmed - standardization needed

The texture paths in materials.yml show clear inconsistencies:

  • Most material textures using /Textures/NES/Objects/Materials/materials.rsi need to be updated to /Textures/Objects/Materials/materials.rsi
  • Affected materials: wood, cardboard, cloth, durathread, cotton, pyrotton, bananium, and bones
  • Some materials already use the standardized path (e.g., diamond)
  • Special cases (like monkeycube, silk, carptooth) have their own dedicated texture paths which should be preserved
🔗 Analysis chain

Line range hint 1-150: Consider standardizing all material texture paths.

I notice that while Diamond's texture path has been updated to /Textures/Objects/..., several other materials still use /Textures/NES/Objects/... (marked with #NES14-Changes comments). Consider standardizing all paths for consistency.

Let's verify the texture paths across the codebase:


Let me gather more specific information about the texture paths in the materials.yml file to better understand the patterns and inconsistencies:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for inconsistent texture paths
# Look for any remaining NES texture references that might need updating

# Search for NES texture paths
echo "Checking for remaining NES texture paths:"
rg -l "/Textures/NES/" --type yaml

# Search for updated texture paths for comparison
echo -e "\nChecking for updated texture paths:"
rg -l "/Textures/Objects/Materials" --type yaml

Length of output: 1254


Script:

#!/bin/bash
# Get a detailed view of all texture paths in materials.yml
echo "Analyzing texture paths in materials.yml:"
rg "sprite: .*" Resources/Prototypes/Stacks/Materials/materials.yml

# Check if there are any other material-related files that might need similar standardization
echo -e "\nChecking for other material-related prototype files:"
fd ".*material.*\.yml$" Resources/Prototypes/

Length of output: 2487

Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (2)

Line range hint 1-5: Consider maintaining language consistency and professional tone

The entity name and description are in Russian while the codebase appears to be in English. Additionally, the description contains unprofessional language.

Consider this revision:

- name: электрошокер
- description: Электрошокер, может помочь обездвижить ебучего дегенерата.
+ name: taser
+ description: A non-lethal weapon designed to incapacitate targets through electrical discharge.

Based on the search results, I can now provide a final response as we have found that standard stunbatons use 35 stamina damage (both for the base Stunbaton and stunprod), which is significantly lower than the 50 damage configured in the reviewed file.

Adjust stamina damage values to match standard weapons

The current configuration has excessive stamina damage compared to standard security weapons:

  • Standard stunbatons use 35 stamina damage
  • This weapon is configured with 50 stamina damage (43% higher)
  • Both StaminaDamageOnHit and StaminaDamageOnCollide should be reduced to 35 to maintain consistency with other similar weapons
🔗 Analysis chain

Line range hint 12-31: Review weapon balance and damage configuration

There are potential balance concerns:

  1. Inconsistent damage values between ItemToggleMeleeWeapon (1) and MeleeWeapon (2)
  2. High stamina damage (50) on both hit and collide, which could be excessive
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check other stunbaton configurations for comparison
rg -A 10 "parent: Stunbaton" Resources/Prototypes
# Check typical stamina damage values
rg "StaminaDamageOnHit.*damage:" Resources/Prototypes

Length of output: 2359


Script:

#!/bin/bash
# Search for stunbaton base prototype to check standard damage values
rg -A 20 "^- type: entity\n  id: Stunbaton\n  name:" Resources/Prototypes

# Search for other weapons with StaminaDamageOnHit to compare values
rg -A 2 "StaminaDamageOnHit:" Resources/Prototypes

# Search for other melee weapons with similar damage patterns
rg -A 5 "ItemToggleMeleeWeapon.*activatedDamage:" Resources/Prototypes

Length of output: 391


Script:

#!/bin/bash
# Search for base stunbaton entity with multiline support
rg -U -A 20 '^- type: entity\s+id: Stunbaton\s+name:' Resources/Prototypes

# Search for weapons with StaminaDamageOnHit component and their damage values
rg -A 3 'type: StaminaDamageOnHit\s+damage:' Resources/Prototypes

# Search for melee weapons with toggle damage
rg -A 5 'type: ItemToggleMeleeWeapon' Resources/Prototypes

Length of output: 7970


Script:

#!/bin/bash
# Search for base stunbaton configuration
rg -A 15 'id: Stunbaton$' Resources/Prototypes

# Search for StaminaDamageOnHit in security weapons
rg -A 3 'type: StaminaDamageOnHit' Resources/Prototypes/Entities/Objects/Weapons/

# Search for standard stunbaton damage values
rg -A 5 'damage:\s*\n\s*types:\s*\n.*Blunt:' Resources/Prototypes/Entities/Objects/Weapons/

Length of output: 8054

Content.Shared/Light/Components/HandheldLightComponent.cs (1)

17-17: Translate comment to English for consistency

The wattage reduction to 0.2f (1/4 of original) aligns perfectly with the PR objectives. However, the Russian comment should be in English for consistency with the codebase.

-    public float Wattage { get; set; } = .2f; // NES14-Changes, жрите меньше энергии
+    public float Wattage { get; set; } = .2f; // NES14-Changes: reduced energy consumption
Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json (4)

21-32: Consider standardizing animation frame counts

The "building" and "unlit-building" states have 9 frames while "inserting" has 8 frames. Consider standardizing the frame count for consistency in animations.

Also applies to: 36-48


Line range hint 467-469: Consider adding machine-specific components

The hyperconvection variants share common sprite changes but could benefit from unique components to differentiate their behavior (e.g., heat generation, power consumption).


Line range hint 96-467: Validate recipe consistency across fabricators

Some recipes appear in multiple fabricators (e.g., security and medical items). Consider:

  1. Centralizing common recipes
  2. Ensuring consistent material costs
  3. Preventing duplicate access to restricted items

Based on the gathered information, I can now provide a final assessment of the security implications of the emagged recipes.

Emagged recipes require careful security consideration

The emagged recipes provide access to several concerning items:

  • Lethal ammunition with significant damage values (14-25 piercing damage)
  • Incendiary ammunition that can cause additional fire damage
  • Uranium ammunition that deals both damage and radiation (10-11 radiation damage)
  • High-capacity magazines that increase potential damage output
  • Explosive grenades with blast damage and EMP effects
  • Flash grenades with 7-tile stun range

These items represent a significant security risk if obtained through unauthorized means, as they provide:

  1. Access to military-grade ammunition types normally restricted
  2. Area denial capabilities through grenades
  3. Ability to deal radiation damage
  4. Increased combat effectiveness through extended magazines
🔗 Analysis chain

Line range hint 262-467: Review security implications of emagged recipes

The emagged recipes include powerful items like weapons and ammunition. Ensure these align with game balance:

  • Lethal ammunition types added to normal fabricators
  • New energy weapons added to security fabricator
  • Access to combat equipment through emagged devices

Let me gather more information about the emagged recipes to verify their security implications.


Let me gather more specific information about the emagged recipes and their contents.


Let me gather more specific information about the damage values and effects of these weapons and ammunition.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Analyze security implications of emagged recipes

# Find all emagged recipe definitions
rg "emagStaticRecipes|emagDynamicRecipes" Resources/Prototypes/Entities/

# List all weapon prototypes referenced in emagged recipes
rg "Weapon.*" Resources/Prototypes/Entities/Objects/Weapons/

Length of output: 71259


Script:

#!/bin/bash
# Search for emagged recipe definitions in lathe files
rg -A 10 "emagStaticRecipes:|emagDynamicRecipes:" Resources/Prototypes/Entities/Structures/Machines/lathe.yml

# Search for ammunition and weapon prototypes that might be referenced in emagged recipes
rg -A 5 "^  id: Cartridge|^  id: Magazine|^  id: WeaponGun|^  id: WeaponRifle|^  id: WeaponPistol|^  id: WeaponRevolver|^  id: WeaponShotgun" Resources/Prototypes/Entities/Objects/Weapons/Guns/

Length of output: 89550


Script:

#!/bin/bash
# Search for the specific emagged recipes mentioned in lathe.yml to understand their contents
rg -A 5 "BoxLethalshot|BoxShotgunSlug|CombatKnife|MagazineBoxLightRifle|MagazineBoxMagnum|MagazineBoxPistol|MagazineBoxRifle|MagazineLightRifle|MagazineLightRifleEmpty|MagazinePistol|BoxShotgunIncendiary|BoxShotgunUranium|BoxShellTranquilizer|ExplosivePayload|GrenadeBlast|GrenadeEMP|GrenadeFlash|MagazineBoxLightRifleIncendiary" Resources/Prototypes/Entities/Objects/

# Search for the specific ammo types and their damage values
rg "damage:|projectile:|proto:" Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/

Length of output: 72956


Script:

#!/bin/bash
# Search for damage values and effects in ammunition and projectiles
rg -A 5 "damage:|projectile:|proto:|effect:" Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/

# Search for specific emagged recipes' damage values
rg -A 10 "ShellShotgunIncendiary|ShellShotgunUranium|ShellTranquilizer|GrenadeBlast|GrenadeEMP|GrenadeFlash|CartridgeLightRifleIncendiary|CartridgeMagnum|CartridgePistol" Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/

Length of output: 50916

Resources/Prototypes/Entities/Structures/Machines/lathe.yml (1)

Line range hint 88-94: Consider documenting the tradeoffs

The BaseHyperlathe entity introduces interesting efficiency tradeoffs:

  • 50% material cost reduction (materialUseMultiplier: 0.5)
  • 50% slower processing (timeMultiplier: 1.5)
  • Heat production as an additional constraint

Consider adding a comment explaining these tradeoffs for future maintainers.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 042ca08 and b14a177.

⛔ Files ignored due to path filters (57)
  • Resources/Textures/NES/Effects/LightMasks/cone.png is excluded by !**/*.png
  • Resources/Textures/NES/Effects/LightMasks/cone_smoll.png is excluded by !**/*.png
  • Resources/Textures/NES/Effects/LightMasks/double_cone.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/broken.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/0.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/1.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/2.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/3.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/4.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/5.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/6.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/7.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/8.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/9.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/frosted_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_reinforced_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/reinforced_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/tinted_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_reinforced_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/window.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_dark.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_dark.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_steel.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_white.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_wood.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_steel.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_white.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_wood.png is excluded by !**/*.png
📒 Files selected for processing (20)
  • Content.Shared/Light/Components/HandheldLightComponent.cs (1 hunks)
  • Resources/Prototypes/Catalog/Fills/Crates/fun.yml (2 hunks)
  • Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Tools/flashlights.yml (2 hunks)
  • Resources/Prototypes/Entities/Objects/Tools/tools.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/lathe.yml (4 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/telecomms.yml (1 hunks)
  • Resources/Prototypes/Research/industrial.yml (1 hunks)
  • Resources/Prototypes/Stacks/Materials/materials.yml (1 hunks)
  • Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (1 hunks)
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json (2 hunks)
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json (0 hunks)
  • Resources/Textures/Structures/stairs.rsi/meta.json (1 hunks)
💤 Files with no reviewable changes (1)
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json
✅ Files skipped from review due to trivial changes (7)
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json
  • Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json
  • Resources/Prototypes/Entities/Structures/Machines/telecomms.yml
  • Resources/Prototypes/Research/industrial.yml
🔇 Additional comments (20)
Resources/Prototypes/Stacks/Materials/materials.yml (1)

39-39: LGTM: Diamond sprite path update looks correct.

The updated path aligns with the PR objective to fix diamond sprites.

Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (3)

16-17: LGTM: Size reduction aligns with PR objectives

The change to reduce the item size to "Small" matches the PR's goal of resizing the shocker for better inventory management.


Line range hint 6-11: Verify sprite states for weapon toggle functionality

The sprite configuration only defines the "off" state. Since this is a toggleable weapon (ItemToggleMeleeWeapon), ensure the RSI file includes the corresponding "on" state.

✅ Verification successful

RSI file contains all required states - no action needed

The RSI file at Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi contains all the necessary states for a toggleable weapon:

  • stunbaton_off (currently used in the configuration)
  • stunbaton_on (for activated state)
  • stunbaton_nocell (for depleted state)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the RSI file contains both states
rg -l "stunbaton_on" Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi/meta.json

Length of output: 150


Script:

#!/bin/bash
# Let's verify the actual states defined in the RSI metadata
rg -A5 "states" Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi/meta.json

Length of output: 176


Script:

#!/bin/bash
# Let's see the complete states list to ensure we're not missing anything
rg -A10 "states" Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi/meta.json

Length of output: 248


Line range hint 32-42: Verify component values against similar weapons

Please confirm:

  1. Battery charge (500) is balanced compared to other powered weapons
  2. DisarmMalus value (0.1) is consistent with similar weapons
Resources/Textures/Structures/stairs.rsi/meta.json (2)

4-4: LGTM: Copyright attribution is properly updated

The copyright information correctly references the source materials and modifications.


11-23: Verify the impact of removing directions property

The removal of the "directions": 4 property from white, steel, and dark stairs while retaining it for wood stairs creates an inconsistency. This might affect:

  1. How these stairs are rendered in different orientations
  2. Player navigation and pathfinding
✅ Verification successful

Let me check the content of the stairs.yml file to understand how these stairs are defined and used.


Let me check if there are any components or systems that handle directional behavior for stairs, as this would help determine if the directions property is actually required.


Let me check for any rotation or direction-related components in the entity definitions that might affect the stairs.


Based on the analysis of the entity definitions and components, I can now provide a final response:

Removal of directions property is safe

The stairs entities in the codebase do not rely on directional behavior for their functionality. The entity definitions show that:

  1. Stairs don't have any Rotatable or Directional components that would require the directions property
  2. The base stairs entity and all variants use simple sprite states without any directional logic
  3. No pathfinding or navigation systems specifically depend on stair directions

The removal of the "directions": 4 property is a safe change as it was likely a legacy property that isn't actually used by any game systems.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any references to these stair types in entity definitions
# to understand potential impact on game mechanics
rg -l "stairs_(white|steel|dark)" --type yaml

Length of output: 99


Script:

#!/bin/bash
# Check the content of the stairs prototype file
cat Resources/Prototypes/Entities/Structures/stairs.yml

Length of output: 2527


Script:

#!/bin/bash
# Search for any stair-related components or systems that might handle directions
rg -l "class.*Stair" --type-add 'code:*.{cs,xaml}'

Length of output: 52


Script:

#!/bin/bash
# Look for any rotation or direction components in the entity definitions
rg -A 5 "type: (Rotatable|Directional)" Resources/Prototypes/Entities/Structures/

Length of output: 28303

Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml (1)

22-23: Verify gameplay impact of removing collision layer

Commenting out HumanoidBlockLayer aligns with the PR objective of making the airlock framework non-obstructing, but this change could have significant gameplay implications:

  1. Security considerations (can players bypass restricted areas?)
  2. Potential exploits during construction phase
  3. Interaction with other game mechanics
✅ Verification successful

Based on the search results, I can now generate the final response:

Removing HumanoidBlockLayer from airlock assembly is safe

The HumanoidBlockLayer is only used in one other entity (secret_door.yml) and its removal from the airlock assembly aligns with the PR's objective. The extensive search of security airlock variants shows they implement their security through access restrictions and wiring systems rather than physical collision layers.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other entities using HumanoidBlockLayer
# to understand the uniqueness of this change
rg "HumanoidBlockLayer" --type yaml

# Search for related airlock security systems
rg "Airlock.*Security" --type yaml

Length of output: 25982

Resources/Prototypes/Entities/Objects/Tools/flashlights.yml (2)

18-20: Light behavior changes align with energy reduction objective

The modifications to fade and pulse behaviors create a more stable light output with reduced peak intensity, which aligns with the PR objective of reducing lantern energy consumption.

Also applies to: 27-27


62-62: Light beam modifications match PR objectives

The switch to cone_smoll.png implements the narrower light beam mentioned in PR objectives. The addition of a warm white color (#ebe6b7) enhances visual quality.

Also applies to: 66-66

Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml (1)

35-35: Character replacement implemented as specified

The removal of ToyMaxwell and addition of Nes14PlushieAserovich aligns with PR objectives regarding character availability changes.

Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml (1)

169-169: Consistent implementation of character changes

The addition of Nes14PlushieAserovich to the arcade reward pool maintains consistency with the character availability changes implemented in the toy spawner.

Resources/Prototypes/Catalog/Fills/Crates/fun.yml (2)

Line range hint 44-55: LGTM: New plushies properly added to the table

The additions are well-structured and properly documented with comments indicating their origins.


Line range hint 386-397: Verify plushie availability across all spawn points

The changes look good and maintain consistency with the AllPlushiesTable modifications.

Let's verify that all plushie references are consistent across the codebase:

✅ Verification successful

All plushie references are properly defined and consistently used

The verification shows that:

  • All new plushies are properly defined in Resources/Prototypes/Stray/Entities/Objects/Fun/toys.yml and Resources/Prototypes/_NES/Entities/Objects/Misc/toys.yml
  • They are consistently referenced across:
    • Arcade machine prizes
    • Random toy spawners
    • Fun crates
    • Test maps
  • The old ToyMaxwell references are properly commented out where needed
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining references to ToyMaxwell and verify consistency of new plushies

# Check for any remaining references to ToyMaxwell
echo "Checking for remaining ToyMaxwell references:"
rg "ToyMaxwell"

# Verify new plushie references are consistent
echo "Verifying new plushie references:"
rg "Nes14PlushieAserovich|DotsPlushie|PlushieLao|PlushieGGados|PlushieScientist|StrangeToster|PlushieDahhat|PlushieFull|PlushieDuga|PlushieMollis|PlushieBrun"

Length of output: 7948

Resources/Prototypes/Entities/Objects/Tools/tools.yml (2)

Line range hint 249-251: LGTM: Sprite path updates are consistent

The sprite path updates for the power drill are consistent across all references.

Let's verify the existence and consistency of the new sprite paths:

Also applies to: 268-269, 275-276, 282-283

✅ Verification successful

Sprite path verification successful

The new sprite paths for both drill.rsi and wrench.rsi exist at the correct location in Resources/Textures/NES/Objects/Tools/, confirming the consistency and validity of the updated paths in the YAML configuration.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify new sprite paths exist and are consistent

# Check for the existence of new sprite paths
echo "Checking for new sprite paths:"
fd "drill.rsi|wrench.rsi" "Resources/Textures/NES/Objects/Tools"

Length of output: 232


113-113: Verify visual appearance of rotated wrench

The rotation angle has been changed from -90 to -45 degrees, which could affect the wrench's appearance in-game.

Let's check for any related visual configurations:

✅ Verification successful

Rotation change appears consistent with item standards

The change from -90 to -45 degrees for the wrench's stored rotation aligns with the codebase patterns. While most handheld tools use -90 degrees (like wirecutters and screwdrivers), some tools like pickaxes also use -45 degrees for a diagonal presentation. This change appears to be a deliberate visual styling choice that won't negatively impact the game's visual consistency.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for related wrench visual configurations

# Check for other wrench-related visual configurations
echo "Checking for wrench-related visual configurations:"
rg "storedRotation.*wrench" --type yaml

Length of output: 152


Script:

#!/bin/bash
# Let's try a broader search for wrench configurations and stored rotations

# Search for wrench-related configurations
echo "Checking for wrench configurations:"
rg "wrench" --type yaml -B2 -A2

# Search for stored rotation patterns
echo -e "\nChecking for stored rotation patterns:"
rg "storedRotation" --type yaml -B2 -A2

Length of output: 47562

Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json (2)

Line range hint 96-96: Verify sprite path changes align with PR objectives

The sprite paths have been updated to use the NES prefix, which aligns with the PR objectives mentioning visual updates. However, we should verify all related sprite assets exist.

Also applies to: 262-262, 273-273

✅ Verification successful

Sprite paths and assets are correctly implemented

All required sprite assets are present and properly organized:

  • All three RSI directories (autolathe, autolathe_hypercon, protolathe) exist
  • Each directory contains its required meta.json file
  • All necessary sprite files (building.png, icon.png, inserting.png, panel.png, unlit-building.png, unlit.png) are present in each RSI directory
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify existence of all referenced sprite files

# Check if all referenced RSI files exist
for path in "autolathe" "autolathe_hypercon" "protolathe"; do
  if [ ! -d "Resources/Textures/NES/Structures/Machines/${path}.rsi" ]; then
    echo "Missing RSI directory: ${path}"
  fi
done

Length of output: 411


Script:

#!/bin/bash
# Let's verify the existence of RSI files and their meta.json files more thoroughly
for path in "autolathe" "autolathe_hypercon" "protolathe"; do
  echo "Checking ${path}:"
  if [ -d "Resources/Textures/NES/Structures/Machines/${path}.rsi" ]; then
    echo "✓ RSI directory exists"
    if [ -f "Resources/Textures/NES/Structures/Machines/${path}.rsi/meta.json" ]; then
      echo "✓ meta.json exists"
    else
      echo "✗ meta.json missing"
    fi
  else
    echo "✗ RSI directory missing"
  fi
done

# Also check if there are any .png files in these directories
echo -e "\nChecking for sprite files:"
for path in "autolathe" "autolathe_hypercon" "protolathe"; do
  echo "${path}:"
  ls Resources/Textures/NES/Structures/Machines/${path}.rsi/*.png 2>/dev/null || echo "No PNG files found"
done

Length of output: 4115


9-66: Verify state references in entity definitions

The states defined here need to match the states referenced in the entity definitions. Let's verify this.

✅ Verification successful

Let me analyze the states defined in the meta.json and compare them with the states referenced in the entity definitions.

States in meta.json:

  1. icon
  2. panel
  3. unlit
  4. building
  5. unlit-building
  6. inserting

States referenced in entity definitions:

  1. icon
  2. panel
  3. unlit
  4. inserting

States 'building' and 'unlit-building' are defined but not referenced

The meta.json file defines two animation states ('building' and 'unlit-building') that aren't referenced in any entity definitions. These states might be:

  • Unused legacy states that can be safely removed
  • Missing from entity definitions where they should be used
  • Used dynamically in code rather than static entity definitions

Let's verify if these states are used in code:


The search results show that both 'building' and 'unlit-building' states are referenced in lathe entity definitions through the runningState and unlitRunningState properties, which are different from direct state references. Let's verify the lathe component to understand how these states are used:


Let me check the lathe entity definitions to understand how these states are used:


Based on the analysis of the code, I can now generate the final response:

States 'building' and 'unlit-building' are correctly defined and used

The states 'building' and 'unlit-building' defined in the meta.json are used by the lathe entities through the runningState and unlitRunningState properties in their configurations. These states are used to show the machine's animation when it's actively producing items, with 'unlit-building' being the variant used when the machine is unpowered.

Examples from lathe.yml:

  • Autolathe: runningState: building and unlitRunningState: unlit-building
  • Protolathe: runningState: building and unlitRunningState: unlit-building
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if all states defined in meta.json are referenced in entity definitions
# and vice versa.

# Get all state references from entity definitions
rg -A 2 'state: .*' Resources/Prototypes/Entities/Structures/Machines/lathe.yml

# Get sprite state references specific to autolathe
rg -A 5 'sprite: NES/Structures/Machines/autolathe.rsi' Resources/Prototypes/Entities/

Length of output: 4898


Script:

#!/bin/bash
# Search for any code references to these states
rg -i "building|unlit-building" Resources/Prototypes/ Content.*/

Length of output: 5971


Script:

#!/bin/bash
# Search for LatheComponent and related code that might use these states
ast-grep --pattern 'class LatheComponent'
rg -A 5 'runningState|unlitRunningState' Content.*/

Length of output: 66039


Script:

#!/bin/bash
# Search for lathe entity definitions and components
cat Resources/Prototypes/Entities/Structures/Machines/lathe.yml
rg -l "LatheComponent" Content.*/

Length of output: 47599

Resources/Prototypes/Entities/Structures/Machines/lathe.yml (3)

Line range hint 65-86: LGTM: Well-designed reagent speed modification system

The BaseLatheLube entity introduces a clever mechanic allowing lathe speed modification through reagents. The implementation includes proper solution management and examination capabilities.


Line range hint 391-428: Well-organized recipe additions

The new recipes are well-organized with clear categorization and origin markers (DeltaV/Nyano). The security-related recipes have been significantly expanded with a good balance of lethal and non-lethal options.

Also applies to: 429-467


96-96: Verify sprite assets at new paths

Multiple sprite paths have been updated to use the "NES" prefix. Ensure that these sprite assets exist at the new locations:

  • NES/Structures/Machines/autolathe.rsi
  • NES/Structures/Machines/autolathe_hypercon.rsi
  • NES/Structures/Machines/protolathe.rsi
  • NES/Structures/Machines/protolathe_hypercon.rsi

Also applies to: 262-262, 273-273, 467-467

✅ Verification successful

Sprite assets verified at new paths

All required sprite assets are present in the correct locations:

  • Resources/Textures/NES/Structures/Machines/autolathe.rsi
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the sprite assets exist at the new paths

# Test: Check if the RSI files exist
fd -e rsi "autolathe|protolathe" Resources/Textures/NES/Structures/Machines/

Length of output: 330

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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (3)
Resources/Prototypes/Stacks/Materials/materials.yml (1)

Texture path inconsistency confirmed - Update needed

Both RSI files exist in their respective locations (/Textures/Objects/Materials/materials.rsi and /Textures/NES/Objects/Materials/materials.rsi), but only Diamond material is using the new path. For consistency and to avoid potential texture loading issues, all material entries marked with "#NES14-Changes" should be updated to use the new /Textures/Objects/Materials/materials.rsi path.

Affected materials that need path updates:

  • WoodPlank
  • Cardboard
  • Cloth
  • Durathread
  • Cotton
  • Pyrotton
  • Bananium
  • Bones
🔗 Analysis chain

Line range hint 1-150: Inconsistent texture paths detected.

Several materials still use the old /Textures/NES/Objects/Materials/materials.rsi path with "#NES14-Changes" comments, while diamond uses the new /Textures/Objects/Materials/materials.rsi path. Consider updating all material paths for consistency:

  • WoodPlank
  • Cardboard
  • Cloth
  • Durathread
  • Cotton
  • Pyrotton
  • Bananium
  • Bones

Let's verify the existence and consistency of these texture paths:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check the existence of both old and new texture paths
# and find any other potential inconsistencies in material paths

# Check for materials using old NES path
echo "Materials using old NES path:"
rg -l "/Textures/NES/Objects/Materials/materials.rsi"

# Check for materials using new path
echo -e "\nMaterials using new path:"
rg -l "/Textures/Objects/Materials/materials.rsi"

# Check if the materials.rsi exists in both locations
echo -e "\nChecking existence of RSI files:"
fd "materials.rsi" "Textures/"

Length of output: 614


Script:

#!/bin/bash
# Let's check the actual repository structure to locate texture files

# First, find all directories that might contain textures
echo "Searching for texture-related directories:"
fd -t d -i "texture"

# Then look for any .rsi files in the repository
echo -e "\nSearching for .rsi files:"
fd -e rsi

# Finally, let's check content of the materials.yml to see all texture paths
echo -e "\nAll unique texture paths in materials.yml:"
rg "sprite: .*" Resources/Prototypes/Stacks/Materials/materials.yml | sort -u

Length of output: 73992


Script:

#!/bin/bash
# Let's check if both texture paths exist and their contents
echo "Checking for materials.rsi in both locations:"
fd "materials.rsi$" Resources/Textures/Objects/Materials/
fd "materials.rsi$" Resources/Textures/NES/Objects/Materials/

# Let's also check if there are any other material texture references
echo -e "\nAll texture paths in materials.yml:"
rg "sprite: \{.*\}" Resources/Prototypes/Stacks/Materials/materials.yml

# Check if the new path is used in other files
echo -e "\nFiles using new materials.rsi path:"
rg "/Textures/Objects/Materials/materials.rsi" --type yaml

Length of output: 770

Resources/Prototypes/Entities/Objects/Tools/tools.yml (2)

Line range hint 262-262: Consider using dynamic pricing for consistency

The power drill has a commented-out dynamic price implementation. Consider whether this should use dynamic pricing like other tools for consistency.


Line range hint 467-467: Review the experimental RCD's recharge rate

The experimental RCD has a recharge duration of 1 second, which seems extremely fast and might create balance issues. Consider increasing this value for better gameplay balance.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 042ca08 and b14a177.

⛔ Files ignored due to path filters (57)
  • Resources/Textures/NES/Effects/LightMasks/cone.png is excluded by !**/*.png
  • Resources/Textures/NES/Effects/LightMasks/cone_smoll.png is excluded by !**/*.png
  • Resources/Textures/NES/Effects/LightMasks/double_cone.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/broken.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/0.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/1.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/2.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/3.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/4.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/5.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/6.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/7.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/8.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/9.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/frosted_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_reinforced_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/reinforced_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/tinted_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_reinforced_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_window.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Windows/directional.rsi/window.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_dark.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_dark.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_steel.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_white.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_stage_wood.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_steel.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_white.png is excluded by !**/*.png
  • Resources/Textures/Structures/stairs.rsi/stairs_wood.png is excluded by !**/*.png
📒 Files selected for processing (20)
  • Content.Shared/Light/Components/HandheldLightComponent.cs (1 hunks)
  • Resources/Prototypes/Catalog/Fills/Crates/fun.yml (2 hunks)
  • Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Tools/flashlights.yml (2 hunks)
  • Resources/Prototypes/Entities/Objects/Tools/tools.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/lathe.yml (4 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/telecomms.yml (1 hunks)
  • Resources/Prototypes/Research/industrial.yml (1 hunks)
  • Resources/Prototypes/Stacks/Materials/materials.yml (1 hunks)
  • Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (1 hunks)
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json (2 hunks)
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json (0 hunks)
  • Resources/Textures/Structures/stairs.rsi/meta.json (1 hunks)
💤 Files with no reviewable changes (1)
  • Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json
✅ Files skipped from review due to trivial changes (8)
  • Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml
  • Resources/Prototypes/Entities/Structures/Machines/telecomms.yml
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json
  • Resources/Prototypes/Research/industrial.yml
  • Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json
  • Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json
  • Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json
  • Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json
🔇 Additional comments (17)
Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml (2)

Line range hint 1-64: Verify physics configuration maintains structural integrity

While removing movement obstruction, the assembly still needs to maintain its structural properties. The current configuration looks correct with:

  • Appropriate fixture bounds (-0.45 to 0.45)
  • Density of 110
  • Proper damage handling via Damageable and Destructible components
  • Anchoring functionality preserved

22-23: Confirm intended collision behavior for airlock assemblies

The removal of HumanoidBlockLayer aligns with the PR objective to prevent the airlock framework from obstructing movement. However, we should verify that:

  1. The remaining FullTileMask provides sufficient collision handling where needed
  2. This change doesn't introduce unintended side effects with other game mechanics

Let's check for any other entities that might expect collision interaction with airlock assemblies:

✅ Verification successful

Commenting out HumanoidBlockLayer is safe and aligned with PR objectives

The verification shows that:

  1. Only secret door assemblies still use HumanoidBlockLayer, which is a separate entity type
  2. Both airlock and secret door assemblies maintain the FullTileMask for necessary collision handling
  3. The airlock assembly retains all other important properties (Anchorable, Pullable, Destructible, etc.)
  4. The change aligns with making the airlock framework non-obstructing while keeping essential functionality
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other entities that reference HumanoidBlockLayer
# to ensure we're not breaking expected collision behavior
rg -l "HumanoidBlockLayer" Resources/Prototypes/Entities/

# Check for any tests or systems that might rely on airlock collision
rg -l "AirlockAssembly.*collision|collision.*AirlockAssembly" Content.*/

Length of output: 557


Script:

#!/bin/bash
# Let's examine the secret_door.yml to understand its usage of HumanoidBlockLayer
cat Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml

# Let's also check the base_assembly.yml to see all physics-related configurations
cat Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml

Length of output: 4464

Resources/Prototypes/Stacks/Materials/materials.yml (1)

39-39: LGTM: Diamond sprite path updated correctly.

The sprite path update for diamond aligns with the PR objective to fix diamond sprites.

Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (2)

16-17: Size reduction aligns with PR objectives

The change to size: Small successfully implements the PR objective of reducing the shocker's inventory space.


Line range hint 31-32: Verify battery capacity for balance

The battery configuration (500 charge) should be verified against the previous shock glaive implementation to ensure proper game balance.

✅ Verification successful

Let me search specifically for shock glaive configurations to make a proper comparison.


Let me try a different search pattern to find energy weapon configurations that might be comparable.


Let me search for other similar melee weapons to compare the battery capacity.


Battery capacity of 500 charge is balanced with similar weapons

The battery capacity of 500 charge is well-balanced when compared to other energy melee weapons in the codebase:

  • It's higher than the stun prod (360 charge)
  • It's lower than high-tier security weapons (1000 charge)
    This places it in a reasonable middle ground for a security melee weapon, maintaining game balance.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for previous shock glaive battery configurations
rg -A 2 "maxCharge.*500" "Resources/Prototypes"

Length of output: 5173


Script:

#!/bin/bash
# Search for shock glaive configurations
rg -i "shock.*glaive|glaive.*shock" "Resources/Prototypes" -B 5 -A 5

Length of output: 68


Script:

#!/bin/bash
# Search for melee energy weapons in the security/weapons directory
rg -A 10 "type: Battery" "Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/"

Length of output: 943


Script:

#!/bin/bash
# Search for other energy melee weapons across the codebase
rg -l "type: MeleeWeapon" "Resources/Prototypes" | xargs rg "maxCharge:" -B 2 -A 2

Length of output: 2637

Content.Shared/Light/Components/HandheldLightComponent.cs (1)

17-17: Energy reduction matches PR objectives

The wattage reduction from 0.8 to 0.2 (1/4 of original) perfectly implements the PR objective of reducing lantern energy consumption.

Resources/Prototypes/Entities/Objects/Tools/flashlights.yml (2)

62-66: Light beam narrowing matches PR objectives

The change to use cone_smoll.png implements the PR objective of narrowing light beams. However, we should verify the new texture file exists.

✅ Verification successful

Light mask texture exists and path is correct

The texture file cone_smoll.png exists at the correct path, just with Resources as the root directory. The path in the YAML file is relative to Resources which is the correct convention, so the light mask will work as intended.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify the existence of the new light mask file
fd "cone_smoll.png" "Textures/NES/Effects/LightMasks"

Length of output: 170


Script:

#!/bin/bash
# Let's first find the correct path by searching for the texture file
fd "cone_smoll.png"

Length of output: 76


18-20: Light behavior changes may affect gameplay balance

The increased fade duration (5 vs 2) and adjusted values could significantly impact gameplay visibility. Consider testing these changes for balance.

✅ Verification successful

Light behavior changes are consistent with other light sources

The new flashlight fade behavior (duration: 5, start: 2.5, end: 2) is well-balanced compared to other light sources in the game:

  • Lanterns use similar values (duration: 2, start: 3, end: 2)
  • Most wearable items use identical settings (duration: 2, start: 3, end: 2)
  • Only consumable items like flares and glowsticks use more dramatic fade effects, which is appropriate for their temporary nature

The slightly longer fade duration and gentler intensity range actually makes the flashlight more consistent with its role as a reliable light source.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any other light behavior configurations for comparison
rg "FadeBehaviour" "Resources/Prototypes" -A 5

Length of output: 8519

Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml (1)

35-35: LGTM: Consistent with PR objectives

The addition of Nes14PlushieAserovich and removal of ToyMaxwell aligns with the PR objectives. The change is properly documented with a descriptive comment.

Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml (1)

169-169: LGTM: Consistent reward implementation

The addition of Nes14PlushieAserovich to the arcade rewards maintains consistency with other game systems and follows the established comment style.

Resources/Prototypes/Catalog/Fills/Crates/fun.yml (2)

44-44: LGTM: Consistent plushie table updates

The addition of Nes14PlushieAserovich to both AllPlushiesTable and CrateFunToyBox maintains consistency across the crate system.

Also applies to: 386-386


Line range hint 67-99: Verify the impact of commenting out CrateFunPlushie contents

The entire contents section of CrateFunPlushie has been commented out. This might affect the availability of plushies in the game.

✅ Verification successful

The initial search showed that CrateFunPlushie is referenced in cargo and map files. Let's verify its cargo configuration and alternative availability methods before making a final determination about the impact of commenting out its contents.


The cargo configuration shows that CrateFunPlushie is a purchasable product, but we need to verify if these plushies are available through other means or if this is the only way to obtain them. This will help us determine the impact of commenting out the crate contents.


Commenting out CrateFunPlushie contents does not impact plushie availability

The verification reveals that the change is safe because:

  1. The commented-out StorageFill contents are replaced by EntityTableContainerFill using the AllPlushiesTable entity table, which contains all the same plushies
  2. The crate is still purchasable through cargo as shown in cargo_fun.yml
  3. Some plushies are also available through other means (e.g., CrateFunToyBox)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if CrateFunPlushie is referenced elsewhere in the codebase
# and verify if this change impacts other systems

# Search for references to CrateFunPlushie
echo "Searching for CrateFunPlushie references..."
rg "CrateFunPlushie" --type yaml

# Check if there are any vending machines or other systems that might be affected
echo "Checking for potential impacts on other systems..."
rg "Plushie.*[Cc]rate" --type yaml

Length of output: 985


Script:

#!/bin/bash
# Let's check the cargo_fun.yml file to understand how CrateFunPlushie is configured in cargo
echo "Checking cargo configuration for CrateFunPlushie..."
cat Resources/Prototypes/Catalog/Cargo/cargo_fun.yml

# Let's also check if these plushies are available through other means
echo -e "\nChecking for other plushie availability..."
rg "Plushie" --type yaml Resources/Prototypes/Catalog/VendingMachines/

Length of output: 5073


Script:

#!/bin/bash
# Let's check if these plushies are available in other crates or through other means
echo "Checking for plushie availability in other crates..."
rg -l "id: Plushie" Resources/Prototypes/Entities/Objects/Fun/

# Let's also check the actual crate definition to see what's being modified
echo -e "\nChecking the original crate definition..."
cat Resources/Prototypes/Catalog/Fills/Crates/fun.yml

Length of output: 13137

Resources/Prototypes/Entities/Objects/Tools/tools.yml (1)

113-113: Verify the wrench's visual appearance with the new rotation

The stored rotation has been changed from -90 to -45 degrees. Please ensure this change doesn't negatively impact the wrench's visual appearance when held or used.

✅ Verification successful

Rotation change for wrench appears consistent with similar tools

The change from -90 to -45 degrees for the wrench aligns with other similar tools in the codebase. The pickaxe, which is another similar handheld tool, also uses -45 degrees rotation. Most other tools use -90 degrees, but those are generally smaller items like screwdrivers and wirecutters. The -45 degree rotation is appropriate for larger handheld tools like wrenches and pickaxes, suggesting this change is intentional and consistent with the game's visual design patterns.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any other tools using -45 rotation for consistency
rg "storedRotation: -45" --type yaml

Length of output: 203


Script:

#!/bin/bash
# Let's check what other rotation values are commonly used for tools and weapons
rg "storedRotation:" --type yaml -B2 -A1

Length of output: 25570

Resources/Prototypes/Entities/Structures/Machines/lathe.yml (2)

Line range hint 262-467: LGTM: Recipe changes are well-organized

The new recipes have been properly categorized and added to appropriate lathe types, maintaining good separation of concerns between different machine types.


96-96: Verify all NES prefixed sprite assets exist

Multiple sprite paths have been updated to use the NES prefix. Please ensure all these sprite assets exist and are properly referenced:

  • NES/Structures/Machines/autolathe.rsi
  • NES/Structures/Machines/autolathe_hypercon.rsi
  • NES/Structures/Machines/protolathe.rsi
  • NES/Structures/Machines/protolathe_hypercon.rsi

Also applies to: 262-262, 273-273, 467-467

✅ Verification successful

All NES sprite assets are present and properly referenced

All the required sprite assets have been verified to exist in the repository:

  • NES/Structures/Machines/autolathe.rsi
  • NES/Structures/Machines/autolathe_hypercon.rsi
  • NES/Structures/Machines/protolathe.rsi
  • NES/Structures/Machines/protolathe_hypercon.rsi
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the sprite files exist
for path in "NES/Structures/Machines/autolathe.rsi" "NES/Structures/Machines/autolathe_hypercon.rsi" "NES/Structures/Machines/protolathe.rsi" "NES/Structures/Machines/protolathe_hypercon.rsi"; do
  if fd "$path"; then
    echo "Found: $path"
  else
    echo "Missing: $path"
  fi
done

Length of output: 1403

Resources/Textures/Structures/stairs.rsi/meta.json (2)

4-4: LGTM: Well-documented copyright attribution

The copyright notice properly attributes the source files with specific commit references and includes modification credits.


11-23: ⚠️ Potential issue

Verify the removal of directional states

The removal of the directions attribute from stairs_white, stairs_steel, and stairs_dark states while retaining it for stairs_wood creates an inconsistency. This could impact the ability to rotate these stairs during placement.

Run the following script to check for related entity definitions that might be affected:

@Tetronamecronicus Tetronamecronicus merged commit 0d3fa55 into EndrAnimet:master Dec 5, 2024
14 of 16 checks passed
@coderabbitai coderabbitai bot mentioned this pull request Dec 8, 2024
Merged
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@coderabbitai coderabbitai bot mentioned this pull request Dec 20, 2024
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