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Pr work #166

Merged
merged 12 commits into from
Dec 20, 2024
Merged

Pr work #166

merged 12 commits into from
Dec 20, 2024

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AserCreator
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@AserCreator AserCreator commented Dec 20, 2024

О чем PR

  • Теперь кнопки в левом верхнем углу поставлены в 1 ряд
  • Фабрикатор экзокостюмов получил респрайт и переминован в сборочный цех. Нахуя? Надо
  • Респрайт факса
  • Сильно понижено требуемое кол-во игроков на мидраунд ивенты, для работы всех событий игры достаточно 10-15 человек.

Почему

Нада

Технические детали

Медиа

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

Summary by CodeRabbit

  • New Features

    • Updated layout for the Game Top Menu Bar, reducing grid rows for improved button display.
    • Added new entities related to lathe machinery, enhancing functionality and variety.
    • Introduced new pest migration events and adjusted player requirements for triggering events.
    • Added new game presets with updated player limits and visibility in voting.
  • Bug Fixes

    • Adjusted event weights and player requirements for various gameplay events to improve balance.
  • Documentation

    • Added metadata JSON files for the exosuit fabricator and fax machine, detailing their states and operational modes.
  • Chores

    • Updated sprite paths for various entities to reflect new asset organization.

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📥 Commits

Reviewing files that changed from the base of the PR and between 7fbe074 and 23a02ee.

📒 Files selected for processing (6)
  • Resources/Prototypes/Entities/Structures/Machines/lathe.yml (1 hunks)
  • Resources/Prototypes/GameRules/events.yml (18 hunks)
  • Resources/Prototypes/GameRules/pests.yml (3 hunks)
  • Resources/Prototypes/GameRules/unknown_shuttles.yml (3 hunks)
  • Resources/Prototypes/game_presets.yml (2 hunks)
  • Resources/Textures/NES/Objects/Misc/mecha.rsi/meta.json (1 hunks)

Walkthrough

This pull request encompasses a comprehensive set of modifications across multiple files in the project, focusing on localization updates, sprite path adjustments, game rule configurations, and minor UI layout changes. The changes span various domains including Russian language translations, cargo product icons, game event parameters, research prototypes, and menu bar layout, indicating a broad-scope refinement of the game's configuration and presentation.

Changes

File Change Summary
Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml Layout modification: Changed GridContainer rows from 2 to 1
Resources/Locale/ru-RU/ss14-ru/prototypes/entities/... Russian localization updates for machine circuitboards and fabricator names
Resources/Prototypes/Catalog/Cargo/cargo_service.yml Updated sprite paths for cargo products to include NES/ prefix
Resources/Prototypes/Entities/Structures/Machines/fax_machine.yml Modified sprite paths, updated fax machine component whitelist
Resources/Prototypes/GameRules/events.yml Adjusted minimum player requirements and event weights for various game events
Resources/Prototypes/Objectives/stealTargetGroups.yml Added numerous new steal target entries with updated sprite paths

Poem

🐰 A Rabbit's Ode to Code Refinement 🔧

In rows of one, the menu bar now gleams,
Sprites dance in paths of new-found dreams,
Russian words shift with playful might,
Configurations take elegant flight,
CodeRabbit's touch, both subtle and bright!

Suggested Labels

Changes: Localization, Changes: Sprite, Changes: YML, size/S


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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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github-actions bot commented Dec 20, 2024

RSI Diff Bot; head commit 23a02ee merging into 668bcb5
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

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

State Old New Status
icon Modified
panel Modified
unlit Modified

Resources/Textures/NES/Objects/Misc/mecha.rsi

State Old New Status
pod-active Added
pod Added

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

State Old New Status
fab-active Added
fab-idle Added
fab-load Added
fab-o Added
unlit-building Added
unlit Added

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

State Old New Status
icon Added
idle Added
inserting Added
inserting_hamster Added
inserting_mothroach Added
inserting_mouse Added
printing Added

Edit: diff updated after 23a02ee

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Actionable comments posted: 3

🧹 Nitpick comments (2)
Resources/Prototypes/GameRules/events.yml (1)

Line range hint 530-534: Review hallucination timing adjustments

The changes to MassHallucinations:

  • Reduced duration: 150 → 100
  • Increased minTimeBetweenIncidents: 0.1 → 30

While the increased time between incidents helps prevent overwhelming players, the reduced duration might make the event less impactful.

Consider making these values dynamic based on current server stress and active event count.

Resources/Prototypes/Objectives/stealTargetGroups.yml (1)

Line range hint 1-400: Consider grouping steal targets by category

The file contains a large number of steal targets. Consider organizing them into logical groups using YAML anchors or separate files for better maintainability.

Example structure:

# items.yml
- type: stealTargetGroup
  id: items/weapons/WeaponAntiqueLaser
  # ... rest of the definition

# structures.yml
- type: stealTargetGroup
  id: structures/machines/FaxMachineCaptain
  # ... rest of the definition

# animals.yml
- type: stealTargetGroup
  id: animals/pets/AnimalIan
  # ... rest of the definition
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 668bcb5 and 7fbe074.

⛔ Files ignored due to path filters (18)
  • Resources/Textures/NES/Objects/Misc/mecha.rsi/pod-active.png is excluded by !**/*.png
  • Resources/Textures/NES/Objects/Misc/mecha.rsi/pod.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/fab-active.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/fab-idle.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/fab-load.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/fab-o.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/unlit-building.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/unlit.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/idle.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/inserting.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/inserting_hamster.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/inserting_mothroach.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/inserting_mouse.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/printing.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/icon.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/panel.png is excluded by !**/*.png
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/unlit.png is excluded by !**/*.png
📒 Files selected for processing (16)
  • Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml (1 hunks)
  • Resources/Locale/ru-RU/ss14-ru/prototypes/entities/objects/devices/circuitboards/machine/production.ftl (1 hunks)
  • Resources/Locale/ru-RU/ss14-ru/prototypes/entities/structures/machines/lathe.ftl (1 hunks)
  • Resources/Prototypes/Catalog/Cargo/cargo_service.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/fax_machine.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/lathe.yml (1 hunks)
  • Resources/Prototypes/GameRules/events.yml (19 hunks)
  • Resources/Prototypes/GameRules/pests.yml (3 hunks)
  • Resources/Prototypes/GameRules/roundstart.yml (2 hunks)
  • Resources/Prototypes/GameRules/unknown_shuttles.yml (5 hunks)
  • Resources/Prototypes/Objectives/stealTargetGroups.yml (1 hunks)
  • Resources/Prototypes/Research/experimental.yml (1 hunks)
  • Resources/Prototypes/game_presets.yml (4 hunks)
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/meta.json (1 hunks)
  • Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json (1 hunks)
✅ Files skipped from review due to trivial changes (3)
  • Resources/Locale/ru-RU/ss14-ru/prototypes/entities/objects/devices/circuitboards/machine/production.ftl
  • Resources/Textures/NES/Structures/Machines/fax_machine.rsi/meta.json
  • Resources/Textures/NES/Structures/Machines/exosuit_fabricator.rsi/meta.json
🔇 Additional comments (18)
Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json (2)

22-30: LGTM! Animation timing structure is well-formatted.

The addition of delays for the "icon" state follows the same structure as the existing "unlit" state, maintaining consistency in the RSI format.


24-29: Verify if timing difference is intentional.

The animation delay for the "icon" state (0.15) is slightly slower than the "unlit" state (0.1). Please confirm if this timing difference is intentional for visual purposes.

✅ Verification successful

Based on the output, I can now generate the final response since I have enough information about animation timing patterns across machine sprites in the codebase.

The timing difference appears intentional and consistent with animation patterns

Looking at the telecomms machine animations across the codebase, the slight timing difference between "icon" (0.15s) and "unlit" (0.1s) states follows a common pattern where lit/active states often have slightly longer delays than unlit states. This creates a subtle visual distinction between the states while maintaining smooth animations.

Similar patterns can be seen in other machines:

  • Exosuit fabricator: 0.15s for active states vs 0.1s for loading
  • Autolathe: 0.15s for building vs 0.1s for inserting
  • Protolathe: 0.15s for building vs 0.1s for inserting
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for consistent timing patterns across other machine sprites
# Look for other machine meta.json files to compare timing patterns

echo "Checking timing patterns in other machine RSI files..."
fd -e json -p 'Structures/Machines/.*\.rsi/meta\.json$' | xargs grep -l '"delays"' | while read -r file; do
    echo "=== $file ==="
    jq '.states[] | select(.delays != null) | {name, delays}' "$file"
done

Length of output: 101894

Resources/Prototypes/GameRules/pests.yml (2)

Line range hint 116-126: Review the balance implications of these changes

Two potential concerns:

  1. The minimum player requirement of 7 for SnailMigration seems extremely low and might affect game balance
  2. The addition of MobSnailInstantDeath, even with a very low probability (0.00001), introduces a potential instant-death mechanic

Consider:

  • Setting a slightly higher minimum player requirement (e.g., 10-15) for consistency with other events
  • Documenting the rationale for the instant death mechanic and its extremely low probability

54-54: Consider a higher minimum player requirement for Rat King event

The reduction from 30 to 10 minimum players might be too aggressive, especially given the historical context where it was previously raised from 15 to 30 due to balance issues with the Rat King's potential army.

Consider a gradual reduction (e.g., to 20 players first) and monitor the impact before further reductions.

Resources/Prototypes/game_presets.yml (2)

83-83: ⚠️ Potential issue

Verify the impact of extremely low maxPlayers limit

Setting maxPlayers to 3 for both Extended and Greenshift presets seems extremely restrictive and might negatively impact gameplay experience.

Consider:

  • Increasing the maxPlayers limit to a more reasonable number (e.g., 10-15)
  • Or documenting the specific use case that requires such a low player limit

Also applies to: 99-99


161-161: Enabling vote for Traitor and Nukeops modes requires careful consideration

While making these modes voteable aligns with making game modes more accessible, it might affect game balance and surprise factor.

Consider:

  • Adding a minimum player requirement specifically for voting on these modes
  • Implementing a cooldown period between consecutive rounds of the same game mode

Also applies to: 190-190

Resources/Prototypes/GameRules/roundstart.yml (2)

353-356: Verify friendly event timing balance

Similar concerns with SpaceTrafficControlFriendlyEventScheduler timing parameters. The long initial delay (7900) might result in extended periods without friendly events.

Consider implementing event frequency analytics to monitor the impact of these timing changes on player engagement.


341-344: Consider the impact of increased event timing

The significant increase in event timing parameters (minimumTimeUntilFirstEvent: 8900, min: 8720, max: 11200) might make events too infrequent, potentially leading to periods of reduced player engagement.

Consider implementing a dynamic timing system that adjusts based on current player count and server activity levels.

✅ Verification successful

Event timing changes appear to be intentionally balanced

The increased timing values (8900/8720/11200) align with other event configurations in the codebase. Looking at the search results:

  • Other game rules have varying timing ranges based on their specific purposes
  • Meteor swarms: 600-930 seconds (quick, frequent events)
  • Standard events: 7900/7720/9200 (similar to the new values)
  • DeltaV events: 180-600 and 300-1500 (different game mode specific timings)

The new values follow an established pattern of having different timing configurations for different event types, suggesting this is an intentional design choice rather than a potential issue.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any other event timing configurations that might need adjustment
rg -A 2 "minimumTimeUntilFirstEvent|minMaxEventTiming" --type yaml

Length of output: 1750

Resources/Prototypes/GameRules/events.yml (1)

588-590: Verify early game balance with DerelictCyborgSpawn

The combination of:

  • earliestStart: 10
  • minimumPlayers: 3
    Could lead to very early antagonist presence in low-population rounds.

Consider implementing a progressive event unlocking system where more complex events become available as the round progresses and player count increases.

✅ Verification successful

Based on the search results, I can now provide a comprehensive analysis of the event timing balance. The output shows various events and their timing configurations, which gives us good context for comparison.

Early game balance for DerelictCyborgSpawn appears reasonable

The current configuration (earliestStart: 10, minimumPlayers: 3) is actually in line with other early-game events in the codebase:

  • Several other events have similar or even earlier start times (some at 20 minutes with 3-6 players)
  • The game has multiple events balanced for low player counts (3-6 players)
  • There are comments indicating intentional balance adjustments for DeltaV (marked with "DeltaV" comments)
  • The weight of 5 and reoccurrence delay of 20 provides reasonable spacing between potential spawns

The configuration appears to be a deliberate design choice that fits within the game's overall event timing structure, rather than an oversight.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for other early-game events with low player requirements
rg -A 3 "earliestStart.*10.*minimumPlayers.*(3|4|5|6)" --type yaml

Length of output: 68


Script:

#!/bin/bash
# Let's search for all event configurations to understand the balance context
rg "earliestStart:|minimumPlayers:" Resources/Prototypes/GameRules/events.yml -B1 -A1

Length of output: 2547


Script:

#!/bin/bash
# Let's specifically look at the DerelictCyborgSpawn event configuration
rg -A 10 "DerelictCyborgSpawn:" Resources/Prototypes/GameRules/events.yml

Length of output: 73


Script:

#!/bin/bash
# Let's check for any documentation about event timing guidelines
fd "README|CONTRIBUTING|EVENTS" -e md -X cat {}

Length of output: 7408

Resources/Locale/ru-RU/ss14-ru/prototypes/entities/structures/machines/lathe.ftl (1)

19-19: LGTM: Translation update aligns with PR objectives

The renaming of "фабрикатор экзокостюмов" to "сборочный цех" correctly implements the PR objective of renaming the exosuit fabricator to "assembly shop" in Russian localization.

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

8-8: Verify sprite path exists

The sprite path has been updated to NES/Structures/Machines/fax_machine.rsi. This aligns with the PR objective of updating the fax machine sprite.

Also applies to: 14-14

✅ Verification successful

Sprite path verification successful

The new sprite path NES/Structures/Machines/fax_machine.rsi exists in the expected location at Resources/Textures/NES/Structures/Machines/fax_machine.rsi/, confirming the validity of the sprite path update.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify the existence of the new sprite path
fd "fax_machine.rsi$" Resources/Textures/NES/Structures/Machines/

Length of output: 127


Line range hint 46-51: Review component changes for potential impacts

The changes include:

  1. Switching from PaperComponent to FaxableObject in whitelist
  2. Adding PaperSlip to blacklist

These changes suggest an architectural improvement but may impact existing functionality.

✅ Verification successful

Component changes appear safe and well-implemented

The verification shows that:

  1. PaperComponent is no longer referenced anywhere in YAML files, indicating a clean migration
  2. FaxableObject is properly implemented in paper.yml and used consistently
  3. PaperSlip blacklist is a deliberate DeltaV-specific feature with proper entity definitions

The changes represent a clean architectural improvement with no concerning impacts.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for potential impacts of component changes
# 1. Find references to PaperComponent
rg "PaperComponent" --type yaml

# 2. Find references to FaxableObject
rg "FaxableObject" --type yaml

# 3. Find references to PaperSlip
rg "PaperSlip" --type yaml

Length of output: 2488

Resources/Prototypes/Research/experimental.yml (2)

7-7: Verify exosuit fabricator sprite path exists

The sprite path has been updated to NES/Structures/Machines/exosuit_fabricator.rsi. This aligns with the PR objective of updating the exosuit fabricator sprite.

✅ Verification successful

Sprite path NES/Structures/Machines/exosuit_fabricator.rsi exists and is valid

The updated sprite path has been verified to exist at the correct location in the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify the existence of the new sprite path
fd "exosuit_fabricator.rsi$" Resources/Textures/NES/Structures/Machines/

Length of output: 141


Line range hint 127-138: Verify impact of removing GravityManipulation technology

The GravityManipulation technology has been commented out with a "DeltaV - LRP" note. This change appears to be related to the PR objective of reducing requirements for mid-round events. However, we should verify the impact on dependent systems.

✅ Verification successful

Commenting out GravityManipulation technology is consistent with existing changes

The removal of GravityManipulation technology aligns with existing changes in the codebase:

  • The related weapons (WeaponForceGun and WeaponTetherGun) are already commented out in lathe.yml with "DeltaV" tags
  • Their recipes are also commented out in devices.yml
  • This appears to be part of a coordinated effort to reduce these items from regular gameplay
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for references to GravityManipulation and its unlocks
rg "GravityManipulation" --type yaml
rg "WeaponForceGun" --type yaml
rg "WeaponTetherGun" --type yaml

Length of output: 1330


Script:

#!/bin/bash
# Let's check if these weapons are already commented out in recipes and lathes
cat Resources/Prototypes/Recipes/Lathes/devices.yml | grep -A 10 "WeaponForceGun\|WeaponTetherGun"
cat Resources/Prototypes/Entities/Structures/Machines/lathe.yml | grep -A 5 -B 5 "WeaponForceGun\|WeaponTetherGun"

Length of output: 1124

Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml (1)

16-16: Verify UI layout on different screen sizes

While arranging buttons in a single row improves UI consistency, please ensure that all buttons remain accessible and properly sized across different screen resolutions.

✅ Verification successful

The previous command failed because the file type 'xaml' wasn't recognized. Let's try a broader search to find UI-related size configurations and grid layouts across all files, which will help us verify the UI layout concerns.


The search results show that GameTopMenuBar.xaml exists and is part of the UI system. Let's examine its content and any related code to better understand the layout changes and their potential impact.


After examining the GameTopMenuBar.xaml file, I can now generate a final response. The file shows that the menu buttons are properly configured with:

UI layout change is safe and well-implemented

The change from 2 rows to 1 row is safe because:

  • All buttons have MinSize="48 64" ensuring consistent sizing
  • Buttons use HorizontalExpand="True" allowing them to adapt to available space
  • The GridContainer has proper spacing with HSeparationOverride="5"
  • The parent container uses HorizontalAlignment="Stretch" to utilize full width
  • Each button maintains proper accessibility with tooltips and keyboard shortcuts
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any responsive UI tests or screen size configurations
rg -l "MinSize|MaxSize|ScreenSize" --type xaml

Length of output: 77


Script:

#!/bin/bash
# Search for any UI-related size configurations in all files
rg -l "MinSize|MaxSize|ScreenSize|MinWidth|MaxWidth|Width|Height"

# Also check for any Grid-related configurations that might affect layout
rg -l "Grid\.[A-Za-z]+=\"|GridContainer"

Length of output: 25421


Script:

#!/bin/bash
# Let's examine the GameTopMenuBar.xaml file to understand its layout and content
cat "Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml"

# Also check for any related UI controller or code that might handle responsive behavior
rg -l "GameTopMenuBar" --type cs

Length of output: 5674

Resources/Prototypes/Catalog/Cargo/cargo_service.yml (1)

74-74: Verify sprite path migration completeness

The sprite path changes are part of the NES14 update. Let's ensure all related paths have been updated consistently.

✅ Verification successful

All fax machine sprite references have been updated to NES path

The verification shows that all fax machine sprite references have been properly migrated to use the NES prefix path. Specifically:

  • All instances of fax_machine.rsi in the main codebase now use the NES/Structures/Machines/ prefix
  • The only exception is a DeltaV-specific syndicate fax machine which correctly uses its own custom path
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any remaining non-NES paths that might need updating
rg "sprite: (Structures/Machines/fax_machine|Objects/Misc/id_cards)\.rsi" --type yaml

Length of output: 87


Script:

#!/bin/bash
# Search for any fax machine sprite references in yaml files
rg "fax_machine\.rsi" --type yaml -A 2

# Also check for any remaining non-NES paths in the Structures/Machines directory
rg "sprite: Structures/Machines/" --type yaml

# And check for paths that already include NES prefix
rg "sprite: NES/Structures/Machines/" --type yaml

Length of output: 25851

Resources/Prototypes/Objectives/stealTargetGroups.yml (1)

286-286: Verify sprite assets for updated paths

The sprite path has been updated to use the NES prefix. Let's ensure the sprite assets exist in the new location.

✅ Verification successful

Sprite path update is valid and assets exist

The fax machine sprite assets are present at the specified path Resources/Textures/NES/Structures/Machines/fax_machine.rsi/, confirming that the updated sprite path in the YAML file is correct.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the NES sprite assets exist
fd -e rsi "fax_machine" "Resources/Textures/NES"

Length of output: 106

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

Line range hint 1066-1089: Security Concern: Unrestricted Access to Lethal Ammunition

The AmmoTechFab allows unrestricted production of lethal ammunition without proper access controls. Consider implementing additional security measures or moving lethal ammunition to the emagged recipe list.

Run the following script to analyze the security implications:

@@ -58,7 +58,7 @@
id: UnknownShuttleCargoLost
components:
- type: StationEvent
maxOccurrences: 2 # should be the same as [copies] in shuttle_incoming_event.yml
maxOccurrences: 1 # should be the same as [copies] in shuttle_incoming_event.yml
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💡 Codebase verification

Inconsistency found between maxOccurrences and copies configuration

The maxOccurrences values in unknown_shuttles.yml do not match the copies configuration in shuttle_incoming_event.yml:

  • ShuttleCargoLost: maxOccurrences=1 but copies=2
  • TravelingCuisine: maxOccurrences=1 but copies=2
  • DisasterEvacPod: maxOccurrences=1 but copies=3
  • SyndieEvacPod: maxOccurrences=1 but copies=2
  • Microshuttle: maxOccurrences=1 but copies=4
🔗 Analysis chain

Verify consistency with shuttle_incoming_event.yml

The systematic reduction of maxOccurrences to 1 for all shuttle events should be verified against the [copies] configuration in shuttle_incoming_event.yml.

Consider:

  • Documenting the rationale for this systematic reduction
  • Evaluating the impact on event variety during longer rounds
  • Implementing a mechanism to ensure different shuttle types appear across rounds

Also applies to: 71-71, 81-81, 101-101, 220-220


Let me search for the referenced shuttle_incoming_event.yml file and its [copies] configuration.


Let's check the content of shuttle_incoming_event.yml to verify the [copies] configuration.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for [copies] configuration in shuttle_incoming_event.yml
rg "\[copies\]" -A 2 -g "*shuttle_incoming_event.yml"

# Look for any related configurations
rg "maxOccurrences:" -A 1 -g "*.yml"

Length of output: 2396


Script:

#!/bin/bash
# Search for shuttle_incoming_event.yml file
fd "shuttle_incoming_event.yml"

# Search for any file containing "shuttle" and "incoming" in its name
fd "shuttle.*incoming"

# As fallback, search for content mentioning shuttle incoming events
rg -i "shuttle.*incoming.*event" -g "*.yml"

Length of output: 901


Script:

#!/bin/bash
# Check the content of shuttle_incoming_event.yml
cat Resources/Prototypes/Shuttles/shuttle_incoming_event.yml

Length of output: 2084

@@ -119,7 +119,7 @@
- type: StationEvent
weight: 10
duration: 1
minimumPlayers: 15
minimumPlayers: 6
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⚠️ Potential issue

Review reduced player thresholds for critical events

Multiple critical events have significantly reduced player requirements:

  • BreakerFlip: 15 → 6
  • BureaucraticError: 25 → 6
  • ClericalError: 15 → 6
  • DragonSpawn: 20 → 10
  • NinjaSpawn: 30 → 10

This could lead to overwhelming situations on smaller servers where multiple major events occur simultaneously.

Consider implementing:

  1. A global event cooldown system that scales with player count
  2. Event priority categories to prevent multiple major events from running simultaneously
  3. Dynamic player thresholds that adjust based on server performance and current active events

Also applies to: 133-133, 146-146, 170-170, 200-200

@@ -430,7 +430,7 @@
components:
- type: StationEvent
earliestStart: 90 # DeltaV - was 50
minimumPlayers: 40
minimumPlayers: 20
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💡 Codebase verification

⚠️ Potential issue

Based on the gathered information, I can now provide the final response:

Confirmed balance concerns with antagonist event changes

The codebase shows multiple antagonist events with reduced player requirements:

  • ZombieOutbreak: minimumPlayers reduced to 20, with weight=1 (rare occurrence)
  • Multiple events reduced to minimumPlayers: 10 (LoneOps, Dragon, Revenant, etc.)
  • No existing antagonist density controls found to prevent overlap

The concerns are valid since:

  • Multiple antagonist events can now trigger with lower player counts
  • No built-in system exists to control overall antagonist density
  • Some events are marked with "DeltaV" comments indicating intentional threshold reductions
🔗 Analysis chain

Balance concerns with antagonist event changes

The reduced player requirements for major antagonist events:

  • ZombieOutbreak: minimumPlayers: 20
  • LoneOps: minimumPlayers: 10
  • SleeperAgents: minimumPlayers: 10

Combined with other threshold reductions, this could lead to too many antagonists relative to crew size.

Implement an antagonist density check that prevents new antagonist events if the ratio of antagonists to crew exceeds a configurable threshold.

Also applies to: 467-467, 503-503


Let me gather more information about the ZombieOutbreak event mentioned in the review comment.


Let me check for any existing antagonist density controls or configurations.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for potential antagonist overlap in configurations
rg -A 5 "minimumPlayers.*10" --type yaml

Length of output: 5731


Script:

#!/bin/bash
# Check ZombieOutbreak configuration and related events
rg -A 10 "ZombieOutbreak" --type yaml

Length of output: 1488


Script:

#!/bin/bash
# Search for any antagonist ratio or density controls
rg -i "(antag|antagonist).*(ratio|density|threshold|limit)" --type yaml
rg -i "(ratio|density|threshold|limit).*(antag|antagonist)" --type yaml

Length of output: 147

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Caution

Inline review comments failed to post. This is likely due to GitHub's limits when posting large numbers of comments.

Actionable comments posted: 6

🧹 Nitpick comments (5)
Resources/Prototypes/GameRules/pests.yml (1)

Line range hint 1-126: Consider restructuring event system for better scalability

The current event system could benefit from a more systematic approach:

  1. Consider implementing dynamic probability scaling based on player count instead of maintaining separate low-pop variants
  2. Standardize the approach to minimum player requirements across similar event types
  3. Document the reasoning behind probability values to aid future balance adjustments

Would you like assistance in designing a more scalable event system architecture?

Resources/Prototypes/GameRules/unknown_shuttles.yml (2)

219-220: Document weight calculation for Microshuttle

The weight of 11 for Microshuttle is notably higher than other shuttles. While this makes sense for a generic shuttle that works well with smaller player counts, consider documenting how this specific value was determined.


Line range hint 1-235: Consider adding configuration documentation

The file would benefit from a header comment explaining:

  • The rationale for standardizing maxOccurrences to 1
  • The weight calculation methodology
  • The relationship with player count (10-15 players)
Resources/Prototypes/GameRules/roundstart.yml (2)

341-344: Review the significant delay in space traffic events

The minimum time until first event has been increased from 2700 to 8900 seconds (~2.5 hours), with event timing windows also increased. This is a substantial delay that might affect gameplay pacing.

Consider if this long delay aligns with the intended gameplay experience and session duration expectations.


Line range hint 192-193: Review reduced player requirements for game modes

Multiple game modes now require fewer players:

  • Nukeops: 20 → 10 players
  • Zombie: 15 → 10 players

This change makes special modes more accessible but might affect game balance.

Consider monitoring how these lower requirements impact:

  1. Game balance and fairness
  2. Player satisfaction
  3. Round completion rates

Also applies to: 234-235

🛑 Comments failed to post (6)
Resources/Prototypes/GameRules/pests.yml (3)

116-116: ⚠️ Potential issue

Review SnailMigration player requirements

The reduction to 7 players raises several concerns:

  1. This makes it nearly identical to SnailMigrationLowPop, creating redundancy
  2. The dramatic reduction from 30 to 7 players while maintaining the same spawn probabilities could affect game balance

Consider either:

  1. Maintaining a higher player requirement to differentiate it from SnailMigrationLowPop
  2. Adjusting spawn probabilities for better scaling with lower player counts
  3. Removing one of the variants to avoid redundancy

125-126: ⚠️ Potential issue

Clarify intent for MobSnailInstantDeath

There are several concerns with this addition:

  1. The comment "DeltaV - no" suggests this shouldn't be added, yet it's uncommented
  2. The name suggests instant death mechanics which could be frustrating for players
  3. The extremely low probability (1:2000) makes it an unpredictable rare event

Please clarify:

  1. Should this entity be commented out as suggested by "DeltaV - no"?
  2. If intended, consider renaming to better reflect its purpose
  3. Consider whether such a rare but potentially frustrating mechanic adds value to gameplay

54-54: 💡 Codebase verification

⚠️ Potential issue

From analyzing the search results, I can now make a definitive assessment. The Rat King is a complex antagonist with significant combat and control mechanics, including:

  1. Ability to raise an army of rats
  2. Multiple command abilities (Stay, Follow, CheeseEm, Loose)
  3. Special abilities like Domain and butchering
  4. Recent changes to improve rat AI behavior

Additionally, the event is currently disabled in the SpicyPestEventsTable, which reduces immediate impact concerns. However, the previous experience with 15 players being insufficient was specifically about the Rat King's army mechanics, which haven't been fundamentally changed.

Maintain current minimum player requirement

The reduction to 10 players would be too low given the Rat King's unchanged army-raising mechanics. The previous increase from 15 to 30 was based on actual gameplay experience with the army mechanics being too powerful at lower player counts.

🔗 Analysis chain

Reconsider reducing minimumPlayers for KingRatMigration

The comment indicates that 15 players were previously insufficient for the Rat King's potential army, leading to an increase to 30. Reducing it to 10 players might create balance issues.

Consider either:

  1. Maintaining a higher player requirement (15-20 minimum)
  2. Adjusting the Rat King's mechanics to be more manageable with fewer players
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any additional context about Rat King balance
rg -i "rat.*king.*balance|rat.*king.*player" --type yaml

Length of output: 279


Script:

#!/bin/bash
# Let's check for more context about the Rat King mechanics and related configurations
rg -i "rat.*king" --type yaml -A 5 -B 5

Length of output: 65013

Resources/Prototypes/game_presets.yml (2)

83-83: ⚠️ Potential issue

Consider if 3 players is too restrictive for Extended mode.

Setting maxPlayers to 3 seems extremely restrictive for the Extended game mode. This could limit server capacity unnecessarily, even for quiet periods.

Consider increasing this limit or removing it entirely, as Extended mode is typically used as a fallback mode.


99-99: ⚠️ Potential issue

Verify gameplay balance with 3-player limit.

The reduction of maxPlayers to 3 for Greenshift mode seems extremely low. This could impact:

  • Station functionality with minimal crew
  • Game balance and enjoyment
  • Role distribution

Consider a higher player limit that still achieves the goal of supporting smaller player counts while maintaining gameplay balance.

Resources/Prototypes/Objectives/stealTargetGroups.yml (1)

286-286: 💡 Codebase verification

Sprite paths need to be updated - NES directory doesn't exist

The verification shows that:

  • The NES directory structure referenced in the sprite paths doesn't exist
  • The current sprite assets are located in standard paths:
    • Resources/Textures/Structures/Machines/fax_machine.rsi
    • Resources/Textures/Objects/Misc/id_cards.rsi
    • Resources/Textures/Objects/Devices/nuke.rsi

The sprite paths should be updated to use the existing asset locations instead of the non-existent NES prefix.

🔗 Analysis chain

Verify the new sprite paths exist

The sprite paths have been updated to use the "NES" prefix. Let's verify these resources exist and are properly referenced.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the new sprite paths exist
fd -e rsi -p "NES/Structures/Machines/fax_machine.rsi" \
   "NES/Objects/Misc/id_cards.rsi" \
   "NES/Objects/Misc/nuke.rsi"

Length of output: 299


Script:

#!/bin/bash
# Let's try a broader search for RSI files and their references
echo "=== Looking for RSI files with 'fax_machine', 'id_cards', or 'nuke' in their names ==="
fd -e rsi -d 5 "fax_machine|id_cards|nuke"

echo -e "\n=== Searching for sprite references in YAML files ==="
rg -l "sprite:.*(?:fax_machine|id_cards|nuke).*\.rsi" -g "*.yml"

echo -e "\n=== Looking for any files under NES directory ==="
fd "." "NES" || echo "NES directory not found"

Length of output: 1906

@GeneralGaws GeneralGaws merged commit 840af15 into EndrAnimet:master Dec 20, 2024
13 of 15 checks passed
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2 participants