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fixs #153

Merged
merged 3 commits into from
Dec 7, 2024
Merged

fixs #153

merged 3 commits into from
Dec 7, 2024

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AserCreator
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@AserCreator AserCreator commented Dec 7, 2024

О чем PR

  • Исправлены проблемы с лежанием на объектах, за которые можно зацепится
  • Убрана возможность включать джет паки на гридах без гравитации, до того момента пока биомасса не захочет исправить рофлы с магнитками

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

  • Bug Fixes

    • Improved handling of buckling and unbuckling mechanisms to prevent issues with entities lying on chairs.
    • Enhanced error handling for strap entity validity during buckling operations.
  • New Features

    • Updated conditions for jetpack activation based on grid gravity status.
    • Added new audio tracks and updated existing track attributions in the credits.
  • Documentation

    • Comments updated to reflect changes in buckling logic and jetpack activation conditions.

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📥 Commits

Reviewing files that changed from the base of the PR and between fad14b6 and 7d87605.

Walkthrough

The changes in this pull request involve modifications to the SharedBuckleSystem, SharedJetpackSystem, and several audio resource files. In the SharedBuckleSystem, the handling of the StrapPosition.Stand case has been commented out, and error handling in the BuckleTransformCheck method has been improved. The SharedJetpackSystem has simplified the logic for determining jetpack activation based on the presence of a GravityComponent. Additionally, audio credits have been updated to include new tracks and attributions, reflecting changes in the audio resources.

Changes

File Path Change Summary
Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs Commented out case handling for StrapPosition.Stand, improved error handling in BuckleTransformCheck, and refined unbuckling logic.
Content.Shared/Movement/Systems/SharedJetpackSystem.cs Simplified logic in CanEnableOnGrid to check for the absence of a GravityComponent for jetpack activation.
Resources/Audio/NES/Lobby/credits.txt Added attribution for tracks "BehindTheWindow" and "SSCollab", and added a newline at the end of the file.
Resources/Audio/NES/Nuke/credits.txt Added a new entry for "Nuke2.ogg" and included a newline at the end of the file.
Resources/Prototypes/SoundCollections/NukeMusic.yml Added new audio file entry for "Nuke2.ogg"; existing entries commented out.
Resources/Prototypes/SoundCollections/lobby.yml Removed several audio file entries and added "BehindTheWindow.ogg" and "SSCollab.ogg" to the collection.

Sequence Diagram(s)

sequenceDiagram
    participant User
    participant BuckleSystem
    participant Strap

    User->>BuckleSystem: TryBuckle(buckle, user, strap)
    BuckleSystem->>Strap: Validate strap
    Strap-->>BuckleSystem: Strap valid?
    alt Strap is valid
        BuckleSystem->>User: Buckle successful
    else Strap is invalid
        BuckleSystem->>User: Buckle failed, log error
    end
Loading

🐇 "In the world of straps and buckles,
We hop and jump through joyful chuckles.
With jetpacks soaring, oh what a sight,
No gravity holds us, we take flight!
Bugs are squashed, logic refined,
A smoother ride for all, we find!" 🌟


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Actionable comments posted: 1

🧹 Outside diff range and nitpick comments (2)
Content.Shared/Movement/Systems/SharedJetpackSystem.cs (1)

131-134: Consider adding a TODO comment for future magnet implementation

While the current implementation prevents jetpack activation on grids without gravity (aligning with PR objectives), the commented code suggests future plans for magnet-related checks. Consider adding a TODO comment to track this technical debt.

 return gridUid == null ||
-               (!HasComp<GravityComponent>(gridUid));
+               (!HasComp<GravityComponent>(gridUid)); // TODO: Implement magnet field checks when biomass system is updated
Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs (1)

Line range hint 153-157: Enhance error logging message

The error message could be more specific about what went wrong with the strap entity.

-            Log.Error($"Encountered buckle entity {ToPrettyString(buckle)} without a valid strap entity {ToPrettyString(strapUid)}");
+            Log.Error($"Buckle entity {ToPrettyString(buckle)} references strap entity {ToPrettyString(strapUid)} which is missing StrapComponent");
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 0b7f7e0 and 8d965d2.

📒 Files selected for processing (2)
  • Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs (1 hunks)
  • Content.Shared/Movement/Systems/SharedJetpackSystem.cs (1 hunks)

Comment on lines +379 to +381
// case StrapPosition.Stand:
// _standing.Stand(buckle, force: true);
// break; //NES14-Changes, crawling я не ебу каким хуем именна эта строчка починила баг с лежанием на стульях, но это работает и адекватно
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🛠️ Refactor suggestion

Improve code documentation and translate comment

While commenting out the StrapPosition.Stand case fixes the chair-related bug, the current comment needs improvement:

  1. It contains inappropriate language and is not in English
  2. It lacks explanation of the root cause
-            // case StrapPosition.Stand:
-            //     _standing.Stand(buckle, force: true);
-            //     break; //NES14-Changes, crawling я не ебу каким хуем именна эта строчка починила баг с лежанием на стульях, но это работает и адекватно
+            // NOTE: StrapPosition.Stand case is intentionally disabled.
+            // This fixes a bug where entities would incorrectly lie on chairs instead of sitting.
+            // The root cause was that forcing entities to stand would interfere with the natural sitting position.
+            // case StrapPosition.Stand:
+            //     _standing.Stand(buckle, force: true);
+            //     break;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
// case StrapPosition.Stand:
// _standing.Stand(buckle, force: true);
// break; //NES14-Changes, crawling я не ебу каким хуем именна эта строчка починила баг с лежанием на стульях, но это работает и адекватно
// NOTE: StrapPosition.Stand case is intentionally disabled.
// This fixes a bug where entities would incorrectly lie on chairs instead of sitting.
// The root cause was that forcing entities to stand would interfere with the natural sitting position.
// case StrapPosition.Stand:
// _standing.Stand(buckle, force: true);
// break;

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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (1)
Resources/Prototypes/SoundCollections/lobby.yml (1)

Line range hint 1-51: Consider cleaning up commented-out entries.

There are numerous commented-out audio file entries. If these files are no longer needed, consider removing them entirely instead of keeping them commented out. This would improve file maintainability and reduce confusion.

If they're kept for reference, consider moving them to a separate documentation file or adding a comment explaining why they're preserved.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 8d965d2 and fad14b6.

⛔ Files ignored due to path filters (3)
  • Resources/Audio/NES/Lobby/BehindTheWindow.ogg is excluded by !**/*.ogg
  • Resources/Audio/NES/Lobby/SSCollab.ogg is excluded by !**/*.ogg
  • Resources/Audio/NES/Nuke/Nuke2.ogg is excluded by !**/*.ogg
📒 Files selected for processing (4)
  • Resources/Audio/NES/Lobby/credits.txt (1 hunks)
  • Resources/Audio/NES/Nuke/credits.txt (1 hunks)
  • Resources/Prototypes/SoundCollections/NukeMusic.yml (1 hunks)
  • Resources/Prototypes/SoundCollections/lobby.yml (1 hunks)
✅ Files skipped from review due to trivial changes (3)
  • Resources/Prototypes/SoundCollections/NukeMusic.yml
  • Resources/Audio/NES/Lobby/credits.txt
  • Resources/Audio/NES/Nuke/credits.txt
🔇 Additional comments (1)
Resources/Prototypes/SoundCollections/lobby.yml (1)

50-51: Verify new audio files exist and are properly credited.

The new audio files need to be verified:

  1. Ensure the files exist in the correct path
  2. Confirm proper licensing and attribution in credits.txt
✅ Verification successful

Audio files exist and have proper attribution

The new audio files are present in the correct path and are properly credited. According to credits.txt, both "BehindTheWindow" and "SSCollab" were created specifically for the NES (Not Endless Station) project by AkaOldBurbaka (Discord).

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the new audio files exist
fd "BehindTheWindow.ogg|SSCollab.ogg" --type f

# Check for credits
cat Resources/Audio/NES/Lobby/credits.txt || echo "Credits file not found"

Length of output: 676

@EndrAnimet EndrAnimet merged commit c635b1a into EndrAnimet:master Dec 7, 2024
10 of 12 checks passed
@coderabbitai coderabbitai bot mentioned this pull request Dec 22, 2024
2 tasks
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