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мини апстримчик <3 #164
мини апстримчик <3 #164
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* NEW DRINKY!! * flavour is now not broken :) * AAAAAAAAAAAAAAAAAAAAAAAAAA * Milons annoyances :blunt: * "untouch" I dont like using the web interface, its also superfluous spaces Signed-off-by: Blitz <[email protected]> * Update drinks_cans.yml Signed-off-by: Blitz <[email protected]> * Update flavor-profiles.ftl Signed-off-by: Blitz <[email protected]> * Update meta.json Signed-off-by: Blitz <[email protected]> * deltanedas fix --------- Signed-off-by: Blitz <[email protected]> Co-authored-by: Milon <[email protected]>
* Meow * Meow
* add SaturationLoss to LungComponent * add code for ash storms * add ash storms to lavaland * add ashwalker mob * --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
…s. (DeltaV-Station#2460) * Remove from upstream files * Create base lockers
* Frontier Port: Pretty Money * Update Resources/Prototypes/Entities/Objects/Misc/space_cash.yml Co-authored-by: Whatstone <[email protected]> Signed-off-by: Unkn0wn_Gh0st <[email protected]> * Updated 100k texture --------- Signed-off-by: Unkn0wn_Gh0st <[email protected]> Co-authored-by: Whatstone <[email protected]>
* Updates Maintenance Lights * 1 char typo Signed-off-by: deltanedas <[email protected]> --------- Signed-off-by: deltanedas <[email protected]> Co-authored-by: Velcroboy <[email protected]> Co-authored-by: deltanedas <[email protected]>
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add error logging for Auto ACO procedure. * type
* remove evil file * clean up fugi emag lines * clean up barrel/keg yml and meta * surface-level refactor of deep fryer component * move carrying to shared and fully refactor --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* add on textures for ore bags * add code for toggling magnet and working in-hand * update ore bag yml --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add struct for holding historical data on cargo bounties * Add localisation strings for bounty history * Add new XAML entry for display bounty history * Expand cargo bounty menu to include tabs * Ensure station databases hold historical bounty data * Add to the bounty history when removing one from active * Feed bounty history into cargo's bounty system
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WalkthroughThis pull request introduces a comprehensive set of changes across multiple systems, focusing on enhancing the cargo bounty system, implementing a new carrying mechanism, and introducing weather-related features. The changes span client and server components, adding functionality for tracking bounty history, implementing a more robust carrying system, and introducing ash storms on Lavaland. Modifications include new UI components, system logic updates, and prototype definitions that collectively improve game mechanics and player interactions. Changes
Sequence DiagramsequenceDiagram
participant Player
participant CargoBountyConsole
participant CargoSystem
participant StationCargoBountyDatabase
Player->>CargoBountyConsole: Open Bounty Console
CargoBountyConsole->>CargoSystem: Request Bounty Data
CargoSystem->>StationCargoBountyDatabase: Retrieve Current and Historical Bounties
StationCargoBountyDatabase-->>CargoSystem: Return Bounty Data
CargoSystem-->>CargoBountyConsole: Send Bounty Information
CargoBountyConsole->>CargoBountyConsole: Display Bounties and History
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RSI Diff Bot; head commit e74c460 merging into c797c7e Resources/Textures/DeltaV/Mobs/Customization/Rodentia/snout_markings.rsi
Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi
Resources/Textures/_NF/Objects/Economy/cash.rsi
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Actionable comments posted: 21
🧹 Nitpick comments (57)
Content.Shared/DeltaV/Weather/Components/AshStormImmuneComponent.cs (1)
5-7
: Consider enhancing the documentation.While the current documentation explains the basic purpose, it would be helpful to add more details such as:
- How this component interacts with the weather system
- Whether it provides immunity to all ash storm effects or just damage
- Examples of entities that typically have this component
Here's a suggested enhancement:
/// <summary> -/// Makes an entity not take damage from ash storms. +/// Marks an entity as immune to ash storm damage effects. +/// This component is checked by the WeatherEffectsSystem when applying ash storm damage. +/// Typically added to entities that are designed to withstand harsh weather conditions +/// or have special protection against environmental hazards. /// </summary>Content.Server/DeltaV/Station/Components/CaptainStateComponent.cs (1)
48-51
: Consider documenting the 'AA' abbreviation.The
IsAAInPlay
field and its related message use the abbreviation 'AA' without explaining its meaning. Consider expanding the XML documentation to clarify what 'AA' stands for, improving code maintainability for future developers./// <summary> - /// Used to denote that AA has been brought into the round either from captain or safe. + /// Used to denote that AA (Alternative Authentication/Admin Access/etc.) has been brought into the round either from captain or safe. /// </summary> [DataField] public bool IsAAInPlay = false;Content.Shared/DeltaV/Carrying/CarryDoAfterEvent.cs (1)
6-7
: Add XML documentation to describe the event's purpose.While the implementation is correct, adding XML documentation would help other developers understand:
- The purpose of this do-after event
- When it's triggered
- What parameters it expects (if any)
- Example usage scenarios
Add documentation like this:
+/// <summary> +/// Event raised when initiating a carrying action that requires a delay. +/// </summary> [Serializable, NetSerializable] public sealed partial class CarryDoAfterEvent : SimpleDoAfterEvent;Content.Server/DeltaV/Weather/WeatherSchedulerSystem.cs (2)
31-33
: Resetting Stage ProperlyWhen resetting
comp.Stage
to 0, consider logging or updating a relevant metric. This helps in diagnosing if weather cycling is too frequent or too sparse across game sessions.
38-48
: Potential Refinement of Weather CrossfadeThe crossfade logic is sound but may need refinement if longer weather shutdown or startup times overlap with quick stage transitions. Consider a cap or minimum threshold on crossfade durations so that short-duration weathers don't chain into excessive or truncated crossfade times.
Content.Server/Nyanotrasen/Kitchen/Components/DeepFryerComponent.cs (3)
17-17
: Address or remove the TODO comment.
You’ve noted that this class can eventually be moved to shared code and merged with SharedDeepFryerComponent. Consider creating a task or an issue to track this refactoring so it doesn't linger unaddressed.
64-72
: Null check or fallback for CharredPrototype.
CharredPrototype is optional; be sure to handle the case where it’s null or uninitialized, to avoid unexpected null references when items burn.
74-91
: Consolidate your reagent sets.
You have multiple lists/sets for frying oils, good/bad reagents, and waste. If there's significant overlap or common logic for checking these sets (e.g., validating the presence of a reagent or verifying thresholds), consider centralizing those checks in the system logic to avoid duplication and potential drift in definitions.Content.Server/DeltaV/Weather/WeatherSchedulerComponent.cs (3)
1-1
: Remove unused importThe
Content.Shared.Destructible.Thresholds
import appears to be unused in this implementation.-using Content.Shared.Destructible.Thresholds;
9-14
: Enhance component documentationWhile the current documentation provides a basic description, it would be helpful to include:
- The purpose of AutoGenerateComponentPause in this context
- How the scheduling mechanism works
- Example usage or configuration
/// <summary> -/// Makes weather randomly happen every so often. +/// Component that manages scheduled weather changes with configurable stages. +/// Automatically handles pausing of weather state when the game is paused. +/// Configure through a list of WeatherStage entries that define duration and type of weather. /// </summary>
1-58
: Consider adding integration tests for weather systemThe weather scheduling component is well-designed with good separation of concerns. However, given its interaction with other systems (WeatherSchedulerSystem and WeatherEffectsSystem), consider adding integration tests to verify:
- Correct scheduling of weather stages
- Proper interaction between scheduler and effects systems
- Edge cases in weather transitions
Would you like assistance in designing the integration test suite?
Content.Shared/DeltaV/Carrying/CarryingSystem.cs (3)
96-97
: Avoid jokes or references that might be confusing in production code
The comment “AKA put carried felenid into a duffelbag” may be unclear to other contributors or future maintainers. Consider making it more generic or removing it if it’s purely informal.
224-226
: Reconsider doubling pickup duration if not knocked down
Doubling the pickup time if the carried entity is standing might be somewhat arbitrary. If they are resisting, or if there is a “struggle” mechanic, tie it to a relevant gameplay parameter for better clarity and balance control.
301-301
: Avoid unprofessional or profane terms in comments
The comment “// TODO SHITMED: ...” is unprofessional. Consider rephrasing to maintain a clear and respectful tone in the codebase.-// TODO SHITMED: make sure this doesnt let you make someone with no legs walk +// TODO: Verify that entities missing limbs still cannot walk.Content.Shared/DeltaV/Item/ItemToggle/Systems/ItemToggleExamineSystem.cs (2)
7-10
: Consider using constructor injection for better null safetyWhile the current dependency injection works, using constructor injection would provide better null safety and make dependencies more explicit.
Consider this alternative:
- [Dependency] private readonly ItemToggleSystem _toggle = default!; + private readonly ItemToggleSystem _toggle; + + public ItemToggleExamineSystem(ItemToggleSystem toggle) + { + _toggle = toggle; + }
18-22
: Consider adding defensive programming checksWhile the event handling is concise, consider adding some defensive programming:
- Null check for args parameter
- Error handling for localization failures
Here's a more robust implementation:
- private void OnExamined(Entity<ItemToggleExamineComponent> ent, ref ExaminedEvent args) - { - var msg = _toggle.IsActivated(ent.Owner) ? ent.Comp.On : ent.Comp.Off; - args.PushMarkup(Loc.GetString(msg)); - } + private void OnExamined(Entity<ItemToggleExamineComponent> ent, ref ExaminedEvent args) + { + if (args == null) + return; + + try + { + var msg = _toggle.IsActivated(ent.Owner) ? ent.Comp.On : ent.Comp.Off; + args.PushMarkup(Loc.GetString(msg)); + } + catch (Exception ex) + { + Logger.Error($"Failed to handle examine event: {ex}"); + } + }Content.Shared/DeltaV/Item/ItemToggle/Components/ItemToggleExamineComponent.cs (2)
6-10
: Consider enhancing the documentation.While the basic documentation is present, it would be helpful to add:
<remarks>
section explaining the relationship withItemToggleExamineSystem
- Examples of typical usage
- Parameter documentation for the required fields
Example enhancement:
/// <summary> /// Adds examine text when the item is on or off. /// </summary> +/// <remarks> +/// This component works in conjunction with ItemToggleExamineSystem to provide +/// contextual examine text based on the item's toggle state. +/// </remarks> +/// <example> +/// <code> +/// - on: "The device is humming quietly." +/// - off: "The device appears to be powered down." +/// </code> +/// </example>
12-17
: Consider adding property validation and documentation.While the properties are correctly marked as required, consider:
- Adding XML documentation for each property
- Adding validation to ensure the LocId values are not empty or invalid
Example enhancement:
+ /// <summary> + /// Localization ID for the examine text when the item is turned on. + /// </summary> [DataField(required: true)] + [ValidateLocId] public LocId On; + /// <summary> + /// Localization ID for the examine text when the item is turned off. + /// </summary> [DataField(required: true)] + [ValidateLocId] public LocId Off;Resources/Prototypes/DeltaV/Body/Organs/ashwalker.yml (1)
9-9
: Implement AshStormImmune component transferThe TODO comment suggests that the AshStormImmune component should be added when the lungs are transplanted. This requires a system to handle component transfer during organ transplantation.
Would you like me to help design the component transfer system for organ transplantation?
Resources/Prototypes/DeltaV/Body/Prototypes/ashwalker.yml (1)
1-1
: Clarify TODO comment scopeThe TODO comment mentions "shitmed" but doesn't specify what updates are needed. Please provide more detailed information about the required updates.
Content.Shared/DeltaV/Carrying/CarryingComponent.cs (1)
5-7
: Enhance component documentationThe summary comment could be more descriptive. Consider adding:
- Maximum weight/size limitations if any
- Whether multiple entities can be carried
- Any restrictions on what can be carried
/// <summary> -/// Added to an entity when they are carrying somebody. +/// Component that tracks when an entity is carrying another entity. +/// This component works in conjunction with BeingCarriedComponent to manage the carrying mechanic. +/// The carrier-carried relationship is bidirectional and synchronized over the network. /// </summary>Content.Shared/Weather/WeatherComponent.cs (1)
17-28
: Consider architectural improvements for weather effect managementThe current implementation mixes timing concerns with weather state management. Consider:
- Extracting timing logic into a separate component (e.g.,
WeatherTimingComponent
)- Using an event-based system for weather updates instead of polling
- Implementing a proper weather state machine for transitions
This would improve:
- Separation of concerns
- Testability
- Performance (event-based vs polling)
- State management clarity
Content.Shared/DeltaV/Carrying/CarryingSlowdownComponent.cs (1)
9-13
: Enhance documentation for the Modifier fieldWhile the basic documentation is present, it would be beneficial to add more details about:
- The valid range of values (is 1.0f the maximum?)
- Whether values below 1.0f increase speed and above 1.0f decrease speed
- Any minimum/maximum bounds that should be enforced
Consider expanding the documentation like this:
/// <summary> - /// Modifier for both walk and sprint speed. + /// Modifier applied to both walk and sprint speeds. + /// Values below 1.0f increase speed, values above 1.0f decrease speed. + /// Default: 1.0f (no modification) /// </summary>Resources/Prototypes/Entities/Objects/Misc/space_cash.yml (1)
55-55
: Review economic implications of CargoSellBlacklistThe addition of
CargoSellBlacklist
prevents this item from being sold at cargo. Please verify this is intentional and doesn't create economic exploits.Consider documenting the economic reasoning behind this change in a comment.
Resources/Prototypes/Nyanotrasen/Entities/Markers/Spawners/Random/randomitems.yml (1)
169-169
: LGTM! Consider adding spawn weight configurationThe addition of
DimLightBulb
to the random item spawner is consistent with its availability in the maintenance box. Consider adding a weight configuration if this bulb should have different spawn rates compared to other light types.You could add a weight configuration like this:
- - id: DimLightBulb + - id: DimLightBulb + weight: 1.0 # Adjust this value to control spawn frequencyContent.Client/_NF/Stack/StackSystem.Layers.cs (2)
39-54
: Handle empty threshold list and optimize iterationThe method should handle the case when Thresholds is empty. Also, the iteration can be optimized by using TakeWhile.
private static void ApplyThreshold(StackLayerThresholdComponent comp, ref StackLayerData data) { + if (comp.Thresholds.Count == 0) + { + data.MaxCount = 1; + data.Actual = 0; + return; + } + data.MaxCount = Math.Min(comp.Thresholds.Count + 1, data.MaxCount); - int newActual = 0; - foreach (var threshold in comp.Thresholds) - { - if (data.Actual >= threshold && newActual < data.MaxCount) - newActual++; - else - break; - } - data.Actual = newActual; + data.Actual = comp.Thresholds + .TakeWhile(threshold => data.Actual >= threshold) + .Count(); + data.Actual = Math.Min(data.Actual, data.MaxCount); }
19-33
: Consider adding extensibility point for layer functionsThe switch statement for layer functions could benefit from an extensibility point for adding new functions.
Consider introducing an interface or delegate type for layer functions to make it easier to add new functions without modifying this class:
public interface IStackLayerFunction { bool Apply(EntityUid uid, StackComponent comp, ref StackLayerData data); }Content.Client/Stack/StackSystem.cs (2)
11-11
: Document partial class usageAdd XML documentation to explain why this is a partial class and where to find the other parts.
+/// <summary> +/// Handles stack-related functionality. Additional implementation can be found in: +/// - StackSystem.Layers.cs: Layer visibility handling +/// </summary> public sealed partial class StackSystem : SharedStackSystem
59-77
: Consider extracting appearance update logicThe appearance update logic in OnAppearanceChange is becoming complex. Consider extracting it to a separate method.
+private void UpdateStackAppearance(EntityUid uid, StackComponent comp, EntityUid? sprite, AppearanceComponent? appearance) +{ + if (sprite == null || comp.LayerStates.Count < 1) + return; + + var data = new StackLayerData(); + + if (!_appearanceSystem.TryGetData<int>(uid, StackVisuals.Actual, out data.Actual, appearance)) + return; + + if (!_appearanceSystem.TryGetData<int>(uid, StackVisuals.MaxCount, out data.MaxCount, appearance)) + data.MaxCount = comp.LayerStates.Count; + + if (!_appearanceSystem.TryGetData<bool>(uid, StackVisuals.Hide, out data.Hidden, appearance)) + data.Hidden = false; + + if (comp.LayerFunction != StackLayerFunction.None) + ApplyLayerFunction(uid, comp, ref data); + + UpdateSprite(uid, comp, data, sprite); +} + +private void UpdateSprite(EntityUid uid, StackComponent comp, StackLayerData data, EntityUid sprite) +{ + if (comp.IsComposite) + _counterSystem.ProcessCompositeSprite(uid, data.Actual, data.MaxCount, comp.LayerStates, data.Hidden, sprite: sprite); + else + _counterSystem.ProcessOpaqueSprite(uid, comp.BaseLayer, data.Actual, data.MaxCount, comp.LayerStates, data.Hidden, sprite: sprite); +}Content.Shared/DeltaV/Carrying/CarriableComponent.cs (1)
5-6
: Consider documenting component's purposeWhile the attributes are correctly applied, adding XML documentation to describe the component's purpose and usage would improve maintainability.
+/// <summary> +/// Component that marks an entity as carriable by players, +/// requiring a specified number of free hands. +/// </summary> [RegisterComponent, NetworkedComponent, Access(typeof(CarryingSystem))] public sealed partial class CarriableComponent : ComponentContent.Server/Nyanotrasen/Item/PseudoItem/PseudoItemSystem.cs (1)
Line range hint
79-84
: Consider adding null safety checks for sleeping notificationsWhile the sleeping notification implementation is functional, consider adding explicit null checks for better robustness:
private void OnTrySleeping(EntityUid uid, PseudoItemComponent component, TryingToSleepEvent args) { var parent = Transform(uid).ParentUid; - if (!HasComp<SleepingComponent>(uid) && parent is { Valid: true } && HasComp<AllowsSleepInsideComponent>(parent)) + if (!HasComp<SleepingComponent>(uid) + && parent is { Valid: true } + && TryComp<AllowsSleepInsideComponent>(parent, out _)) { _popup.PopupEntity(Loc.GetString("popup-sleep-in-bag", ("entity", uid)), uid); } }Content.Server/DeltaV/GlimmerWisp/LifeDrainerSystem.cs (1)
Line range hint
84-94
: Consider optimizing the interruption checksThe current implementation checks for both pulling and carrying separately. Consider combining these checks to reduce complexity:
- // someone pulled the psionic away - if (TryComp<PullableComponent>(target, out var pullable) && pullable.Puller is {} puller) - _faction.AggroEntity(uid, puller); - - // someone pulled me away - if (TryComp<PullableComponent>(ent, out pullable) && pullable.Puller is {} selfPuller) - _faction.AggroEntity(uid, selfPuller); - - // someone carried the psionic away - if (TryComp<BeingCarriedComponent>(target, out var carried)) - _faction.AggroEntity(uid, carried.Carrier); + EntityUid? aggressor = null; + + // Check if target was moved by someone + if (TryComp<BeingCarriedComponent>(target, out var carried)) + aggressor = carried.Carrier; + else if (TryComp<PullableComponent>(target, out var pullable) && pullable.Puller is {} puller) + aggressor = puller; + + // Check if drainer was pulled away + if (aggressor == null && TryComp<PullableComponent>(ent, out pullable) && pullable.Puller is {} selfPuller) + aggressor = selfPuller; + + if (aggressor != null) + _faction.AggroEntity(uid, aggressor.Value);Content.Server/DeltaV/Weather/WeatherEffectsSystem.cs (2)
16-23
: Consider making dependencies private read-only fields instead of fields with the[Dependency]
attribute.
Although the[Dependency]
approach works, applying constructor injection (if feasible in this codebase) can make dependencies more explicit and ease testability.
33-55
: Ensure weather update intervals are not too frequent for performance.
The current loop queries all entities with a WeatherComponent, updating them frequently. Recheck the frequency to prevent performance overhead. If weather updates can be less frequent, consider raising or throttling these intervals, especially on large servers.Content.Server/Cargo/Systems/CargoSystem.Bounty.cs (3)
440-445
: Add input parameter validations.
When removing a bounty by ID, consider logging or throwing an exception if the data ID does not match any active bounty, to diagnose potential mistakes or desync.
Line range hint
448-465
: Record additional data in bounty history.
You capture time and actor name; consider capturing the reason for removal (skipped, fulfilled, etc.) if relevant. This can aid audit logs or debugging issues.
507-507
: Include a minimal post-update step.
After setting UI states, consider verifying that all clients reflect these updates if you suspect any synchronization delay or concurrency concerns might arise.Content.Shared/DeltaV/Carrying/BeingCarriedComponent.cs (1)
5-7
: Enhance component documentationConsider adding more details to the documentation:
- What entities can be carried
- Any limitations or restrictions
- Interaction with CarryingSystem
/// <summary> -/// Stores the carrier of an entity being carried. +/// Stores the EntityUid of the carrier for an entity being carried. +/// This component is managed by CarryingSystem and is automatically networked +/// to ensure synchronization between client and server. /// </summary>Resources/Locale/en-US/deltav/weather/ashstorm.ftl (1)
1-3
: LGTM! Well-crafted atmospheric messages.The messages effectively convey the progression and severity of ash storms with appropriate formatting and consistent color usage.
Consider adding sound indicators (if supported by the localization system) to enhance the immersion:
-ash-storm-telegraph = [color=red][bold]An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter.[/bold][/color] +ash-storm-telegraph = [color=red][bold]An eerie moan rises on the wind. *whoosh* Sheets of burning ash blacken the horizon. Seek shelter![/bold][/color]Resources/Prototypes/DeltaV/Entities/Objects/Consumable/Drinks/drinks_cans.yml (1)
5-5
: Maintain consistent text style in descriptionThe capitalization of "YOUR" seems out of place and inconsistent with standard description style.
- description: A drink to quench YOUR bloodthirst. + description: A drink to quench your bloodthirst.Resources/Prototypes/DeltaV/Entities/Objects/Specific/fugitive.yml (1)
Line range hint
7-7
: Consider addressing the TODO commentThe TODO comment suggests updating the sprite to a hobo bindle. This visual enhancement could improve the thematic consistency.
Would you like me to help create a task to track this sprite update?
Content.Shared/DeltaV/Carrying/CarryingSlowdownSystem.cs (1)
25-28
: Consider caching and performance optimizationThe speed modification is applied on every refresh event. Consider caching the modifier value or adding a threshold check.
private void OnRefreshMoveSpeed(Entity<CarryingSlowdownComponent> ent, ref RefreshMovementSpeedModifiersEvent args) { + if (Math.Abs(ent.Comp.Modifier - 1.0f) < float.Epsilon) + return; // Skip if no meaningful modification args.ModifySpeed(ent.Comp.Modifier, ent.Comp.Modifier); }Content.Shared/Weather/WeatherPrototype.cs (2)
26-31
: LGTM! Consider adding damage validation.The Damage property is well-documented and properly nullable. Consider adding validation to ensure damage values are within reasonable bounds.
Consider implementing a validation system or constraints for damage values to prevent potential exploits or balance issues.
33-37
: LGTM! Document blacklist format.The DamageBlacklist property is properly implemented. Consider enhancing the documentation to include examples of valid blacklist entries.
Add XML documentation examples showing the expected format of blacklist entries in the prototype definition.
Content.Client/Cargo/UI/BountyHistoryEntry.xaml (1)
11-13
: Consider adding tooltips for accessibility.The RichTextLabel elements would benefit from tooltips to improve accessibility and user experience.
- <RichTextLabel Name="RewardLabel"/> - <RichTextLabel Name="ManifestLabel"/> - <RichTextLabel Name="NoticeLabel"/> + <RichTextLabel Name="RewardLabel" ToolTip="{Loc 'bounty-console-reward-tooltip'}"/> + <RichTextLabel Name="ManifestLabel" ToolTip="{Loc 'bounty-console-manifest-tooltip'}"/> + <RichTextLabel Name="NoticeLabel" ToolTip="{Loc 'bounty-console-notice-tooltip'}"/>Resources/Locale/en-US/deltav/fugitive/sets.ftl (1)
26-29
: Fix grammatical issues in the description.There are minor text issues that should be fixed for consistency:
fugitive-set-disruptor-name = disruptor's kit fugitive-set-disruptor-description = - Hack the stations various systems and use them to your advantage. + Hack the station's various systems and use them to your advantage. Comes with a cryptographic sequencer and camera bug.Resources/Locale/en-US/cargo/cargo-bounty-console.ftl (1)
22-27
: Consider adding documentation for UI colors.The color coding is good, but adding comments would help maintain consistency:
+# Tab labels for bounty console navigation bounty-console-tab-available-label = Available bounty-console-tab-history-label = History +# Status indicators with semantic colors: +# - limegreen: positive/success states +# - red: negative/failure states bounty-console-history-completed-label = [color=limegreen]Completed[/color] bounty-console-history-skipped-label = [color=red]Skipped[/color]Content.Server/Body/Components/LungComponent.cs (1)
38-43
: Add value range validation for SaturationLossWhile the default value and documentation are clear, the field could benefit from value range validation to prevent potential issues with negative or extremely high values.
Consider adding validation:
[DataField] -public float SaturationLoss = 1f; +[ViewVariables(VVAccess.ReadWrite)] +public float SaturationLoss +{ + get => _saturationLoss; + set => _saturationLoss = Math.Max(0f, value); +} +private float _saturationLoss = 1f;Content.Client/Cargo/UI/CargoBountyMenu.xaml.cs (1)
39-44
: Consider performance optimization for large history listsFor efficiency with large history lists, consider implementing virtualization or pagination.
The current implementation might cause performance issues if the history grows large. Consider:
- Implementing virtual scrolling for the history container
- Adding pagination
- Limiting the number of displayed history entries
Content.Shared/Cargo/CargoBountyHistoryData.cs (1)
30-30
: Consider using DateTimeOffset.MinValue.TimeOfDay instead of TimeSpan.MinValueTimeSpan.MinValue (-10675199.02:48:05.4775808) might be too extreme for this use case. Consider using a more semantically appropriate default like DateTimeOffset.MinValue.TimeOfDay.
Content.Server/Cargo/Components/StationCargoBountyDatabaseComponent.cs (1)
24-29
: Consider adding a size limit to the history listThe unbounded History list could potentially grow very large over time, impacting memory usage and serialization performance. Consider:
- Adding a maximum size limit similar to MaxBounties
- Implementing a cleanup mechanism for old entries
Content.Client/Cargo/UI/BountyHistoryEntry.xaml.cs (1)
36-36
: Extract time format string as constantThe time format string should be defined as a constant to improve maintainability.
+private const string TimeFormat = @"hh\:mm\:ss"; + -var stationTime = bounty.Timestamp.ToString("hh\\:mm\\:ss"); +var stationTime = bounty.Timestamp.ToString(TimeFormat);Content.Shared/Cargo/Components/CargoBountyConsoleComponent.cs (1)
53-53
: Add XML documentation for History propertyAdd XML documentation to describe the purpose and usage of the History property.
+/// <summary> +/// List of historical bounty entries, including both completed and skipped bounties. +/// </summary> public List<CargoBountyHistoryData> History;Content.Client/Cargo/UI/CargoBountyMenu.xaml (1)
14-33
: LGTM! Consider adding tab labels for better UX.The TabContainer implementation for bounty entries and history is well-structured. However, the tabs should have clear labels to distinguish between current bounties and history.
Add Title properties to the ScrollContainers:
<TabContainer Name="MasterTabContainer" VerticalExpand="True" HorizontalExpand="True"> <ScrollContainer HScrollEnabled="False" + Title="{Loc 'cargo-bounty-available-tab'}" HorizontalExpand="True" VerticalExpand="True"> ... <ScrollContainer HScrollEnabled="False" + Title="{Loc 'cargo-bounty-history-tab'}" HorizontalExpand="True" VerticalExpand="True">Resources/Prototypes/Nyanotrasen/Entities/Structures/Lighting/base_lighting.yml (1)
9-13
: Consider performance impact of multiple point lightsThe addition of multiple point lights with varying parameters could impact rendering performance, especially in scenes with many light sources. Consider:
- Using light groups for similar lights
- Adjusting radius and energy values based on performance testing
Also applies to: 40-44, 73-77, 104-108, 135-139, 169-175
Content.Server/DeltaV/Station/Systems/CaptainStateSystem.cs (2)
49-54
: Improve timing check implementationWhile the timing check prevents premature ACO activation, consider these improvements:
- Use early return pattern instead of nested if
- Add more context to the error message
- if (currentTime < _acoDelay && captainState.IsACORequestActive == true) - { - Log.Error($"{captainState} IsACORequestActive true before ACO request time."); - captainState.IsACORequestActive = false; - } + if (currentTime < _acoDelay && captainState.IsACORequestActive) + { + Log.Error($"ACO request active before delay ({currentTime} < {_acoDelay}). Station: {station}, State: {captainState}"); + captainState.IsACORequestActive = false; + return; + }
Line range hint
42-61
: Consider adding telemetry for timing issuesThe timing check indicates a potential race condition. Consider adding telemetry to track occurrences and help identify the root cause.
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro
⛔ Files ignored due to path filters (25)
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/snout_markings.rsi/bat.png
is excluded by!**/*.png
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/snout_markings.rsi/bat_nose.png
is excluded by!**/*.png
Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi/icon.png
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Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi/icon_open.png
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Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi/inhand-left.png
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Resources/Textures/DeltaV/Structures/Storage/closet.rsi/cj.png
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Resources/Textures/DeltaV/Structures/Storage/closet.rsi/cj_door.png
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Resources/Textures/DeltaV/Structures/Storage/closet.rsi/cj_open.png
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Resources/Textures/DeltaV/Structures/Storage/closet.rsi/clerk.png
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Resources/Textures/DeltaV/Structures/Storage/closet.rsi/clerk_door.png
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Resources/Textures/DeltaV/Structures/Storage/closet.rsi/clerk_open.png
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Resources/Textures/Objects/Specific/Mining/ore_bag.rsi/icon_on.png
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Resources/Textures/_NF/Objects/Economy/cash.rsi/cash.png
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Resources/Textures/_NF/Objects/Economy/cash.rsi/cash_50000.png
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📒 Files selected for processing (82)
Content.Client/Cargo/BUI/CargoBountyConsoleBoundUserInterface.cs
(1 hunks)Content.Client/Cargo/UI/BountyHistoryEntry.xaml
(1 hunks)Content.Client/Cargo/UI/BountyHistoryEntry.xaml.cs
(1 hunks)Content.Client/Cargo/UI/CargoBountyMenu.xaml
(1 hunks)Content.Client/Cargo/UI/CargoBountyMenu.xaml.cs
(2 hunks)Content.Client/Stack/StackSystem.cs
(3 hunks)Content.Client/_NF/Stack/StackSystem.Layers.cs
(1 hunks)Content.Server/Body/Components/LungComponent.cs
(1 hunks)Content.Server/Body/Systems/RespiratorSystem.cs
(1 hunks)Content.Server/Cargo/Components/StationCargoBountyDatabaseComponent.cs
(1 hunks)Content.Server/Cargo/Systems/CargoSystem.Bounty.cs
(8 hunks)Content.Server/DeltaV/GlimmerWisp/LifeDrainerSystem.cs
(1 hunks)Content.Server/DeltaV/Station/Components/CaptainStateComponent.cs
(2 hunks)Content.Server/DeltaV/Station/Systems/CaptainStateSystem.cs
(1 hunks)Content.Server/DeltaV/Weather/WeatherEffectsSystem.cs
(1 hunks)Content.Server/DeltaV/Weather/WeatherSchedulerComponent.cs
(1 hunks)Content.Server/DeltaV/Weather/WeatherSchedulerSystem.cs
(1 hunks)Content.Server/Nyanotrasen/Carrying/BeingCarriedComponent.cs
(0 hunks)Content.Server/Nyanotrasen/Carrying/CarriableComponent.cs
(0 hunks)Content.Server/Nyanotrasen/Carrying/CarryingComponent.cs
(0 hunks)Content.Server/Nyanotrasen/Carrying/CarryingSystem.cs
(0 hunks)Content.Server/Nyanotrasen/Item/PseudoItem/PseudoItemSystem.cs
(1 hunks)Content.Server/Nyanotrasen/Kitchen/Components/DeepFryerComponent.cs
(1 hunks)Content.Server/Nyanotrasen/Kitchen/EntitySystems/DeepFryerSystem.Results.cs
(2 hunks)Content.Server/Nyanotrasen/Kitchen/EntitySystems/DeepFryerSystem.cs
(0 hunks)Content.Server/Resist/EscapeInventorySystem.cs
(0 hunks)Content.Shared/Cargo/CargoBountyHistoryData.cs
(1 hunks)Content.Shared/Cargo/Components/CargoBountyConsoleComponent.cs
(1 hunks)Content.Shared/DeltaV/Carrying/BeingCarriedComponent.cs
(1 hunks)Content.Shared/DeltaV/Carrying/CarriableComponent.cs
(1 hunks)Content.Shared/DeltaV/Carrying/CarryDoAfterEvent.cs
(1 hunks)Content.Shared/DeltaV/Carrying/CarryingComponent.cs
(1 hunks)Content.Shared/DeltaV/Carrying/CarryingSlowdownComponent.cs
(1 hunks)Content.Shared/DeltaV/Carrying/CarryingSlowdownSystem.cs
(1 hunks)Content.Shared/DeltaV/Carrying/CarryingSystem.cs
(1 hunks)Content.Shared/DeltaV/Item/ItemToggle/Components/ItemToggleExamineComponent.cs
(1 hunks)Content.Shared/DeltaV/Item/ItemToggle/Systems/ItemToggleExamineSystem.cs
(1 hunks)Content.Shared/DeltaV/Weather/Components/AshStormImmuneComponent.cs
(1 hunks)Content.Shared/Nyanotrasen/Carrying/CarryingDoAfterEvent.cs
(0 hunks)Content.Shared/Nyanotrasen/Carrying/CarryingSlowdownComponent.cs
(0 hunks)Content.Shared/Nyanotrasen/Carrying/CarryingSlowdownSystem.cs
(0 hunks)Content.Shared/Stacks/StackComponent.cs
(2 hunks)Content.Shared/Storage/EntitySystems/MagnetPickupSystem.cs
(3 hunks)Content.Shared/Weather/SharedWeatherSystem.cs
(1 hunks)Content.Shared/Weather/WeatherComponent.cs
(1 hunks)Content.Shared/Weather/WeatherPrototype.cs
(2 hunks)Content.Shared/_NF/Stacks/Components/StackLayerThresholdComponent.cs
(1 hunks)Content.Shared/_NF/Stacks/StackLayerFunction.cs
(1 hunks)Resources/Changelog/DeltaVChangelog.yml
(1 hunks)Resources/Locale/en-US/cargo/cargo-bounty-console.ftl
(1 hunks)Resources/Locale/en-US/deltav/flavors/flavor-profiles.ftl
(1 hunks)Resources/Locale/en-US/deltav/fugitive/sets.ftl
(1 hunks)Resources/Locale/en-US/deltav/reagents/meta/consumable/drink/soda.ftl
(1 hunks)Resources/Locale/en-US/deltav/weather/ashstorm.ftl
(1 hunks)Resources/Migrations/deltaMigrations.yml
(1 hunks)Resources/Prototypes/Catalog/VendingMachines/Inventories/gib.yml
(1 hunks)Resources/Prototypes/DeltaV/Body/Organs/ashwalker.yml
(1 hunks)Resources/Prototypes/DeltaV/Body/Prototypes/ashwalker.yml
(1 hunks)Resources/Prototypes/DeltaV/Catalog/Cargo/cargo_food.yml
(0 hunks)Resources/Prototypes/DeltaV/Catalog/fugitive_sets.yml
(1 hunks)Resources/Prototypes/DeltaV/Entities/Mobs/Species/ashwalker.yml
(1 hunks)Resources/Prototypes/DeltaV/Entities/Objects/Consumable/Drinks/drinks_cans.yml
(1 hunks)Resources/Prototypes/DeltaV/Entities/Objects/Specific/fugitive.yml
(1 hunks)Resources/Prototypes/DeltaV/Entities/Structures/Storage/Closets/Lockers/lockers.yml
(2 hunks)Resources/Prototypes/DeltaV/Flavors/flavors.yml
(1 hunks)Resources/Prototypes/DeltaV/Procedural/biome_ore_templates.yml
(1 hunks)Resources/Prototypes/DeltaV/Reagents/Consumable/Drink/soda.yml
(1 hunks)Resources/Prototypes/DeltaV/Recipes/Reactions/drinks.yml
(1 hunks)Resources/Prototypes/DeltaV/planets.yml
(3 hunks)Resources/Prototypes/Entities/Objects/Misc/space_cash.yml
(12 hunks)Resources/Prototypes/Entities/Objects/Specific/Salvage/ore_bag.yml
(2 hunks)Resources/Prototypes/Nyanotrasen/Catalog/Fills/Boxes/general.yml
(1 hunks)Resources/Prototypes/Nyanotrasen/Entities/Markers/Spawners/Random/randomitems.yml
(1 hunks)Resources/Prototypes/Nyanotrasen/Entities/Objects/Power/lights.yml
(4 hunks)Resources/Prototypes/Nyanotrasen/Entities/Structures/Lighting/base_lighting.yml
(7 hunks)Resources/Prototypes/_NF/Entities/Objects/Misc/space_cash.yml
(1 hunks)Resources/Prototypes/game_presets.yml
(1 hunks)Resources/Prototypes/weather.yml
(1 hunks)Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi/meta.json
(1 hunks)Resources/Textures/DeltaV/Objects/Storage/barrel.rsi/meta.json
(1 hunks)Resources/Textures/DeltaV/Objects/Storage/keg.rsi/meta.json
(1 hunks)Resources/Textures/DeltaV/Structures/Storage/closet.rsi/meta.json
(2 hunks)
⛔ Files not processed due to max files limit (4)
- Resources/Textures/Objects/Specific/Mining/ore_bag.rsi/meta.json
- Resources/Textures/Objects/Specific/Mining/ore_bag_holding.rsi/meta.json
- Resources/Textures/Structures/Storage/closet.rsi/meta.json
- Resources/Textures/_NF/Objects/Economy/cash.rsi/meta.json
💤 Files with no reviewable changes (10)
- Content.Server/Nyanotrasen/Carrying/BeingCarriedComponent.cs
- Content.Shared/Nyanotrasen/Carrying/CarryingDoAfterEvent.cs
- Content.Server/Nyanotrasen/Carrying/CarriableComponent.cs
- Content.Server/Nyanotrasen/Carrying/CarryingComponent.cs
- Content.Shared/Nyanotrasen/Carrying/CarryingSlowdownComponent.cs
- Content.Server/Nyanotrasen/Carrying/CarryingSystem.cs
- Content.Shared/Nyanotrasen/Carrying/CarryingSlowdownSystem.cs
- Content.Server/Nyanotrasen/Kitchen/EntitySystems/DeepFryerSystem.cs
- Content.Server/Resist/EscapeInventorySystem.cs
- Resources/Prototypes/DeltaV/Catalog/Cargo/cargo_food.yml
✅ Files skipped from review due to trivial changes (5)
- Resources/Textures/DeltaV/Objects/Storage/barrel.rsi/meta.json
- Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi/meta.json
- Resources/Locale/en-US/deltav/reagents/meta/consumable/drink/soda.ftl
- Content.Shared/_NF/Stacks/StackLayerFunction.cs
- Resources/Textures/DeltaV/Objects/Storage/keg.rsi/meta.json
🔇 Additional comments (84)
Resources/Textures/DeltaV/Structures/Storage/closet.rsi/meta.json (2)
7-7
: LGTM! Proper attribution of contributors.
The copyright notice has been appropriately updated to credit all contributors, including the original source (tgstation) and subsequent modifications.
39-56
: LGTM! New states follow consistent patterns.
The new states for "cj" and "clerk" lockers follow the established pattern:
- Base sprite state
- Door state
- Open state
Each state is properly structured in the JSON format and maintains naming consistency with existing states.
Content.Shared/DeltaV/Weather/Components/AshStormImmuneComponent.cs (1)
8-9
: LGTM! Component implementation is correct.
The component is properly implemented as a marker component with appropriate attributes for registration and network synchronization. The use of sealed
and partial
modifiers is correct for this use case.
Content.Server/DeltaV/Station/Components/CaptainStateComponent.cs (1)
21-21
: LGTM! Explicit initialization improves code reliability.
The explicit initialization of boolean fields to false
is a good practice in defensive programming, making the default states clear and preventing any ambiguity about the initial component state.
Also applies to: 45-45, 51-51
Content.Shared/DeltaV/Carrying/CarryDoAfterEvent.cs (1)
7-7
: Verify other partial class definitions.
The class is marked as partial
but no other partial definitions are visible in the context. Let's verify if there are other partial definitions that complement this class.
✅ Verification successful
No other partial class definitions found for CarryDoAfterEvent
The class is marked as partial
but there are no other partial definitions in the codebase. This appears to be a standalone partial class definition, which is common in C# when classes might be extended through code generation in the future.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for other partial definitions of CarryDoAfterEvent
rg -l "partial.*class.*CarryDoAfterEvent" --type cs
Length of output: 105
Resources/Prototypes/_NF/Entities/Objects/Misc/space_cash.yml (1)
12-21
: LGTM!
The SpaceCash25000 entity is well-structured with matching count and sprite state.
Content.Server/DeltaV/Weather/WeatherSchedulerSystem.cs (5)
14-18
: Dependency Injection Setup Looks Good
The constructor injection for chat management, game timing, prototype manager, random generator, and shared weather system is straightforward and follows standard dependency injection patterns in this codebase. No immediate issues detected.
20-24
: Ensure Thread-Safe Access to Components
While this update method most likely runs on the main thread, if the engine or scheduling mechanism is multi-threaded, ensure concurrency checks or locks are in place. Concurrent modifications to shared data structures (e.g., comp.Stages
) could lead to race conditions.
Would you like a script to search for concurrent usage or multi-thread scheduling references in the codebase?
34-36
: Use Consistent Approach for Time Calculation
The random duration is added as seconds. Confirm consistency with the rest of the codebase for numeric conversions to time. In some systems, mixing different time units might accidentally cause confusion or bugs if other places interpret them differently.
50-62
: Verify Chat Channels and Visibility
This code broadcasts weather change messages to the map's radio channel. Confirm that this is the intended channel for such announcements and that all players in the map can receive the message. If accessibility for hearing-impaired players is a concern, consider using additional textual or visual notifications.
66-74
: Edge Case Handling in Stage Wrapping
The mod-based wrapping for negative or out-of-bound stage indices is a good approach. Ensure that comp.Stages.Count
is never zero. The earlier suggestion to guard against an empty Stages
list would prevent a possible division by zero here.
Content.Server/Nyanotrasen/Kitchen/Components/DeepFryerComponent.cs (5)
18-19
: Confirm access attributes and required systems.
This component is registered with [Access(typeof(SharedDeepfryerSystem))], but it’s unclear whether any custom logic or system references (e.g., DeepFryerSystem) are needed for correct operation. Verify that the correct system is used and all references are updated.
34-39
: Consider default initialization and concurrency.
The NextFryTime property tracks frying intervals. Ensure the system that updates this property handles concurrency or timing events properly, so multiple fry operations (or none at all) don't happen when items are simultaneously added or removed.
98-108
: Flavor sets are well-defined.
Having GoodFlavors and BadFlavors as HashSets of ProtoId is a solid approach for type safety. Just confirm that these sets get populated from prototypes as expected, to avoid empty sets being treated as valid.
128-129
: Ensure non-null assignments for Solution & Storage.
Both Solution and Storage are set to default! here. Confirm that these fields receive valid instances at runtime (likely from the system that manages the container/solution).
Also applies to: 137-138
183-193
: Validate your sound paths.
SoundInsertItem and SoundRemoveItem reference specific .ogg files. Make sure these paths are correct and that these assets exist, or you may encounter runtime or build errors when the game attempts to play these sounds.
Content.Shared/DeltaV/Carrying/CarryingSystem.cs (4)
178-179
: Double-check the inability to move while carried
“args.Cancel()” prevents the carried entity from moving entirely. While likely intended, confirm that there are no edge cases where the carried entity might need to move or pivot slightly (e.g., property readjustment in zero-gravity scenarios, or minimal self-adjustments).
314-316
: Double-check the slowdown math for potential zero or negative results
Here, 1 - (0.15 / massRatioSq) can yield values close to or below 0 if massRatioSq < 1. The subsequent clamp (Math.Max(0.1, modifier)) partially addresses it, but confirm that 0.1 is sufficient for all edge cases.
374-378
: Good defensive check for re-parenting
Dropping the carried entity if it is re-parented to an unexpected entity is a proper safeguard to prevent weird behaviors. This is well-implemented.
46-47
: Consider best practice initialization for EntityQuery fields
Currently, _physicsQuery is being assigned in Initialize(). This is a typical place to retrieve and store the EntityQuery reference. Just ensure no code paths access _physicsQuery before Initialize() is called, to avoid null references. If needed at an earlier stage, referencing it at the system level (outside of Initialize) might be more robust.
✅ Verification successful
Based on the search results, I can now generate the final response since I have enough information to verify the concern about _physicsQuery
initialization and usage:
Initialization and usage of _physicsQuery is safe
The field is properly initialized in the Initialize()
method and is only accessed after initialization in methods that would be called during normal system operation. There are no direct field accesses outside of initialization or system methods that could be called before initialization.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify that _physicsQuery is not accessed before Initialize()
rg --context 5 "_physicsQuery"
Length of output: 86805
Resources/Migrations/deltaMigrations.yml (2)
128-130
: Consider documenting the lighting changes
The renaming of maintenance light entities to use "Dim" instead of "MaintenanceRed" appears to be a good standardization effort. However, since lighting entities are commonly used in map files, please ensure:
- All map files have been updated to use the new entity names
- The change is documented in the changelog if this affects map editors
125-126
: Verify the intended direction of the suit storage mapping
There's a discrepancy between the AI summary (which indicates SuitStorageSecDeltaV
→ SuitStorageSec
) and the actual mapping (which shows SuitStorageSec
→ SuitStorageSecDeltaV
). Please confirm the intended direction of this change.
✅ Verification successful
The mapping direction is correct as shown in the code
The search results confirm that SuitStorageSecDeltaV
is the actively used entity across multiple map files and has a prototype definition in Resources/Prototypes/DeltaV/Catalog/Fills/Lockers/suit_storage.yml
. The migration mapping from SuitStorageSec
to SuitStorageSecDeltaV
is correct, and the AI summary was incorrect in its interpretation. This change ensures consistency with the DeltaV variant that's being used throughout the codebase.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Search for usages of both entity names to help determine the correct mapping
echo "Searching for SuitStorageSec usage:"
rg "SuitStorageSec[^D]" --type yaml
echo -e "\nSearching for SuitStorageSecDeltaV usage:"
rg "SuitStorageSecDeltaV" --type yaml
Length of output: 1243
Resources/Prototypes/Entities/Objects/Specific/Salvage/ore_bag.yml (2)
10-13
: LGTM: Visual state refactor looks good!
The change from a single state to a layered approach properly supports the new toggle functionality while maintaining backward compatibility.
32-49
: Verify the existence of visual states in the sprite sheet.
The toggle implementation looks good, with proper sound effects and examination messages. However, we should verify that the icon_on
state exists in the Objects/Specific/Mining/ore_bag.rsi
sprite sheet.
✅ Verification successful
The previous output shows that states exist but are numbered (0-4). We need to check the actual state names to verify if icon
and icon_on
states are present.
Visual states verified successfully
The required sprite states icon
and icon_on
are present in both ore bag RSI files:
- Resources/Textures/Objects/Specific/Mining/ore_bag.rsi
- Resources/Textures/Objects/Specific/Mining/ore_bag_holding.rsi
The toggle implementation is complete and properly configured with all necessary visual assets.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check if the required sprite states exist in the RSI file
# Note: RSI files are typically JSON-based sprite metadata files
# Look for the RSI metadata file
fd -e rsi "ore_bag" | while read -r rsi_path; do
if [ -f "$rsi_path/meta.json" ]; then
echo "Found RSI at: $rsi_path"
# Check for required states in metadata
jq '.states | keys' "$rsi_path/meta.json"
fi
done
Length of output: 796
Script:
#!/bin/bash
# Let's check the actual state names in the RSI metadata
fd -e rsi "ore_bag" | while read -r rsi_path; do
if [ -f "$rsi_path/meta.json" ]; then
echo "=== RSI: $rsi_path ==="
jq '.states[] | .name' "$rsi_path/meta.json"
fi
done
Length of output: 866
Content.Shared/Storage/EntitySystems/MagnetPickupSystem.cs (2)
3-3
: LGTM: Clean dependency injection
The ItemToggleSystem dependency is properly injected and the corresponding namespace is correctly imported.
Also applies to: 19-19
54-65
: Verify the implications of removing slot restrictions
The change from slot-based restrictions to activation-based control represents a significant behavioral change. While this allows ore bags to work in-hand (which may improve usability), please verify:
- Game balance: Is it intentional that these items can now work from any inventory position?
- Persistence: Does the activation state correctly persist across game sessions?
- User experience: Is there clear feedback to players about the activation state?
Let's check for similar patterns in the codebase to understand the standard approach:
✅ Verification successful
Based on the search results, I can now generate a final response. The codebase shows several important patterns:
Removal of slot restrictions aligns with existing toggle-based patterns
The change to use toggle-based activation instead of slot-based restrictions appears to be a valid approach, as evidenced by:
- Other systems like ReflectSystem also combine ItemToggle with inventory checks, showing this is an established pattern
- The MagnetPickupComponent still maintains its SlotFlags definition, allowing future flexibility
- The change follows DeltaV's documented intention to "Allow ore bags to work inhand"
- Activation state persistence is handled by the ItemToggle system, which is a core system used across multiple components
The removal of slot restrictions is localized to this specific use case and doesn't appear to create broader game balance issues, as:
- The component still has configurable SlotFlags if needed
- Other systems maintain their slot restrictions where appropriate
- The change is clearly marked with DeltaV-specific comments
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check how other systems handle item activation vs slot restrictions
# Check for other systems using ItemToggle
ast-grep --pattern 'class $_ : EntitySystem
{
$$$
[Dependency] private readonly ItemToggleSystem $_
$$$
}'
# Check for recent removals of slot restrictions
rg -B 2 -A 2 'SlotFlags' --type cs
# Check for activation state persistence
ast-grep --pattern 'class $_ : Component
{
$$$
public bool Activated
$$$
}'
Length of output: 50412
Content.Shared/DeltaV/Item/ItemToggle/Systems/ItemToggleExamineSystem.cs (3)
1-5
: LGTM: Dependencies and namespace are well-organized
The dependencies are properly imported and the namespace follows the standard C# conventions matching the file path structure.
11-16
: LGTM: Event subscription is properly implemented
The initialization and event subscription follow the standard pattern, including the important base.Initialize() call.
1-23
: Verify the existence of required components and localization strings
Let's ensure all required components and localization strings are properly defined.
✅ Verification successful
All required components and localization strings are properly defined
The verification shows that:
ItemToggleExamineComponent
is properly defined with requiredOn
andOff
localization fieldsItemToggleSystem
exists and is properly implemented with required dependencies- Localization strings for toggle actions are defined in both English and Russian
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check for the existence of related components and localization strings
# Look for ItemToggleExamineComponent definition
echo "Checking for ItemToggleExamineComponent..."
ast-grep --pattern 'class ItemToggleExamineComponent'
# Look for localization string definitions
echo "Checking for localization strings..."
rg -g '*.ftl' "item-toggle"
Length of output: 71973
Script:
#!/bin/bash
# Let's check for the ItemToggleExamineComponent definition and related components
echo "Checking for ItemToggleExamineComponent definition..."
rg -A 10 "class ItemToggleExamineComponent"
echo "Checking for ItemToggleSystem..."
rg -A 10 "class ItemToggleSystem"
# Look for localization strings in a more focused way
echo "Checking for localization strings..."
rg -g '*.ftl' -A 2 "item-toggle"
Length of output: 2505
Content.Shared/Weather/SharedWeatherSystem.cs (1)
39-39
: LGTM! Consider verifying edge cases.
The addition of component.NextUpdate += args.PausedTime
maintains consistency with how other weather timings are adjusted after unpausing. This ensures that weather updates don't occur too early after an unpause event.
Let's verify the initialization and potential edge cases:
✅ Verification successful
Based on the search results, I can now generate the final response. The code shows that NextUpdate
is a common pattern used throughout the codebase for time-based updates, and the adjustment of this value during unpausing is a standard practice to maintain correct timing after a pause.
LGTM! The change follows the established pattern for handling pause compensation.
The addition of component.NextUpdate += args.PausedTime
in SharedWeatherSystem.cs
is consistent with how other systems in the codebase handle time-based updates during unpausing. This ensures that weather effects maintain their correct timing after a pause, similar to other systems like Bloodstream, Respirator, Metabolizer, etc. The pattern is well-established and safe, as evidenced by:
- The
NextUpdate
field is properly defined inWeatherComponent
with appropriate serialization - The adjustment is done in the
OnWeatherUnpaused
handler alongside other timing adjustments - The pattern matches other systems that use time-based updates (e.g., BloodstreamSystem, RespiratorSystem)
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check WeatherComponent initialization and usage of NextUpdate
# Look for NextUpdate initialization and any overflow checks
# Search for WeatherComponent definition and NextUpdate usage
ast-grep --pattern 'class WeatherComponent {
$$$
$_ NextUpdate $_
$$$
}'
# Search for NextUpdate assignments
rg 'NextUpdate.*=' --type cs
Length of output: 80
Script:
#!/bin/bash
# Let's try a different approach to find WeatherComponent and NextUpdate usage
# Find WeatherComponent file first
fd -e cs "WeatherComponent"
# Search for NextUpdate property/field and its usage with more context
rg -A 5 -B 5 "NextUpdate" --type cs
Length of output: 66654
Content.Shared/DeltaV/Item/ItemToggle/Components/ItemToggleExamineComponent.cs (2)
1-4
: LGTM! Clean imports and proper namespace structure.
The imports are minimal and the namespace follows the project's hierarchical structure.
1-17
: Verify the ItemToggleExamineSystem integration.
The component is properly configured for use with ItemToggleExamineSystem, but let's verify the system's implementation.
✅ Verification successful
System integration is properly implemented
The ItemToggleExamineSystem is correctly implemented with:
- Proper namespace and dependencies
- Event subscription to ExaminedEvent
- Correct handling of the examine event using the component's On/Off fields
- Integration with ItemToggleSystem for state checks
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify the existence and implementation of ItemToggleExamineSystem
ast-grep --pattern 'class ItemToggleExamineSystem : EntitySystem
{
$$$
}'
# Check for proper event subscription
rg -A 5 "ExaminedEvent" --type cs
Length of output: 77
Script:
#!/bin/bash
# Let's try a broader search for the system implementation
rg -l "ItemToggleExamineSystem" --type cs
# Also search for any files containing both ItemToggle and Examine
rg -l "ItemToggle.*Examine" --type cs
# Let's also check for any examine-related systems in the DeltaV namespace
rg "namespace Content\.Shared\.DeltaV.*\bclass.*ExamineSystem" --type cs
Length of output: 460
Script:
#!/bin/bash
# Let's examine the content of the ItemToggleExamineSystem
cat "Content.Shared/DeltaV/Item/ItemToggle/Systems/ItemToggleExamineSystem.cs"
# Also check for any examine event handlers in this system
rg -A 10 "ExaminedEvent" "Content.Shared/DeltaV/Item/ItemToggle/Systems/ItemToggleExamineSystem.cs"
Length of output: 1206
Resources/Prototypes/DeltaV/Entities/Mobs/Species/ashwalker.yml (2)
11-11
: TODO comment suggests incomplete organ theft mechanic
The TODO comment indicates a planned feature for stealing ashwalker lungs. This could have security implications if not properly implemented, as it might allow unauthorized access to vital organs.
Consider the following security aspects when implementing the organ theft mechanic:
- Access control for organ removal
- Validation of organ compatibility
- Prevention of exploit scenarios
3-3
: Verify parent entity existence
Let's verify that the parent entity MobReptilian
exists in the codebase.
✅ Verification successful
The search results show that MobReptilian
entity exists in Resources/Prototypes/Entities/Mobs/Player/reptilian.yml
. Let's verify its definition to ensure it's a valid parent entity.
Let's verify one more thing - the existence of BaseMobReptilian
since MobReptilian
inherits from it.
Let's check the content of BaseMobReptilian
to ensure it's a proper base entity.
Parent entity exists and is properly defined
The inheritance chain is valid:
MobAshWalker
extendsMobReptilian
MobReptilian
extendsBaseMobReptilian
BaseMobReptilian
extendsBaseMobSpeciesOrganic
and contains all necessary components for a reptilian species
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for MobReptilian entity definition
rg "id:\s*MobReptilian" -g "*.yml"
Length of output: 1287
Script:
#!/bin/bash
# Get the content of MobReptilian entity
cat Resources/Prototypes/Entities/Mobs/Player/reptilian.yml
Length of output: 190
Script:
#!/bin/bash
# Search for BaseMobReptilian entity definition
rg "id:\s*BaseMobReptilian" -g "*.yml"
Length of output: 120
Script:
#!/bin/bash
# Get the content of BaseMobReptilian entity
cat Resources/Prototypes/Entities/Mobs/Species/reptilian.yml
Length of output: 2570
Resources/Prototypes/DeltaV/Body/Organs/ashwalker.yml (2)
2-2
: Verify parent organ entity existence
Let's verify that the parent entity OrganAnimalLungs
exists in the codebase.
✅ Verification successful
Let me verify the parent entity's full definition to ensure it's properly configured:
Parent entity OrganAnimalLungs
exists and is properly configured
The parent entity exists in Resources/Prototypes/Body/Organs/Animal/animal.yml
with appropriate organ and lung components, making it a valid base for the ashwalker lungs.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for OrganAnimalLungs entity definition
rg "id:\s*OrganAnimalLungs" -g "*.yml"
Length of output: 114
Script:
#!/bin/bash
# Get the full definition of OrganAnimalLungs
rg -A 10 "id:\s*OrganAnimalLungs" -g "*.yml"
Length of output: 816
7-8
: Validate saturationLoss value
The saturationLoss: 0.5
value needs validation to ensure it's balanced for gameplay. Let's check other lung implementations for comparison.
Resources/Prototypes/DeltaV/Body/Prototypes/ashwalker.yml (3)
22-26
: Validate body structure connections
The body structure appears to follow a standard humanoid configuration. However, let's verify this against other species' body structures to ensure consistency.
Also applies to: 29-30, 33-34, 41-42, 45-46
✅ Verification successful
Let me search for more specific information about the arm and leg connections in the body structures.
Let me try a different approach to search for arm and leg connections:
Body structure connections are consistent with standard humanoid configuration
The arm and leg connections in the ashwalker body structure follow the same pattern as other humanoid species in the codebase, including reptilian, human, moth, vox, and others. All humanoid species consistently use the following connection structure from torso:
- right arm
- left arm
- right leg
- left leg
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for similar body structures
rg "type:\s*body" -A 10 -g "*.yml"
Length of output: 26278
Script:
#!/bin/bash
# Search for arm and leg connections in body structures
rg "connections:.*(?:arm|leg)" -A 3 -g "*.yml"
Length of output: 48
Script:
#!/bin/bash
# Search for right arm and left arm connections
rg "right arm|left arm" -B 2 -A 2 -g "*.yml"
# Search for right leg and left leg connections
rg "right leg|left leg" -B 2 -A 2 -g "*.yml"
Length of output: 51532
8-50
: Verify body part definitions
Let's verify that all referenced reptilian body parts exist in the codebase.
✅ Verification successful
All reptilian body parts are properly defined
All referenced reptilian body parts in the ashwalker.yml file are correctly defined in the codebase. Each part exists in both:
- Resources/Prototypes/Body/Parts/reptilian.yml (main definitions)
- Resources/Prototypes/_NF/Mail/Items/boxes.yml (for mail system)
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check for all referenced body parts
echo "Checking body part definitions..."
for part in HeadReptilian TorsoReptilian RightArmReptilian LeftArmReptilian RightHandReptilian LeftHandReptilian RightLegReptilian LeftLegReptilian RightFootReptilian LeftFootReptilian; do
echo "Searching for $part..."
rg "id:\s*$part" -g "*.yml"
done
Length of output: 4581
11-21
: Review organ type consistency
The organ configuration mixes different species types:
- Human organs: brain, eyes, kidneys
- Animal organs: heart, liver
- Reptilian organs: stomach
- Custom organs: ashwalker lungs
This mixing of organ types needs validation to ensure compatibility and intended gameplay mechanics.
✅ Verification successful
Let me verify the custom organ OrganAshWalkerLungs
and check if there's any inheritance or base organ patterns that might explain the mixed organ types.
Let me generate the final response based on the findings. The shell script results show that:
- All organs exist in the codebase
OrganAshWalkerLungs
is defined and inherits fromOrganAnimalLungs
- There's a clear pattern of species-specific organ inheritance (e.g., goblins, plasmaman, vox)
- Mixed organ types are common in other species (e.g., goblins use both human and animal organs)
Mixed organ types are an established pattern
The mixing of different organ types (human, animal, reptilian, and custom) in the ashwalker configuration follows established patterns in the codebase. Other species like goblins and bloodsuckers also use mixed organ types, inheriting from different base organs to achieve their unique characteristics. The ashwalker lungs being a custom organ derived from animal lungs is consistent with similar species-specific organ implementations like vox lungs and plasmaman organs.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify all referenced organs exist
echo "Checking organ definitions..."
for organ in OrganHumanBrain OrganHumanEyes OrganAnimalHeart OrganReptilianStomach OrganAnimalLiver OrganHumanKidneys; do
echo "Searching for $organ..."
rg "id:\s*$organ" -g "*.yml"
done
Length of output: 2017
Script:
#!/bin/bash
# Check for AshWalker lungs definition and any organ inheritance patterns
echo "Searching for AshWalker lungs..."
rg "id:\s*OrganAshWalkerLungs" -g "*.yml"
echo -e "\nChecking organ parent/inheritance patterns..."
rg "parent:\s*Organ" -g "*.yml" -A 2
echo -e "\nChecking if there's any specific documentation about organ compatibility..."
fd "README" --extension md | xargs rg -i "organ|compatibility" -A 2
Length of output: 7320
Content.Shared/DeltaV/Carrying/CarryingComponent.cs (1)
8-10
: Consider design implications
The current implementation allows carrying only one entity. Verify if this aligns with the game design requirements. You might want to consider:
- Supporting multiple carried entities if needed
- Adding weight/size limitations
- Adding state validation in the CarryingSystem
Let's check if there are any weight or size limitations implemented in the CarryingSystem:
✅ Verification successful
Based on the gathered information, I can now provide a final response regarding the carrying system's design:
Current implementation has weight/size limitations through physics system
The carrying system already implements weight-based limitations through the physics system's mass calculations:
- The
MassContest
method uses the physics mass ratio between carrier and carried entity to determine:- Throw speed scaling
- Movement speed modification
- Carrying feasibility
Additional limitations are also in place:
- Requires 2 free hands to carry (via
CarriableComponent.FreeHandsRequired
) - Applies speed penalties based on carried entity (via
CarryingSlowdownComponent.Modifier
)
The current design is sufficient as it:
- Naturally handles weight limitations through physics mass
- Prevents carrying extremely heavy objects
- Scales interactions based on relative masses
- Includes hand requirements and movement penalties
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for weight/size checks in CarryingSystem
ast-grep --pattern 'class CarryingSystem {
$$$
$weight_check($_) {
$$$
}
$$$
}'
# Look for related components that might define limits
rg -l "weight|size|mass" --type cs
Length of output: 93
Script:
#!/bin/bash
# Let's search for the CarryingSystem implementation to understand the current design
rg -A 10 "class CarryingSystem" --type cs
# Also search for any carrying-related components and systems
rg -l "Carrying" --type cs
# Look for any weight or size related properties in the codebase
rg "Weight|Mass|Size" --type cs
Length of output: 66159
Script:
#!/bin/bash
# Let's check the CarryingSystem implementation for any mass/weight/size checks
rg -A 20 "class CarryingSystem" --type cs
# Look for any mass-related methods in CarryingSystem
rg "Mass" Content.Shared/DeltaV/Carrying/CarryingSystem.cs
# Check for any related components that might define limits
rg -l "Carriable|BeingCarried" --type cs
Length of output: 2827
Script:
#!/bin/bash
# Let's check the CarriableComponent for any limitations
cat Content.Shared/DeltaV/Carrying/CarriableComponent.cs
# Check the BeingCarriedComponent as well
cat Content.Shared/DeltaV/Carrying/BeingCarriedComponent.cs
# Look for any slowdown implementation
cat Content.Shared/DeltaV/Carrying/CarryingSlowdownComponent.cs
Length of output: 1354
Content.Shared/Weather/WeatherComponent.cs (1)
23-28
: 🛠️ Refactor suggestion
Verify thread safety and timing initialization
The NextUpdate property needs additional consideration:
- Initializing to TimeSpan.Zero might cause immediate updates on component creation
- Public setter could lead to race conditions in concurrent scenarios
- The relationship between NextUpdate and UpdateDelay should be verified
Let's check how NextUpdate is used across the codebase:
- [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
- public TimeSpan NextUpdate = TimeSpan.Zero;
+ [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
+ private TimeSpan _nextUpdate = TimeSpan.Zero;
+
+ public TimeSpan NextUpdate
+ {
+ get => _nextUpdate;
+ internal set => _nextUpdate = value;
+ }
+
+ public void Initialize()
+ {
+ // Initialize with a small offset to prevent immediate updates
+ _nextUpdate = TimeSpan.FromSeconds(1);
+ }
Content.Shared/DeltaV/Carrying/CarryingSlowdownComponent.cs (1)
5-7
: LGTM! Verify integration with CarryingSystem
The component is properly configured with necessary attributes for registration, networking, and access control.
Let's verify the integration with related systems:
✅ Verification successful
Component is properly integrated with movement and carrying systems
The verification shows that:
- CarryingSlowdownSystem correctly integrates with MovementSpeedModifierSystem
- The component's Modifier is properly applied to both walk and sprint speeds via RefreshMovementSpeedModifiersEvent
- CarryingSystem handles the component's lifecycle by removing it when needed
- The system provides a proper API to modify the slowdown value
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the CarryingSystem and CarryingSlowdownSystem implementations
# and their usage of this component
# Check for the related system implementations
echo "Checking for related system implementations..."
rg -l "class CarryingSystem|class CarryingSlowdownSystem"
# Check for component usage in these systems
echo "Checking component usage in systems..."
ast-grep --pattern 'class $_ : ISystem
{
$$$
CarryingSlowdownComponent $_
$$$
}'
Length of output: 444
Script:
#!/bin/bash
# Let's examine the implementation of both systems to verify proper integration
echo "=== CarryingSlowdownSystem Implementation ==="
rg -A 10 "class CarryingSlowdownSystem" Content.Shared/DeltaV/Carrying/CarryingSlowdownSystem.cs
echo -e "\n=== CarryingSystem Integration ==="
rg "CarryingSlowdownComponent" Content.Shared/DeltaV/Carrying/CarryingSystem.cs
echo -e "\n=== Checking for MovementSpeedModifier usage ==="
rg -A 5 "MovementSpeedModifier" Content.Shared/DeltaV/Carrying/CarryingSlowdownSystem.cs
Length of output: 1663
Resources/Prototypes/Entities/Objects/Misc/space_cash.yml (3)
62-68
: LGTM: Consistent sprite path updates
The sprite path updates for Credit material and stack are consistent with the new pattern.
121-121
: Review sprite state assignments
Several entities are using sprite states that don't match their denominations:
SpaceCash2500
usescash_1000
SpaceCash20000
usescash_10000
SpaceCash30000
usescash_25000
SpaceCash1000000
usescash_250000
This might be intentional for visual grouping, but please verify if this is the desired behavior.
Also applies to: 155-155, 166-166, 177-177
38-38
: Verify sprite resource availability
All entities have been updated to use _NF/Objects/Economy/cash.rsi
. Please ensure this resource exists and contains all required states.
Also applies to: 77-77, 88-88, 99-99, 110-110, 121-121, 132-132, 143-143, 154-154, 165-165, 176-176
✅ Verification successful
Sprite resource path is correct and contains required states
The sprite path _NF/Objects/Economy/cash.rsi
exists at Resources/Textures/_NF/Objects/Economy/cash.rsi
and contains all necessary states for the larger denominations (5000, 10000, 25000, 50000, 100000, 250000) with proper animations defined in meta.json. This is an improvement over the original Objects/Economy/cash.rsi
which only supported denominations up to 1000000.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if the RSI file exists and list its contents
fd -e rsi '_NF/Objects/Economy/cash.rsi$'
Length of output: 43
Script:
#!/bin/bash
# Let's check if the RSI file exists in Resources directory with a broader search
fd -e rsi 'cash.rsi$' Resources/
# Also check for any RSI files in the Economy directory to see available options
fd -e rsi . Resources/Textures/_NF/Objects/Economy/
Length of output: 231
Script:
#!/bin/bash
# Let's verify the path in the YAML file is correct relative to Resources/Textures/
# and check if both RSI directories exist with their contents
ls -la Resources/Textures/_NF/Objects/Economy/cash.rsi/
ls -la Resources/Textures/Objects/Economy/cash.rsi/
# Also check the metadata.json in both locations to compare states
cat Resources/Textures/_NF/Objects/Economy/cash.rsi/meta.json 2>/dev/null || echo "No meta.json in _NF path"
cat Resources/Textures/Objects/Economy/cash.rsi/meta.json 2>/dev/null || echo "No meta.json in original path"
Length of output: 4434
Resources/Prototypes/Nyanotrasen/Catalog/Fills/Boxes/general.yml (1)
37-38
: Verify the intention of including two different light bulb types
The maintenance lightbulb box now contains both LightBulbMaintenance
and DimLightBulb
with 6 units each. This might lead to confusion about which type to use in maintenance areas.
Content.Shared/Stacks/StackComponent.cs (2)
27-27
: LGTM: Formatting change only
82-88
: 🛠️ Refactor suggestion
Add XML documentation and verify enum dependency
The new LayerFunction property needs attention in several areas:
- Consider adding proper XML documentation for better API documentation
- The "Frontier" comment should be removed or replaced with actual feature documentation
- The StackLayerFunction enum dependency needs to be verified
Suggested documentation format:
- // Frontier: transforming Amount, MaxCount in speso stacks
- /// <summary>
- /// An optional function to adjust the layers used for a stack's appearance.
- /// </summary>
+ /// <summary>
+ /// Specifies how the stack's visual layers should be adjusted based on its state.
+ /// </summary>
+ /// <remarks>
+ /// This property works in conjunction with <see cref="LayerStates"/> to determine
+ /// how the stack's appearance changes as items are added or removed.
+ /// </remarks>
[DataField]
public StackLayerFunction LayerFunction = StackLayerFunction.None;
- // End Frontier
✅ Verification successful
Property is properly defined and used in the codebase
The LayerFunction
property is correctly implemented:
- The enum
StackLayerFunction
is properly defined in a shared location - The property is used in the client-side stack system for visual modifications
- The code is properly documented and follows the codebase patterns
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the StackLayerFunction enum exists and is accessible
# Search for StackLayerFunction enum definition
ast-grep --pattern 'enum StackLayerFunction {
$$$
}'
# Check for any usages of this property
rg "LayerFunction" --type cs
Length of output: 56
Script:
#!/bin/bash
# Let's try a broader search for the enum and its usages
# Search for enum definition with just the name
ast-grep --pattern 'enum StackLayerFunction'
# Search for any file containing StackLayerFunction
rg "StackLayerFunction" -A 2 -B 2
# Search for files with Layer in their name that might contain the enum
fd -e cs "Layer"
Length of output: 65983
Script:
#!/bin/bash
# Let's search for the enum definition and its usages more specifically
# Search for the enum definition file
rg -l "StackLayerFunction" Content.Shared/_NF/Stacks/
# Get the content of the enum definition
cat Content.Shared/_NF/Stacks/StackLayerFunction.cs
# Search for usages of StackLayerFunction in the codebase
rg "StackLayerFunction" -A 2 -B 2 --type cs
Length of output: 1885
Content.Shared/DeltaV/Carrying/CarriableComponent.cs (3)
1-4
: LGTM: Clean namespace organization and imports
The namespace organization follows the expected pattern for shared components, and imports are minimal and relevant.
1-14
: Verify integration with the carrying system
Since this is a new component, we should verify its integration with the CarryingSystem and related components.
✅ Verification successful
Let's search for the system implementation and any references to our component to verify the integration.
Integration with CarryingSystem is properly implemented
The CarryingSystem shows complete integration with CarriableComponent through:
- Proper event subscriptions for CarriableComponent events
- Implementation of carrying logic that checks CarriableComponent.FreeHandsRequired
- Complete carrying workflow including verb addition, do-after handling, and state management
The component is used in key system methods:
- AddCarryVerb: Adds the carry interaction verb
- CanCarry: Validates carrying conditions including free hands requirement
- TryCarry: Handles the actual carrying logic
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for CarryingSystem usage of this component
ast-grep --pattern 'class CarryingSystem {
$$$
$_(CarriableComponent $_) {
$$$
}
$$$
}'
# Check for related component interactions
rg "CarriableComponent|CarryingComponent" -A 5
Length of output: 101
Script:
#!/bin/bash
# Search for CarryingSystem implementation
fd "CarryingSystem.cs" --exec cat {}
# Search for any references to CarriableComponent
rg "CarriableComponent" --type cs -A 3
# Search for any files with "Carry" in their name
fd "Carry"
Length of output: 18666
8-14
: Verify the default hands requirement and consider adding validation
The default value of 2 free hands seems arbitrary. Additionally, consider adding validation to ensure the value remains positive and reasonable.
Consider applying this improvement:
[DataField]
-public int FreeHandsRequired = 2;
+[DataField(required: true)]
+private int _freeHandsRequired = 2;
+
+public int FreeHandsRequired
+{
+ get => _freeHandsRequired;
+ set => _freeHandsRequired = Math.Clamp(value, 1, 2);
+}
✅ Verification successful
The default value of 2 hands is appropriate, but validation would be beneficial
The search results show that the 2-hand requirement is intentional and consistent with the codebase's design:
- The
CarryingSystem
explicitly checks for the required free hands before allowing carrying - This is similar to but distinct from the
WieldableComponent
system (which uses 1 hand by default) - The carrying mechanic appears to be designed for larger/heavier items that require both hands
However, the validation suggestion is valid as there's currently no bounds checking.
Consider applying this improvement:
[DataField]
-public int FreeHandsRequired = 2;
+[DataField(required: true)]
+[ViewVariables(VVAccess.ReadWrite)]
+private int _freeHandsRequired = 2;
+
+public int FreeHandsRequired
+{
+ get => _freeHandsRequired;
+ set => _freeHandsRequired = Math.Max(1, value);
+}
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for entity prototypes using this component to understand typical usage
rg -l "type: CarriableComponent" | while read -r file; do
echo "=== $file ==="
rg "type: CarriableComponent" -A 5 "$file"
done
Length of output: 49
Script:
#!/bin/bash
# Let's try a different approach to understand the usage of CarriableComponent
# First, let's find all references to this component
rg "CarriableComponent" -B 2 -A 2
# Also search for any tests related to carrying mechanics
fd "Carri.*\.cs" --type f
Length of output: 4489
Script:
#!/bin/bash
# Let's also check if there are any other components or systems that might interact with FreeHandsRequired
rg "FreeHandsRequired" -B 2 -A 2
Length of output: 2507
Script:
#!/bin/bash
# Let's look at the carrying system implementation
ast-grep --pattern 'class $_ {
$$$
FreeHandsRequired
$$$
}'
Length of output: 67
Content.Server/Nyanotrasen/Item/PseudoItem/PseudoItemSystem.cs (2)
6-6
: LGTM: Clean integration of new carrying system dependency
The addition of the DeltaV carrying system import aligns with the broader changes mentioned in the PR summary.
Line range hint 67-77
: LGTM: Clean integration with carrying system
The pickup attempt logic cleanly integrates with the new carrying system while maintaining fallback behavior. However, let's verify the carrying system integration across the codebase.
✅ Verification successful
LGTM: Carrying system integration is consistent with codebase patterns
Based on the search results, the carrying system integration in PseudoItemSystem.OnGettingPickedUpAttempt
follows the established patterns in the codebase. The implementation:
- Properly extends the shared base system (
SharedPseudoItemSystem
) - Correctly handles the pickup attempt event (
GettingPickedUpAttemptEvent
) - Maintains consistent behavior with other pickup implementations (like
MultiHandedItemSystem
) - Uses appropriate early returns and fallback to base behavior
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify consistent usage of carrying system across the codebase
# Look for other pickup implementations that might need similar integration
# Search for pickup-related methods
ast-grep --pattern 'GettingPickedUpAttemptEvent'
# Search for direct carrying system usage
rg "TryCarry|_carrying\." -A 3
Length of output: 48
Script:
#!/bin/bash
# Let's try a different approach to find pickup-related implementations
# Search for OnGettingPickedUpAttempt method implementations
ast-grep --pattern 'OnGettingPickedUpAttempt($$$)'
# Search for GettingPickedUp event handlers
rg "GettingPickedUp" -A 3
# Look for carrying system references
rg "ICarryingSystem" -A 3
Length of output: 5901
Content.Server/DeltaV/GlimmerWisp/LifeDrainerSystem.cs (2)
3-3
: LGTM: Appropriate namespace change
The addition of the shared carrying namespace aligns with the broader architectural changes, promoting code sharing between client and server components.
Line range hint 92-94
: Verify carrier entity validity
While the carried component check is implemented correctly, consider adding a validity check for the carrier entity to prevent potential null reference issues.
Run the following script to check for similar patterns in the codebase:
Content.Server/DeltaV/Weather/WeatherEffectsSystem.cs (1)
57-81
: Validate null-protected usage of prototypes before applying damage.
Though the method checks “weather.Damage is not { } damage”, consider verifying or logging invalid prototypes (if any) to avoid silent issues. Also confirm that blacklisted entities are indeed excluded from receiving damage.
✅ Verification successful
Let me analyze the WeatherPrototype usage across the codebase to verify the null-protection concerns. I'll need to check the prototype definition and damage-related fields.
Let me try a different approach to check the prototype and damage handling.
Null protection and blacklist handling are properly implemented.
The code is well-protected against null cases and properly handles the blacklist:
- The
Damage
field inWeatherPrototype
is explicitly nullable (DamageSpecifier?
) - The
UpdateDamage
method has proper null checks with pattern matching:if (weather.Damage is not {} damage)
- Blacklist handling uses
IsBlacklistFailOrNull
which safely handles null blacklists - The prototype system's
Index
method is used which throws if the prototype isn't found, preventing silent failures
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Search for all references to the WeatherPrototype in the codebase to confirm each use is properly null-checked or robustly handled.
rg -A 5 $'WeatherPrototype'
Length of output: 8731
Script:
#!/bin/bash
# Check the WeatherPrototype definition and damage field
ast-grep --pattern 'class WeatherPrototype {
$$$
[DataField$_] public DamageSpecifier? Damage { get; $$ }
$$$
}'
# Check how damage is handled in other weather-related systems
rg -A 5 "weather.*Damage" --ignore-case
Length of output: 120
Script:
#!/bin/bash
# Check the full WeatherPrototype definition
cat Content.Shared/Weather/WeatherPrototype.cs
# Check the damage handling in WeatherEffectsSystem
cat Content.Server/DeltaV/Weather/WeatherEffectsSystem.cs
Length of output: 3982
Content.Server/Body/Systems/RespiratorSystem.cs (1)
81-88
: Revisit negative initial value for 'multiplier'.
In the added code, “var multiplier = -1f” implies saturation is always decreased, then multiplied further by each lung’s SaturationLoss. This could produce unintuitive results with multiple lungs. Confirm this matches your design intent or consider bounding it.
✅ Verification successful
Let me gather more information about the lung component to understand the saturation loss mechanics better.
Let me check one more thing to understand how LungComponent's SaturationLoss is defined and used.
The negative multiplier initialization is correct and intentional.
The current implementation is actually working as intended:
multiplier
starts at -1f to indicate saturation decrease- Each lung's
SaturationLoss
(defaulting to 1f) is multiplied into this value - With one lung: -1 * 1 = -1 (normal saturation loss)
- With two lungs: -1 * 1 * 1 = -1 (same saturation loss)
- The negative sign is necessary as it's used in
UpdateSaturation
to decrease saturation over time
The design correctly maintains consistent saturation loss regardless of the number of lungs, and the negative initialization is essential for the saturation decrease mechanic.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Identify references to RespiratorComponent and LungComponent to ensure correctness of multiplier usage.
rg -A 3 $'(RespiratorComponent|LungComponent)'
Length of output: 12735
Script:
#!/bin/bash
# Check LungComponent definition and any saturation-related fields
ast-grep --pattern 'class LungComponent {
$$$
}'
# Also check for any saturation-related methods in RespiratorSystem
rg -A 5 "Saturation" Content.Server/Body/Systems/RespiratorSystem.cs
Length of output: 2430
Script:
#!/bin/bash
# Check the definition of SaturationLoss in LungComponent
rg -A 3 "SaturationLoss" Content.Server/Body/Components/LungComponent.cs
# Also check if there are any other files that might set or modify this value
rg -A 3 "SaturationLoss" --type cs
Length of output: 728
Content.Server/Cargo/Systems/CargoSystem.Bounty.cs (2)
60-60
: UI refresh logic note.
The new UI state includes “bountyDb.History” for the first time. Ensure the client side properly handles or displays historical data.
101-107
: Check skip timing logic and exploit potential.
If a user triggers repeated skip actions close to “db.NextSkipTime,” ensure it doesn’t allow skipping bounties more often than intended. Possibly confirm no race condition or double call is triggered.
Resources/Prototypes/Catalog/VendingMachines/Inventories/gib.yml (1)
5-5
: All good on the new can addition!
Two units of “DrinkDrGibbBloodRedCan” seem reasonable. No issues found.
Content.Shared/DeltaV/Carrying/BeingCarriedComponent.cs (1)
8-14
: LGTM! Well-structured component implementation.
The component is properly implemented with:
- Correct registration and networking attributes
- Appropriate access control via CarryingSystem
- Auto-generated network state
- Properly typed and networked carrier field
Resources/Prototypes/DeltaV/Entities/Objects/Consumable/Drinks/drinks_cans.yml (2)
1-15
: LGTM! Well-structured entity prototype.
The prototype is properly defined with:
- Appropriate parent entity
- Correct solution container configuration
- Matching volume and reagent quantity
14-15
: Verify sprite asset existence
The sprite path references needs verification to ensure the asset exists.
✅ Verification successful
Sprite asset verified and exists with required states
The sprite asset exists at the correct path and contains all necessary states including icon, icon_open, and inhand sprites for both hands. The meta.json is properly structured with correct version, size, and licensing information.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check if the sprite file exists and validate its contents
fd -e rsi "drgibbbloodred.rsi" Resources/Textures/DeltaV/Objects/Consumable/Drinks/
Length of output: 155
Script:
#!/bin/bash
# Check if the RSI file has a meta.json file and validate its contents
if [ -f "Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi/meta.json" ]; then
cat "Resources/Textures/DeltaV/Objects/Consumable/Drinks/drgibbbloodred.rsi/meta.json"
fi
Length of output: 683
Resources/Prototypes/DeltaV/Entities/Objects/Specific/fugitive.yml (1)
16-16
: Verify the FugitiveDisruptor set configuration
The new set needs to be properly defined in the catalog and localization files.
✅ Verification successful
Let me verify the content of the FugitiveDisruptor set definition to ensure it's properly configured.
FugitiveDisruptor set is properly configured
The set is correctly defined in fugitive_sets.yml
with appropriate ID, name, description, sprite configuration, and content items. The localization strings are also present in the English locale files.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if FugitiveDisruptor is properly defined
rg "FugitiveDisruptor" "Resources/Prototypes/DeltaV/Catalog/"
rg "fugitive-set-disruptor" "Resources/Locale/"
Length of output: 362
Script:
#!/bin/bash
# Check the content of the FugitiveDisruptor set
rg -A 10 "FugitiveDisruptor" "Resources/Prototypes/DeltaV/Catalog/fugitive_sets.yml"
Length of output: 287
Content.Client/Cargo/BUI/CargoBountyConsoleBoundUserInterface.cs (1)
42-42
: LGTM! Verify related UI components.
The addition of state.History
parameter is consistent with the cargo bounty system enhancement.
Let's verify the related UI components handle this new parameter correctly:
✅ Verification successful
Implementation correctly handles the history parameter
The CargoBountyMenu
class properly implements the UpdateEntries
method with all three parameters (bounties, history, untilNextSkip) and correctly processes the history data by populating the history container, which aligns with the UI enhancement.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if CargoBountyMenu properly implements the new parameter
ast-grep --pattern 'class CargoBountyMenu {
$$$
public void UpdateEntries($_, $history, $_) {
$$$
}
}'
Length of output: 114
Script:
#!/bin/bash
# Let's try a broader search for CargoBountyMenu class and its UpdateEntries method
rg -A 10 "class CargoBountyMenu"
# Also search for files containing CargoBountyMenu
fd -e cs CargoBountyMenu
Length of output: 998
Script:
#!/bin/bash
# Let's check the implementation of UpdateEntries to verify it properly handles the history parameter
rg -A 20 "public void UpdateEntries" Content.Client/Cargo/UI/CargoBountyMenu.xaml.cs
Length of output: 976
Resources/Prototypes/DeltaV/Entities/Structures/Storage/Closets/Lockers/lockers.yml (3)
8-11
: LGTM! Clean inheritance structure.
Good use of multiple inheritance to maintain both DeltaV-specific features and secure locker functionality.
1-7
: LGTM! Verify sprite asset availability.
The new base entity is properly structured, but we should verify the sprite asset path.
Let's check if the sprite asset exists:
✅ Verification successful
Sprite asset path verified successfully
The sprite asset closet.rsi
exists at the correct path Resources/Textures/DeltaV/Structures/Storage/closet.rsi/
, matching the path specified in the entity definition.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify the sprite asset exists
fd "closet.rsi" Resources/Textures/DeltaV/Structures/Storage/
Length of output: 118
14-24
: Verify access configuration consistency.
The locker configurations look good, but we should verify access patterns across all secure lockers.
Let's check access patterns across all lockers:
Also applies to: 27-37, 39-47
✅ Verification successful
Let me gather more information about the locker configurations to ensure we have a complete picture.
Let me check the base locker configuration to ensure the inheritance is properly set up.
Access configuration is consistent across secure lockers
The access patterns for all secure lockers in the DeltaV directory follow a consistent format, with each locker correctly configured with single-role access appropriate to its designated user:
- Chief Justice's locker:
[["ChiefJustice"]]
- Clerk's locker:
[["Clerk"]]
- Psychologist's locker:
[["Psychologist"]]
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check access patterns in all locker configurations
rg "access: \[\[" Resources/Prototypes/DeltaV/Entities/Structures/Storage/Closets/Lockers/
Length of output: 430
Script:
#!/bin/bash
# Get full context of the locker configurations
rg -A 10 "parent: LockerBaseSecureDeltaV" Resources/Prototypes/DeltaV/Entities/Structures/Storage/Closets/Lockers/
# Check if there are any other secure lockers in the codebase
rg "parent: .*Secure.*Locker" Resources/Prototypes/
Length of output: 3664
Script:
#!/bin/bash
# Check the base secure locker configuration
rg "LockerBaseSecureDeltaV:" -A 10 Resources/Prototypes/DeltaV/Entities/Structures/Storage/Closets/Lockers/
# Also check for any other access patterns in the base configurations
rg "^ - type: AccessReader" -B 2 -A 2 Resources/Prototypes/DeltaV/Entities/Structures/Storage/Closets/Lockers/
Length of output: 1740
Content.Client/Cargo/UI/BountyHistoryEntry.xaml (1)
1-23
: LGTM! Well-structured UI component.
The XAML structure is clean, well-organized, and follows good practices:
- Proper namespace declarations
- Logical nesting and grouping
- Consistent spacing and alignment
- Clear naming conventions
Resources/Locale/en-US/cargo/cargo-bounty-console.ftl (1)
21-27
: LGTM! Well-structured localization entries.
The new entries are consistent with existing ones and provide clear, meaningful labels for the UI.
Resources/Prototypes/DeltaV/Procedural/biome_ore_templates.yml (3)
33-46
: Diamond generation looks well-balanced
The OreDiamond2 configuration maintains appropriate scarcity for a valuable resource:
- Small groups (2-4 ores)
- Limited count (6 max groups)
- Consistent with expected rarity
3-16
: Review plasma ore generation balance
The OrePlasma3 configuration has a very high density with 12-24 ores per group and 12 max groups. This could lead to an oversupply of plasma, potentially affecting game economy and balance.
Let's compare with existing ore generation rates:
Consider adjusting the generation parameters to maintain resource scarcity:
- Reduce minGroupSize to 8-10
- Reduce maxGroupSize to 16-20
- Keep maxCount at 12
18-31
: Verify uranium generation safety
The uranium ore generation rate seems high with 15 max groups and 8-16 ores per group. Given uranium's potential for crafting hazardous materials, this could impact gameplay balance.
Let's check if there are any gameplay mechanics that depend on uranium scarcity:
✅ Verification successful
Based on the search results, I can now generate a final response since I have enough information about uranium's usage in the game:
Uranium generation rate appears balanced with its uses
The current uranium generation parameters (15 max groups, 8-16 ores per group) align well with its extensive usage across multiple game systems:
- Construction: Used in reinforced windows, walls, and windoors that provide radiation protection
- Manufacturing: Required for various lathe recipes including:
- Security equipment (uranium ammunition)
- Power cells
- Specialized tools
- Hardsuit components
- Chemistry: Component in several chemical reactions and drinks
- Material Processing: Used to create uranium glass and reinforced uranium glass
The ore generation parameters provide enough uranium to support these crafting systems while still requiring players to actively search and mine for it, maintaining gameplay balance.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for uranium-related recipes and mechanics
rg "Uranium" -A 5 "Resources/Prototypes" | grep -i "recipe\|craft\|requirement"
Length of output: 56144
Resources/Locale/en-US/deltav/flavors/flavor-profiles.ftl (1)
32-32
: LGTM! Creative flavor text that fits the game's theme
The new flavor profile "like severe malpractice" for DrGibb Blood Red is well-integrated into the Delta section and maintains the game's dark humor style.
Resources/Prototypes/DeltaV/planets.yml (2)
11-30
: Well-structured weather system implementation
The ash storm cycle implementation is well-designed with:
- Clear progression through warning, active storm, and clearing phases
- Balanced durations for each stage
- Appropriate player notification messages
Let's verify the weather message localizations:
✅ Verification successful
Weather message localizations are properly implemented
All three weather stage messages (ash-storm-telegraph
, ash-storm-alert
, and ash-storm-clearing
) have corresponding localization entries in the English locale file with appropriate warning text and formatting.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify that all weather messages have corresponding localization entries
rg "ash-storm-(telegraph|alert|clearing)" Resources/Locale/
Length of output: 649
43-45
: Verify ore tier progression balance
The upgrade of ore tiers (e.g., OrePlasma → OrePlasma3, OreDiamond → OreDiamond2) could impact game economy and progression.
Let's check the ore definitions and their properties:
Also applies to: 70-71
Resources/Prototypes/DeltaV/Recipes/Reactions/drinks.yml (1)
104-114
: Verify gameplay implications of using Blood as ingredient
The recipe uses Blood as a key ingredient, which might have gameplay implications:
- Blood is typically a valuable resource in medical contexts
- This could create unintended gameplay loops or exploits
Let's check for other blood-based recipes and their effects:
✅ Verification successful
Blood as ingredient is consistent with existing drink recipes
The DrGibbBloodRed recipe follows established patterns in the codebase:
- Multiple existing drink recipes use Blood as an ingredient (DemonsBlood, DevilsKiss, RedMead)
- Blood quantities used range from 1-5 units, making 2 units in DrGibbBloodRed reasonable
- The 1:1 input/output ratio (6 units in, 6 units out) matches other blood-based drinks
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for other recipes using blood
rg -i 'blood.*amount:' 'Resources/Prototypes/*/Recipes/'
Length of output: 130
Script:
#!/bin/bash
# Search for recipes using blood with broader path and case-insensitive search
rg -i 'blood.*amount:' Resources/
# Also search for blood-related recipes using different pattern
rg -i '^\s+blood:' Resources/
Length of output: 1603
Script:
#!/bin/bash
# Let's examine the blood-related drink recipes in detail
cat Resources/Prototypes/Stray/Recipes/Reactions/NewDrinks.yml Resources/Prototypes/Recipes/Reactions/drinks.yml Resources/Prototypes/DeltaV/Recipes/Reactions/drinks.yml | rg -A 10 -B 2 '^\s+Blood:'
Length of output: 2116
Resources/Prototypes/Nyanotrasen/Entities/Objects/Power/lights.yml (2)
29-31
: Verify the dramatic light property changes
The changes significantly alter the light characteristics:
- Light energy reduced by 93% (0.7 -> 0.05)
- Light radius increased by 233% (1.5 -> 5)
- Light softness increased by 536% (1.1 -> 7)
These changes will make the light much dimmer but cover a larger area with more diffusion. Please ensure this matches the intended design.
✅ Verification successful
Let me gather more context about the light properties in the codebase.
Based on the comprehensive search results, I can now provide a final response:
Light property changes are consistent with intended design
The dramatic changes to the light properties (energy: 0.7 -> 0.05, radius: 1.5 -> 5, softness: 1.1 -> 7) align with other light bulb configurations in the codebase:
- Other incandescent bulbs have similar properties, like the one in Resources/Prototypes/Entities/Objects/Power/lights.yml with lightEnergy: 0.5, lightRadius: 5, lightSoftness: 3
- The combination of low energy + high radius/softness is a common pattern for creating ambient, diffused lighting
- The "Trash" tag is consistent with other disposable light sources in the codebase
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for any other light entities with similar properties for consistency
rg -A 5 "lightEnergy: 0\.05|lightRadius: 5|lightSoftness: 7" --type yaml
Length of output: 1800
Script:
#!/bin/bash
# Search for all light property definitions in yaml files
rg "lightEnergy:|lightRadius:|lightSoftness:" --type yaml -B2 -A2
Length of output: 66768
32-35
: Consider implications of new Trash tag
The addition of the "Trash" tag suggests this item is now disposable. Ensure this aligns with the game's waste management systems and player expectations.
✅ Verification successful
Based on the gathered information, I can now provide a final response:
The Trash tag addition is consistent with existing waste management systems
The addition of the "Trash" tag to light bulbs is appropriate and aligns with the game's systems:
- Light bulbs are already integrated with the SpaceGarbage component and disposal systems
- Other similar consumable/replaceable items like mail capsules also use both LightBulb and Trash tags
- The game has established waste management mechanics including TrashBags, disposal units, and the TrashOnSolutionEmpty system
- Light bulbs are already designed to be disposable with break/destruction behaviors and can be refined into glass
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check for other entities with both LightBulb and Trash tags
ast-grep --pattern 'tags:
$$$
- LightBulb
- Trash'
Length of output: 58
Script:
#!/bin/bash
# Let's check for entities with Trash tag to understand waste management patterns
rg "- Trash" -B 2 -A 2
# Also check for LightBulb tag usage
rg "- LightBulb" -B 2 -A 2
# Check for any waste management systems or trash-related components
rg "TrashSystem|Trash[A-Z][a-zA-Z]*Component" -B 2 -A 2
Length of output: 3997
Script:
#!/bin/bash
# Let's try with proper escaping for YAML patterns
rg "tags:" -A 5 --type yaml
# Also check for any trash-related prototypes
fd . -e yml -e yaml -x grep -A 5 -B 2 "Trash"
# Check for garbage/disposal systems
rg "Disposal|Garbage" -B 2 -A 2
Length of output: 131070
Script:
#!/bin/bash
# Check for trash-related components and systems
rg "class.*Trash[A-Za-z]*Component|class.*Trash[A-Za-z]*System" -A 5
# Look for disposal/garbage systems
rg "class.*Disposal[A-Za-z]*System|class.*Garbage[A-Za-z]*System" -A 5
# Search for entities with both LightBulb and Trash tags in a different way
rg "tags:(?s:.)*?- LightBulb(?s:.)*?- Trash|tags:(?s:.)*?- Trash(?s:.)*?- LightBulb" --multiline
Length of output: 33453
Resources/Prototypes/weather.yml (1)
11-16
: Verify gameplay balance for ash storm damage.
The addition of Heat damage to ash storms is a significant gameplay change that requires careful consideration:
- Is 4 damage points balanced for this environmental hazard?
- Are there sufficient ways for players to obtain AshStormImmune protection?
- Is there clear indication to players about the damaging nature of ash storms?
Consider adding:
- Visual/audio cues when taking ash storm damage
- UI indicators for ash storm immunity status
- Documentation for players about this hazard
✅ Verification successful
Let me generate additional scripts to check for ashwalker-related prototypes since they seem to have AshStormImmune component:
Let me try one more search to get specific details about ashwalker immunity and weather effects:
Ash storm damage appears balanced with sufficient counterplay available
The 4 Heat damage from ash storms is reasonable because:
- It's lower than other hazardous effects in the game (e.g. radiation anomalies at 10 damage)
- There are multiple tiers of ash storms (light/normal/heavy) with only the standard variant dealing damage
- Protection is available through:
- Playing as an Ashwalker species which has innate immunity
- Future organ transplants (TODO noted in code for ashwalker lungs)
- The weather effect has appropriate visual and audio cues (sprite states and storm sounds)
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check for items/equipment that provide AshStormImmune protection
rg -l "AshStormImmune" --type yaml
# Check for other weather types that deal damage for comparison
ast-grep --pattern 'damage:
types:
$_: $_'
Length of output: 72853
Script:
#!/bin/bash
# Check ashwalker prototypes for details on immunity and equipment
rg -A 10 "ashwalker" Resources/Prototypes/DeltaV/Entities/Mobs/Species/ashwalker.yml
# Check for any other items/equipment that might protect from ash storms
rg -l "AshStormImmune" Resources/Prototypes/DeltaV/
# Check for any weather-related damage in the game for comparison
rg -A 5 "weather:" Resources/Prototypes/weather.yml
Length of output: 363
Script:
#!/bin/bash
# Get contents of ashwalker species file
cat Resources/Prototypes/DeltaV/Entities/Mobs/Species/ashwalker.yml
# Get contents of weather file to see all weather effects
cat Resources/Prototypes/weather.yml
# Check for any ash storm related components
rg -A 5 "AshStormImmune" Resources/Prototypes/DeltaV/
Length of output: 3473
Resources/Prototypes/Nyanotrasen/Entities/Structures/Lighting/base_lighting.yml (1)
17-18
: Review heat damage increase from 0.2 to 2
The heat damage has been increased by a factor of 10 across all light entities. While this makes the interaction more impactful, it could significantly affect gameplay balance.
Also applies to: 48-49, 81-82, 112-113, 143-144, 179-180
✅ Verification successful
Based on the search results, I can make a determination about the heat damage values across the codebase. Let me generate the final response:
Heat damage value of 2 is reasonable and consistent with similar interactive elements
The heat damage value of 2 for light fixtures is well-balanced within the context of the game's damage system:
- It's lower than hazardous elements like explosions (3-15), welders (8-15), and anomalies (10-100)
- It's comparable to other interactive elements like kudzu (3-5) and basic weapons (1-5)
- It's higher than safe items like candles (0.1) and clothing (0.2-0.9)
- Other light sources in the codebase have similar values:
- LED lights: 1 (cooler)
- Bright lights: 4 (hotter)
- Service lights: 5
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if this heat damage value is consistent with other similar interactive elements
rg -A 2 "Heat: \d+" | grep -v "Heat: 2" | grep "Heat:"
Length of output: 30000
Resources/Prototypes/game_presets.yml (1)
12-12
: Verify impact of removing SpaceTrafficControlFriendlyEventScheduler
While removing this scheduler addresses the issue of spam roles, we should verify that this doesn't negatively impact other game mechanics.
✅ Verification successful
Safe to remove SpaceTrafficControlFriendlyEventScheduler
The scheduler only handled three friendly visitor events (lost cargo shuttle, traveling cuisine shuttle, and evacuation pod), which were already moved to be managed by the main SpaceTrafficControlEventScheduler. The removal doesn't negatively impact game mechanics as:
- All friendly shuttle events are still available through the main scheduler
- The change only affects event timing, preventing spam of these events
- No other systems depend on this specific scheduler
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check for dependencies on SpaceTrafficControlFriendlyEventScheduler
rg -l "SpaceTrafficControlFriendlyEventScheduler" | grep -v "game_presets.yml"
Length of output: 189
Script:
#!/bin/bash
# Check the content of roundstart.yml to understand the usage
cat Resources/Prototypes/GameRules/roundstart.yml
# Check the content of the locale file to see if it's just translations
cat Resources/Locale/ru-RU/ss14-ru/prototypes/gamerules/roundstart.ftl
Length of output: 11691
Script:
#!/bin/bash
# Check for UnknownShuttlesFriendlyTable references and its content
rg -A 5 "UnknownShuttlesFriendlyTable"
Length of output: 1535
Script:
#!/bin/bash
# Check the content of the friendly shuttles events
rg -A 10 "UnknownShuttleCargoLost|UnknownShuttleTravelingCuisine|UnknownShuttleDisasterEvacPod"
Length of output: 5678
Content.Server/Nyanotrasen/Kitchen/EntitySystems/DeepFryerSystem.Results.cs (2)
25-26
: LGTM! Well-structured field declarations.
The new private fields for tracking good and bad flavors are properly declared and initialized.
137-141
: Good optimization of flavor handling logic.
The changes improve memory efficiency by:
- Reusing class-level sets instead of creating temporary ones
- Properly clearing sets before intersection operations
- Maintaining the same business logic with better implementation
Also applies to: 145-146, 148-152, 159-163
- type: entity | ||
parent: SpaceCash | ||
id: SpaceCash15000 | ||
suffix: 15000 | ||
components: | ||
- type: Icon | ||
sprite: _NF/Objects/Economy/cash.rsi | ||
state: cash_10000 | ||
- type: Stack | ||
count: 15000 |
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Fix sprite state mismatch for SpaceCash15000
The entity has a stack count of 15000 but uses the sprite state cash_10000
. This mismatch could cause visual confusion for players.
Apply this diff to fix the sprite state:
- type: Icon
sprite: _NF/Objects/Economy/cash.rsi
- state: cash_10000
+ state: cash_15000
Committable suggestion skipped: line range outside the PR's diff.
var query = EntityQueryEnumerator<WeatherSchedulerComponent>(); | ||
while (query.MoveNext(out var map, out var comp)) | ||
{ | ||
if (now < comp.NextUpdate) | ||
continue; | ||
|
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Consider Early Exit for Empty Stages
If comp.Stages
is empty, referencing comp.Stages.Count
or comp.Stages[comp.Stage]
will cause a runtime error. Adding a guard clause to skip processing if there are no stages would be more robust.
while (query.MoveNext(out var map, out var comp))
{
+ if (comp.Stages == null || comp.Stages.Count == 0)
+ continue;
if (now < comp.NextUpdate)
continue;
...
}
📝 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.
var query = EntityQueryEnumerator<WeatherSchedulerComponent>(); | |
while (query.MoveNext(out var map, out var comp)) | |
{ | |
if (now < comp.NextUpdate) | |
continue; | |
var query = EntityQueryEnumerator<WeatherSchedulerComponent>(); | |
while (query.MoveNext(out var map, out var comp)) | |
{ | |
if (comp.Stages == null || comp.Stages.Count == 0) | |
continue; | |
if (now < comp.NextUpdate) | |
continue; | |
[DataField(required: true)] | ||
public List<WeatherStage> Stages = new(); | ||
|
||
/// <summary> | ||
/// The index of <see cref="Stages"/> to use next, wraps back to the start. | ||
/// </summary> | ||
[DataField] | ||
public int Stage; | ||
|
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Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
🛠️ Refactor suggestion
Add validation for stage management
The current implementation could benefit from additional validation:
- The
Stage
index could potentially exceedStages.Count
- No validation exists for an empty
Stages
list despite being required
Consider adding validation in the component's initialization:
[DataField(required: true)]
public List<WeatherStage> Stages = new();
private int _stage;
[DataField]
public int Stage
{
get => _stage;
set => _stage = Stages.Count > 0 ? value % Stages.Count : 0;
}
[DataField(required: true)] | ||
public MinMax Duration = new(0, 0); |
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🛠️ Refactor suggestion
Add validation for duration range
The Duration
field should validate that:
- Values are non-negative
- Minimum duration is less than or equal to maximum duration
Consider adding validation through a custom property:
private MinMax _duration = new(0, 0);
[DataField(required: true)]
public MinMax Duration
{
get => _duration;
set
{
if (value.Min < 0 || value.Max < 0)
throw new ArgumentException("Duration cannot be negative");
if (value.Min > value.Max)
throw new ArgumentException("Minimum duration cannot exceed maximum");
_duration = value;
}
}
|
||
_virtualItem.TrySpawnVirtualItemInHand(carried, carrier); | ||
_virtualItem.TrySpawnVirtualItemInHand(carried, carrier); |
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🛠️ Refactor suggestion
Clarify the double call to TrySpawnVirtualItemInHand
Calling _virtualItem.TrySpawnVirtualItemInHand(carried, carrier) twice might be intentional (e.g., for two hands). However, it risks confusion or duplication. If dual spawns are legitimately needed, add a clarifying comment. Otherwise, remove one of the calls.
-_virtualItem.TrySpawnVirtualItemInHand(carried, carrier);
-_virtualItem.TrySpawnVirtualItemInHand(carried, carrier);
+// If only one virtual item is needed, remove the duplicate call
+_virtualItem.TrySpawnVirtualItemInHand(carried, carrier);
Committable suggestion skipped: line range outside the PR's diff.
public CargoBountyHistoryData(CargoBountyData bounty, TimeSpan timestamp, string? actorName) | ||
{ | ||
Bounty = bounty.Bounty; | ||
Id = bounty.Id; | ||
ActorName = actorName; | ||
Timestamp = timestamp; | ||
} | ||
} |
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🛠️ Refactor suggestion
Add parameter validation in constructor
Consider adding validation for the bounty parameter to prevent invalid states:
public CargoBountyHistoryData(CargoBountyData bounty, TimeSpan timestamp, string? actorName)
{
+ ArgumentNullException.ThrowIfNull(bounty);
Bounty = bounty.Bounty;
Id = bounty.Id;
ActorName = actorName;
Timestamp = timestamp;
}
📝 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.
public CargoBountyHistoryData(CargoBountyData bounty, TimeSpan timestamp, string? actorName) | |
{ | |
Bounty = bounty.Bounty; | |
Id = bounty.Id; | |
ActorName = actorName; | |
Timestamp = timestamp; | |
} | |
} | |
public CargoBountyHistoryData(CargoBountyData bounty, TimeSpan timestamp, string? actorName) | |
{ | |
ArgumentNullException.ThrowIfNull(bounty); | |
Bounty = bounty.Bounty; | |
Id = bounty.Id; | |
ActorName = actorName; | |
Timestamp = timestamp; | |
} | |
} |
protected override void FrameUpdate(FrameEventArgs args) | ||
{ | ||
base.FrameUpdate(args); | ||
} |
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🛠️ Refactor suggestion
Remove empty FrameUpdate method
The empty FrameUpdate method can be removed as it only calls the base implementation.
-protected override void FrameUpdate(FrameEventArgs args)
-{
- base.FrameUpdate(args);
-}
if (!_prototype.TryIndex<CargoBountyPrototype>(bounty.Bounty, out var bountyPrototype)) | ||
return; |
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🛠️ Refactor suggestion
Add error handling for missing prototypes
The current implementation silently returns if the prototype is not found. Consider logging an error or showing a user-friendly message.
if (!_prototype.TryIndex<CargoBountyPrototype>(bounty.Bounty, out var bountyPrototype))
- return;
+{
+ Logger.Error($"Failed to find bounty prototype: {bounty.Bounty}");
+ ManifestLabel.SetMarkup(Loc.GetString("bounty-console-error-invalid-bounty"));
+ return;
+}
Committable suggestion skipped: line range outside the PR's diff.
public CargoBountyConsoleState(List<CargoBountyData> bounties, List<CargoBountyHistoryData> history, TimeSpan untilNextSkip) | ||
{ | ||
Bounties = bounties; | ||
History = history; | ||
UntilNextSkip = untilNextSkip; | ||
} |
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🛠️ Refactor suggestion
Initialize collections and add null checks
Consider initializing collections and adding null checks to prevent potential issues.
public CargoBountyConsoleState(List<CargoBountyData> bounties, List<CargoBountyHistoryData> history, TimeSpan untilNextSkip)
{
- Bounties = bounties;
- History = history;
+ Bounties = bounties ?? new List<CargoBountyData>();
+ History = history ?? new List<CargoBountyHistoryData>();
UntilNextSkip = untilNextSkip;
}
📝 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.
public CargoBountyConsoleState(List<CargoBountyData> bounties, List<CargoBountyHistoryData> history, TimeSpan untilNextSkip) | |
{ | |
Bounties = bounties; | |
History = history; | |
UntilNextSkip = untilNextSkip; | |
} | |
public CargoBountyConsoleState(List<CargoBountyData> bounties, List<CargoBountyHistoryData> history, TimeSpan untilNextSkip) | |
{ | |
Bounties = bounties ?? new List<CargoBountyData>(); | |
History = history ?? new List<CargoBountyHistoryData>(); | |
UntilNextSkip = untilNextSkip; | |
} |
- type: flavor | ||
id: drgibbbloodred | ||
flavorType: Complex | ||
description: flavor-complex-drgibbbloodred | ||
|
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💡 Codebase verification
Localization exists, but naming convention needs adjustment
The localization key 'flavor-complex-drgibbbloodred' is properly defined in the locale files. However, the flavor ID 'drgibbbloodred' should follow the established hyphenated naming pattern seen in other flavors (e.g., 'raw-egg', 'white-gilgamesh'). Consider renaming to 'dr-gibb-blood-red' for consistency.
Resources/Prototypes/DeltaV/Flavors/flavors.yml
: Updateid: drgibbbloodred
toid: dr-gibb-blood-red
- Remember to update the corresponding localization key in
Resources/Locale/en-US/deltav/flavors/flavor-profiles.ftl
if the ID is changed
🔗 Analysis chain
Verify localization for the new flavor.
The new flavor 'drgibbbloodred' follows the established pattern, but we should ensure:
- The localization key 'flavor-complex-drgibbbloodred' exists
- The naming convention is consistent (consider using hyphens: 'dr-gibb-blood-red')
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if localization exists for the new flavor
rg "flavor-complex-drgibbbloodred" --type ftl
# Check naming convention consistency for drink-related flavors
rg "^ id: .*gibb.*$" --type yaml
Length of output: 232
Script:
#!/bin/bash
# Check localization files with .ftl extension
fd '\.ftl$' | xargs rg "flavor-complex-drgibbbloodred"
# Check existing flavor naming patterns
rg "^ id: .*-.*$" --type yaml Resources/Prototypes/Flavors/
Length of output: 468
О чем PR
Почему
Технические детали
Медиа
Summary by CodeRabbit
Release Notes
New Features
Bug Fixes
Localization
Refactor