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[Port] Surgery fixes: Diamond Fish #926

Merged
merged 6 commits into from
Nov 23, 2024
Merged

[Port] Surgery fixes: Diamond Fish #926

merged 6 commits into from
Nov 23, 2024

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Roudenn
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@Roudenn Roudenn commented Nov 20, 2024

Они сделали хирургию на рыбе...
Теперь вы можете делать хирургию на карпах! Они носят в себе крутые лёгкие и сердца, которые дают необычные способности.

🆑 Deltanedas & Rouden

  • add: Теперь вы можете проводить хирургию на космических карпах.
  • tweak: Карпы обладают уникальными лёгкими, которые позволяют им дышать в космосе, а также сердцем, которое даёт иммунитет от холода.
    - tweak: Шадовкины снова перестали дышать (но теперь не задыхаются) - вместо человеческих лёгких они имеют лёгкие как у карпов.

Summary by CodeRabbit

  • Новые функции

    • Введены статусные эффекты BreathingImmunity и Brainrotted.
    • Добавлен компонент StatusEffectOrganComponent для управления статусными эффектами, связанными с органами.
    • Реализована процедура SurgeryAttachTail для прикрепления хвостов в ходе хирургии.
    • Улучшена работа RespiratorSystem для предотвращения удушья у сущностей с иммунитетом.
    • Расширены сущности space carp новыми компонентами и механикой хирургии.
    • Добавлены новые сущности OrganSpaceAnimalLungs и OrganSpaceAnimalHeart для улучшения функциональности органов животных.
  • Исправления ошибок

    • Улучшено управление частями тела для обеспечения корректных отношений и обновлений состояния.
  • Документация

    • Добавлены новые записи локализации для хирургических предметов и операций на русском языке.

deltanedas and others added 2 commits November 20, 2024 18:36
хирургия на рыбе

Co-Authored-By: deltanedas <@deltanedas:kde.org>
@Roudenn Roudenn requested a review from Rxup as a code owner November 20, 2024 15:55
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coderabbitai bot commented Nov 20, 2024

Walkthrough

Запрос на изменение вводит несколько улучшений и новых компонентов, связанных с респираторными и органными системами в игре. Ключевые изменения включают добавление BreathingImmunityComponent в RespiratorSystem, позволяющее определённым сущностям обходить проверки на удушье. Новый компонент StatusEffectOrganComponent управляет статусными эффектами для органов, а система StatusEffectOrganSystem применяет эти эффекты. Кроме того, определены или изменены различные сущности и их атрибуты, связанные с "карпом" и "теневыми существами", что улучшает игровые механики и взаимодействия.

Changes

File Path Change Summary
Content.Server/Body/Systems/RespiratorSystem.cs Обновлено для обработки BreathingImmunityComponent, предотвращая урон от удушья для иммунных сущностей.
Content.Server/_Shitmed/Body/Organ/StatusEffectOrganComponent.cs Новый компонент для управления статусными эффектами органов с логикой обновления и задержкой.
Content.Server/_Shitmed/Body/Organ/StatusEffectOrganSystem.cs Новая система для управления статусными эффектами компонентов органов, обновляющая эффекты на основе времени.
Content.Shared/Body/Systems/SharedBodySystem.Parts.cs Улучшены методы управления частями тела для обработки вставки, удаления и обновлений частей тела.
Resources/Prototypes/Entities/Mobs/NPCs/carp.yml Добавлены новые сущности и компоненты для "космического карпа" с улучшенными хирургическими механиками.
Resources/Prototypes/_Backmen/Body/Prototypes/carp.yml Определены новые сущности карпа с конкретными атрибутами и поведением.
Resources/Prototypes/_Backmen/Body/Prototypes/shadowkin.yml Обновлён орган легких с OrganHumanLungs на OrganSpaceAnimalLungs.
Resources/Prototypes/_Backmen/Entities/Surgery/surgeries.yml Добавлена сущность SurgeryAttachTail для прикрепления хвостов в хирургии.
Resources/Prototypes/_Backmen/status_effects.yml Введены новые статусные эффекты: BreathingImmunity и Brainrotted.
Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml Добавлены OrganSpaceAnimalLungs и OrganSpaceAnimalHeart с конкретными иммунитетами.
Resources/Prototypes/_Goobstation/Body/Prototypes/Animal/carp.yml Новый прототип тела для "Карпа" с детализированными связями органов.
Resources/Prototypes/status_effects.yml Добавлено alwaysAllowed: true к статусному эффекту PressureImmunity.
Resources/Textures/_Goobstation/Mobs/Aliens/Carps/carp_parts.rsi/meta.json Новый файл метаданных для частей карпа, определяющий визуальные состояния и лицензирование.
Resources/Locale/ru-RU/backmen/surgery/surgery-items.ftl Новые записи локализации для хирургических предметов, связанных с органами космических животных и карпом.
Resources/Locale/ru-RU/backmen/surgery/surgery-operations.ftl Добавлена локализация для операции SurgeryAttachTail.
Content.Server/Backmen/Blob/ZombieBlobSystem.cs Добавлены новые методы и зависимости для управления поведением и взаимодействиями зомби-blob.

Possibly related PRs

  • [Fix] Hotfix Shadowkins #924: Изменения в этом PR касаются обновления определения легких для теневых существ, что связано с обработкой механик дыхания, аналогично улучшениям, внесённым в класс RespiratorSystem в основном PR, который фокусируется на удушье и иммунитете в респираторной системе.

Suggested labels

No C#

Suggested reviewers

  • Rxup

Poem

В глубинах ночи, где карпы плывут,
Новые легкие и сердца радость несут.
С хвостами прикреплёнными, органы ярки,
Тени танцуют под светом луны, как в сказке.
Так прыгайте, друзья, давайте играть,
В этом мире мы будем весело скакать! 🐇✨


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@github-actions github-actions bot added the Changes: Sprites Should be reviewed or fixed by people who are knowledgeable with spriting or visual design. label Nov 20, 2024
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github-actions bot commented Nov 20, 2024

RSI Diff Bot; head commit 2e3ee62 merging into 82904b8
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_Goobstation/Mobs/Aliens/Carps/carp_parts.rsi

State Old New Status
tail Added
torso Added

Edit: diff updated after 2e3ee62

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Actionable comments posted: 6

🧹 Outside diff range and nitpick comments (19)
Content.Shared/Body/Systems/SharedBodySystem.Parts.cs (2)

Line range hint 87-90: Refactor to include RemovePartEffect() in RecursiveBodyUpdate()

The comment indicates that RemovePartEffect() should be implemented within RecursiveBodyUpdate(), but it's currently omitted due to issues with debug assertions and existing tests. Refactoring the code to include RemovePartEffect() here would enhance code maintainability and ensure that part removal effects are properly handled during recursive updates.


Line range hint 141-143: Remove unprofessional language from code comments

The comment contains unprofessional language: "though I really just want the compiler to shut the fuck up." It's important to maintain a professional tone in code comments. Please rephrase or remove this comment to uphold codebase professionalism.

Apply this diff to address the issue:

-    // I don't know if this can cause issues, since any part that's being detached HAS to have a Body.
-    // though I really just want the compiler to shut the fuck up.
+    // Ensure that any part being detached has a Body component to avoid potential issues.
+    // This is required to prevent compiler warnings and ensure correct behavior.
Resources/Prototypes/_Backmen/status_effects.yml (1)

1-3: Consider improving the documentation comment

The current comment "#Praise him" doesn't provide meaningful information about the status effect's purpose or behavior.

Consider adding a descriptive comment explaining the effect's functionality:

- id: ZombieDisease #Praise him
+ id: ZombieDisease # Status effect for zombie infection mechanics
Content.Shared/Backmen/Surgery/Body/BreathingImmunityComponent.cs (1)

3-6: Consider enhancing the documentation

While the current documentation clearly states the purpose, it could be more comprehensive by including:

  • Usage examples (e.g., space carps, shadovkins)
  • Related systems that interact with this component
  • Whether temporary application is supported

Example enhancement:

 /// <summary>
-/// Backmen: Disables a mobs need for air when this component is added.
-/// It will neither breathe nor take airloss damage.
+/// Backmen: Disables an entity's need for air when this component is added.
+/// Entities with this component will neither breathe nor take airloss damage,
+/// making them suitable for space-dwelling creatures like space carps.
+/// This component is typically used in conjunction with the RespiratorSystem.
 /// </summary>
Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml (2)

4-4: Consider using more specific organ names

Given that these organs are specifically designed for space carps according to the PR objectives, consider renaming them to be more specific:

  • "space animal lungs" → "space carp lungs"
  • "space animal heart" → "space carp heart"
- name: space animal lungs
+ name: space carp lungs
- name: space animal heart
+ name: space carp heart

Also applies to: 13-13


1-9: Add documentation for special organ properties

Consider adding comments to document the special properties of these organs, making it clear to other developers why they grant immunity effects.

 - type: entity
   parent: OrganAnimalLungs
   id: OrganSpaceAnimalLungs
   name: space animal lungs
+   description: Special lungs that enable breathing in space through unique biological adaptations.
   components:
   - type: StatusEffectOrgan
     refresh:
       BreathingImmunity: BreathingImmunity
Resources/Prototypes/_Goobstation/Body/Prototypes/Animal/carp.yml (2)

16-17: Consider adding behavioral attributes for tail.

The tail is defined as a basic part, but given this is a space-dwelling creature, consider whether the tail should have special attributes or components for movement in zero gravity.


1-17: Consider adding documentation for surgery interactions.

Since this PR introduces surgery features for space carps, it would be helpful to add comments documenting which organs can be operated on and any special surgical considerations.

 - type: body
   id: Carp
   name: carp
   root: torso
+  # Surgery Information:
+  # - All organs can be surgically manipulated
+  # - Special care needed when operating on space-adapted organs
+  # - Lungs and heart require specialized surgical tools
   slots:
Content.Server/_Shitmed/Body/Organ/StatusEffectOrganComponent.cs (3)

7-9: Consider documenting the component's purpose

While the attributes are correctly applied, adding XML documentation to describe the component's purpose and its relationship with StatusEffectOrganSystem would improve maintainability.

+/// <summary>
+/// Component that manages status effects for organs, refreshing them at regular intervals
+/// while the organ is installed in a body.
+/// </summary>
 [RegisterComponent, Access(typeof(StatusEffectOrganSystem))]
 [AutoGenerateComponentPause]
 public sealed partial class StatusEffectOrganComponent : Component

21-22: Consider making the delay configurable per status effect

The current implementation uses a single delay for all status effects. Consider allowing per-effect delays for more granular control.

-public Dictionary<ProtoId<StatusEffectPrototype>, string> Refresh = new();
+public Dictionary<ProtoId<StatusEffectPrototype>, (string Component, TimeSpan? Delay)> Refresh = new();

1-26: Consider documenting integration with space carp surgery system

This component plays a crucial role in the space carp surgery feature by managing organ-specific status effects. Consider adding integration tests to verify the interaction between this component and the breathing immunity system for space carps.

Would you like me to help create integration tests for the space carp surgery system?

Resources/Prototypes/_Backmen/Body/Prototypes/shadowkin.yml (1)

26-26: Consider maintaining organ naming consistency

While the change to OrganSpaceAnimalLungs is functionally correct, it breaks the naming pattern where other organs use Shadowkin-specific types (e.g., OrganShadowkinHeart, OrganShadowkinBrain). Consider either:

  1. Creating a Shadowkin-specific lung type that inherits from OrganSpaceAnimalLungs
  2. Document why this inconsistency is intentional
Content.Server/_Shitmed/Body/Organ/StatusEffectOrganSystem.cs (3)

9-10: Add initialization checks for dependencies.

Consider adding null checks in Initialize() to ensure dependencies are properly injected.

+public override void Initialize()
+{
+    base.Initialize();
+    DebugTools.Assert(_timing != null, "Game timing was not properly injected");
+    DebugTools.Assert(_effects != null, "Status effects system was not properly injected");
+}

20-21: Consider adding debug logging for skipped updates.

Adding debug logs when updates are skipped could help with troubleshooting.

 if (now < comp.NextUpdate || organ.Body is not {} body)
+{
+    _sawmill.Debug($"Skipping update for organ {uid}: NextUpdate={comp.NextUpdate}, HasBody={organ.Body != null}");
     continue;
+}

7-7: Add documentation about supported organ types.

Given that this system is part of the space carp surgery feature, consider adding documentation about the specific organ types and their associated status effects (e.g., space breathing lungs, pressure-immune hearts).

+/// <summary>
+/// Manages status effects for specialized organs, including:
+/// - Space carp lungs (space breathing capability)
+/// - Pressure-immune hearts
+/// - Other biological modifications
+/// </summary>
 public sealed class StatusEffectOrganSystem : EntitySystem
Resources/Prototypes/Entities/Mobs/NPCs/carp.yml (1)

102-110: Maintain consistent comment style

The new section uses # start-backmen: surgery style comments, while other sections in the file use different styles. Consider standardizing the comment style across the file for better maintainability.

Content.Server/Body/Systems/RespiratorSystem.cs (2)

77-78: Improve inline comment documentation

The breathing immunity check is well-implemented, but the comment "backmen: surgery" could be more descriptive. Consider documenting the purpose of this immunity check and its relationship to the surgery system.

Consider updating the comment to something more descriptive like:

-            if (_mobState.IsDead(uid) || HasComp<BreathingImmunityComponent>(uid)) // backmen: surgery
+            if (_mobState.IsDead(uid) || HasComp<BreathingImmunityComponent>(uid)) // Skip respiratory processing for dead entities or those with breathing immunity (e.g., space carps)

Line range hint 99-111: Improve code organization and documentation for immunity handling

The immunity handling logic is correct but could benefit from better organization and documentation:

  1. The "blob zombie" comments seem unrelated to the space carp surgery feature described in the PR objectives
  2. The immunity check block could be more clearly separated from the regular suffocation logic

Consider refactoring to improve clarity:

-            // start-backmen: blob zombie
-            if (respirator.HasImmunity)
+            // Handle breathing immunity (e.g., space carps, special entities)
+            if (HasComp<BreathingImmunityComponent>(uid) || respirator.HasImmunity)
             {
                 if (respirator.SuffocationCycles > 0)
                 {
                     StopSuffocation((uid, respirator));
                     respirator.SuffocationCycles = 0;
                 }
                 continue;
             }
-            else
-            // end-backmen: blob zombie
+            
+            // Handle normal breathing entities
Resources/Prototypes/_Backmen/Entities/Surgery/surgeries.yml (1)

285-301: LGTM with minor suggestions.

The SurgeryAttachTail entity follows the established pattern for attachment surgeries and is well-structured. However, consider the following points:

  1. The commented out #symmetry: None property should be either removed or uncommented for consistency
  2. Given that this is for space carps with unique biological traits, consider adding specific conditions or components to handle their special characteristics
  - type: SurgeryPartRemovedCondition
    connection: tail
    part: Tail
-    #symmetry: None
+    symmetry: None  # Tails are typically symmetric
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between ca1a5ca and de006ff.

⛔ Files ignored due to path filters (2)
  • Resources/Textures/_Goobstation/Mobs/Aliens/Carps/carp_parts.rsi/tail.png is excluded by !**/*.png
  • Resources/Textures/_Goobstation/Mobs/Aliens/Carps/carp_parts.rsi/torso.png is excluded by !**/*.png
📒 Files selected for processing (14)
  • Content.Server/Body/Systems/RespiratorSystem.cs (1 hunks)
  • Content.Server/_Shitmed/Body/Organ/StatusEffectOrganComponent.cs (1 hunks)
  • Content.Server/_Shitmed/Body/Organ/StatusEffectOrganSystem.cs (1 hunks)
  • Content.Shared/Backmen/Surgery/Body/BreathingImmunityComponent.cs (1 hunks)
  • Content.Shared/Body/Systems/SharedBodySystem.Parts.cs (1 hunks)
  • Resources/Prototypes/Entities/Mobs/NPCs/carp.yml (1 hunks)
  • Resources/Prototypes/_Backmen/Body/Prototypes/carp.yml (1 hunks)
  • Resources/Prototypes/_Backmen/Body/Prototypes/shadowkin.yml (1 hunks)
  • Resources/Prototypes/_Backmen/Entities/Surgery/surgeries.yml (1 hunks)
  • Resources/Prototypes/_Backmen/status_effects.yml (1 hunks)
  • Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml (1 hunks)
  • Resources/Prototypes/_Goobstation/Body/Prototypes/Animal/carp.yml (1 hunks)
  • Resources/Prototypes/status_effects.yml (1 hunks)
  • Resources/Textures/_Goobstation/Mobs/Aliens/Carps/carp_parts.rsi/meta.json (1 hunks)
✅ Files skipped from review due to trivial changes (1)
  • Resources/Textures/_Goobstation/Mobs/Aliens/Carps/carp_parts.rsi/meta.json
🔇 Additional comments (15)
Resources/Prototypes/_Backmen/status_effects.yml (2)

4-7: Verify security implications of alwaysAllowed: true

While the flag is necessary for space animal lungs functionality, unrestricted application of breathing immunity could potentially be exploited.

Let's verify how this status effect is controlled:

Also, consider enhancing the documentation:

- alwaysAllowed: true # Used by space animal lungs to work on anything
+ alwaysAllowed: true # Required for space animal lungs to bypass suffocation checks. This effect should only be applied through the BreathingImmunityComponent.
✅ Verification successful

The alwaysAllowed flag usage is properly controlled and safe

The implementation shows that BreathingImmunity is tightly controlled and used appropriately:

  • It's only applied through space animal lungs via the StatusEffectOrgan component
  • The RespiratorSystem checks for this component specifically to bypass suffocation
  • The component is a simple marker with no public methods that could be exploited

The current comment is sufficient since the implementation is straightforward and the usage is limited to the intended case.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for references to BreathingImmunity to ensure it's properly controlled
echo "Searching for BreathingImmunity usage..."
rg -l "BreathingImmunity"

# Look for the component that manages this effect
echo "Checking BreathingImmunityComponent implementation..."
ast-grep --pattern 'class BreathingImmunityComponent {
  $$$
}'

Length of output: 525


Script:

#!/bin/bash
# Let's examine the implementation details and usage

# Check BreathingImmunityComponent implementation
echo "=== BreathingImmunityComponent Implementation ==="
rg -p "BreathingImmunity" "Content.Shared/Backmen/Surgery/Body/BreathingImmunityComponent.cs"

# Check how it's used in RespiratorSystem
echo -e "\n=== RespiratorSystem Usage ==="
rg -p "BreathingImmunity" "Content.Server/Body/Systems/RespiratorSystem.cs"

# Check how it's defined in space.yml
echo -e "\n=== Space Animal Configuration ==="
cat "Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml"

Length of output: 1070


8-9: Add documentation and verify implementation completeness

The Brainrotted status effect lacks documentation and configuration. Additionally, this effect isn't mentioned in the PR objectives.

Let's verify its implementation:

Consider adding documentation and necessary configuration:

- id: Brainrotted
+ id: Brainrotted
+ # Status effect for brain deterioration
+ # Add relevant configuration parameters here
Content.Shared/Backmen/Surgery/Body/BreathingImmunityComponent.cs (1)

1-8: Implementation looks good!

The component is well-structured as a marker component, following best practices with proper registration and sealing. The use of a marker component pattern is appropriate for this functionality.

Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml (1)

6-8: Verify status effect definitions

The organs reference BreathingImmunity and PressureImmunity status effects. Let's verify these effects exist and are properly configured.

Also applies to: 15-17

✅ Verification successful

Based on the code review and verification results, I can provide a final response:

Status effect organ implementation verified

The organ references BreathingImmunity status effect and the implementation is correct. The StatusEffectOrganSystem periodically refreshes configured status effects on the body entity while the organ is installed. The organ will grant breathing immunity through this mechanism.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the required status effects are defined

# Search for BreathingImmunity status effect
echo "Checking BreathingImmunity status effect:"
rg -A 5 "BreathingImmunity:" "Resources/Prototypes"

echo -e "\nChecking PressureImmunity status effect:"
rg -A 5 "PressureImmunity:" "Resources/Prototypes"

# Check if these effects are used in the StatusEffectOrganSystem
echo -e "\nChecking StatusEffectOrganSystem implementation:"
ast-grep --pattern 'class StatusEffectOrganSystem {
  $$$
}'

Length of output: 1087


Script:

#!/bin/bash
# Let's search for status effect definitions in a broader context

# Search for any status effect definitions
echo "Searching for status effect definitions:"
fd -e yml -e yaml . Resources/Prototypes --exec grep -l "StatusEffect" {} \; | xargs cat

# Search for StatusEffectOrganSystem in source files
echo -e "\nSearching for StatusEffectOrganSystem implementation:"
rg -g "*.cs" "StatusEffectOrgan" -A 10

Length of output: 321764

Resources/Prototypes/_Goobstation/Body/Prototypes/Animal/carp.yml (1)

1-4: LGTM! Entity definition looks correct.

The basic entity structure follows the expected YAML prototype format with proper indentation and required fields.

Resources/Prototypes/_Backmen/Body/Prototypes/carp.yml (2)

6-7: Verify sprite asset path consistency

The sprite path references _Goobstation directory while the file is in _Backmen. This path inconsistency might cause asset loading issues.


21-23: Review movement speed configuration

The movement speeds are defined but might not work as intended due to the hardcoded leg requirement mentioned in the TODO. Consider either:

  1. Implementing a custom movement system for tails
  2. Modifying the base movement system to support non-leg body parts
Content.Server/_Shitmed/Body/Organ/StatusEffectOrganComponent.cs (3)

1-4: LGTM: Imports are appropriate and minimal

The imports are well-organized and include only the necessary dependencies for the component's functionality.


24-25: LGTM: Proper time tracking implementation

The NextUpdate field is correctly implemented with the TimeOffsetSerializer and AutoPausedField attribute, ensuring proper serialization and pause behavior.


14-15: Verify the status effect prototypes exist

The required: true attribute ensures the dictionary is provided, but we should verify that the referenced status effect prototypes are properly defined in the game's prototype system.

Resources/Prototypes/_Backmen/Body/Prototypes/shadowkin.yml (1)

26-26: Verify the OrganSpaceAnimalLungs implementation

The change aligns with the PR objective of making Shadowkins breathe like space carps. However, we should verify that the OrganSpaceAnimalLungs prototype is properly defined and implements the required functionality.

✅ Verification successful

OrganSpaceAnimalLungs implementation is properly defined and integrated

The verification confirms that:

  • OrganSpaceAnimalLungs is properly defined in Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml
  • It grants breathing immunity through the StatusEffectOrgan component with BreathingImmunity effect
  • The organ is consistently used by space carps, which aligns with the PR objective
  • The BreathingImmunityComponent is properly integrated into the respiration system
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if OrganSpaceAnimalLungs is defined and implements required components

# Search for OrganSpaceAnimalLungs definition
echo "Searching for OrganSpaceAnimalLungs definition:"
rg "OrganSpaceAnimalLungs" -A 10

# Search for any references to BreathingImmunityComponent
echo -e "\nVerifying integration with BreathingImmunityComponent:"
rg "BreathingImmunityComponent"

Length of output: 3148

Resources/Prototypes/status_effects.yml (1)

39-39: Verify security implications of alwaysAllowed: true

The alwaysAllowed flag allows this status effect to be applied to any entity without restrictions. Please confirm if this is the intended behavior, as it could potentially be exploited if not properly controlled at the system level.

Let's check how other status effects with alwaysAllowed: true are used:

✅ Verification successful

alwaysAllowed: true usage appears safe and consistent with similar effects

The verification shows that alwaysAllowed: true is used consistently across similar space-survival related status effects:

  • PressureImmunity for space animal hearts
  • BreathingImmunity for space animal lungs
  • Jitter as a general effect

The status effect system (StatusEffectsSystem.cs) handles these effects through proper API calls (TryRemoveStatusEffect), suggesting the presence of controlled application mechanisms. The usage pattern indicates this is a deliberate design choice for entity-agnostic effects rather than a security concern.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Find all status effects with alwaysAllowed and their usage
echo "Status effects with alwaysAllowed:"
rg "alwaysAllowed: true" -B 2

echo "\nUsage of these effects in systems:"
rg "ApplyStatus|RemoveStatus" -A 2

Length of output: 3166

Resources/Prototypes/Entities/Mobs/NPCs/carp.yml (1)

102-110: Verify required dependencies for surgery components

The surgery-related components look well-structured, but we need to verify the existence of their dependencies.

Let's verify the required components and definitions:

✅ Verification successful

Let's verify the actual content of these dependencies to ensure they're properly implemented.


Let's try one more search to find the body prototype definition and UI-related code:


Dependencies for surgery components are properly implemented

The verification shows that all required dependencies exist and are properly implemented:

  1. The Carp body prototype is defined in Resources/Prototypes/_Goobstation/Body/Prototypes/Animal/carp.yml
  2. The SurgeryBui interface is implemented in Content.Client/Backmen/Surgery/SurgeryBui.cs
  3. The SurgeryUIKey enum is defined in Content.Shared/Backmen/Surgery/SurgeryUI.cs
  4. The surgery system implementation exists in both server and shared code
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for required surgery-related definitions

# Check for Carp body prototype definition
echo "Checking for Carp body prototype..."
rg -l "prototype: Carp" --type yaml

# Check for SurgeryBui interface implementation
echo "Checking for SurgeryBui interface..."
rg -l "SurgeryBui" --type cs

# Check for SurgeryUIKey enum definition
echo "Checking for SurgeryUIKey enum..."
rg -l "enum SurgeryUIKey" --type cs

# Check for breathing immunity component mentioned in AI summary
echo "Checking for BreathingImmunityComponent..."
rg -l "BreathingImmunityComponent" --type cs

Length of output: 884


Script:

#!/bin/bash
# Check the Carp body prototype definition in carp.yml
echo "=== Carp Body Prototype Definition ==="
rg "prototype: Carp" -B 5 -A 5 --type yaml

# Check SurgeryBui implementation
echo -e "\n=== SurgeryBui Implementation ==="
ast-grep --pattern 'class SurgeryBui {
  $$$
}'

# Check SurgeryUIKey enum definition
echo -e "\n=== SurgeryUIKey Enum Definition ==="
ast-grep --pattern 'enum SurgeryUIKey {
  $$$
}'

# Check if the Body component with Carp prototype is properly referenced
echo -e "\n=== Body Component References ==="
rg "type: Body.*prototype: Carp" --type yaml -C 2

Length of output: 9722


Script:

#!/bin/bash
# Look for Carp body prototype definition in a different way
echo "=== Searching for Carp Body Definition ==="
rg "^- type: body" -B 2 -A 5 --type yaml -i

# Check for the SurgeryBui class definition with a different pattern
echo -e "\n=== Searching for SurgeryBui Class ==="
rg "class SurgeryBui" -A 5 --type cs

# Look for SurgeryUIKey enum definition
echo -e "\n=== Searching for SurgeryUIKey Definition ==="
rg "SurgeryUIKey" -A 5 --type cs

# Look for body prototypes directory
echo -e "\n=== Checking Body Prototypes Location ==="
fd "body" --type directory

Length of output: 24339

Content.Server/Body/Systems/RespiratorSystem.cs (1)

Line range hint 77-111: Verify integration with related systems

The breathing immunity implementation looks sound, but please verify its interaction with:

  1. Damage systems (ensure immune entities don't take unexpected damage)
  2. Status effect systems (confirm proper handling of status effects)
  3. UI/Alert systems (verify proper display of breathing status)
✅ Verification successful

Let me gather more specific information about the breathing-related systems.


Implementation verified and properly integrated

The breathing immunity implementation is correctly integrated with all related systems:

  1. Damage System: The code properly handles immunity by checking HasComp<BreathingImmunityComponent> before any suffocation processing, and explicitly stops suffocation (StopSuffocation) when immunity is present.

  2. Status Effects: The implementation correctly maintains the breathing cycle states (Inhaling/Exhaling) and properly manages the SuffocationCycles counter, resetting it to 0 when immunity is active.

  3. UI/Alerts: The alerts system (from alerts.yml) has proper breathing status indicators that will naturally work with the immunity system since they rely on the same underlying respiratory state.

The implementation follows existing patterns and has appropriate test coverage as seen in LungTest.cs and SpecForceTest.cs.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for potential interactions with other systems

# Look for damage system interactions
rg -l "TakeDamage.*Suffocation" 

# Check for breathing-related status effects
rg -l "StatusEffect.*[Bb]reath"

# Search for alert UI components related to breathing
rg -l "Alert.*[Bb]reath"

Length of output: 133


Script:

#!/bin/bash
# Check the alerts.yml content for breathing-related alerts
cat Resources/Prototypes/Alerts/alerts.yml | grep -A 5 "[Bb]reath"

# Look for suffocation damage implementation
rg -g "*.cs" "Suffocation" -C 2

# Check for breathing immunity component usage
ast-grep --pattern 'HasComp<BreathingImmunityComponent>'

# Look for other respiratory status checks
rg -g "*.cs" "RespiratorStatus" -C 2

Length of output: 11133

Resources/Prototypes/_Backmen/Entities/Surgery/surgeries.yml (1)

285-301: Consider architectural improvements for space carp specifics.

The current implementation handles basic tail attachment, but doesn't account for the unique biological traits mentioned in the PR objectives (special lungs for space breathing, pressure-immune heart). Consider:

  1. Adding specific organ conditions for space carp organs
  2. Implementing validation checks for compatibility with space-breathing capabilities
  3. Adding specific steps for handling the unique biological connections

Comment on lines +6 to +15
torso:
part: TorsoAnimal
connections:
- tail
organs:
lungs: OrganSpaceAnimalLungs # Immunity to airloss
stomach: OrganAnimalStomach
liver: OrganAnimalLiver
heart: OrganSpaceAnimalHeart # Immunity to cold
kidneys: OrganAnimalKidneys
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💡 Codebase verification

Organ implementations and immunities are correctly defined

The verification shows that:

  1. OrganSpaceAnimalHeart correctly provides PressureImmunity (not cold immunity as mentioned in the comment)
  2. OrganSpaceAnimalLungs correctly provides BreathingImmunity

Both organs are properly implemented in Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml with their respective immunity components. The comment about "Immunity to cold" in the carp prototype is incorrect and should be updated to "Immunity to pressure changes" to match the actual implementation.

🔗 Analysis chain

Verify organ implementations and immunities.

The organ definitions align with the PR objectives for space carps, but there are some points to verify:

  1. The comment mentions "Immunity to cold" for the heart, but PR objectives mentioned "immunity to pressure changes"
  2. Need to verify if OrganSpaceAnimalLungs and OrganSpaceAnimalHeart are properly implemented
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the organ implementations exist and check their properties

# Check for organ definitions
echo "Checking for organ prototype definitions..."
rg -l "OrganSpaceAnimalLungs|OrganSpaceAnimalHeart" --type yaml

# Check for immunity implementations
echo "Checking for immunity implementations..."
ast-grep --pattern 'class $name : IComponent {
  $$$
  Immunity$_
  $$$
}'

Length of output: 519


Script:

#!/bin/bash
# Let's check the content of the organ definitions file and any related immunity implementations

# Check the space organ definitions
echo "=== Space Animal Organs Definitions ==="
cat "Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml"

# Search for pressure and cold immunity related code
echo -e "\n=== Pressure and Cold Immunity Related Code ==="
rg -i "pressure|cold|temperature" "Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml" -C 2

# Check for any related component definitions
echo -e "\n=== Related Component Definitions ==="
rg -i "class.*organ.*space|immunity" --type cs -C 2

Length of output: 20996

Comment on lines +13 to +14
name: carp tail
description: Unique glands in this tail let space carp fly in a vacuum.
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⚠️ Potential issue

Implementation needed for space flight capability

The description promises vacuum flight capabilities, but the TODOs indicate this feature is not implemented yet. This could lead to misleading gameplay expectations.

Would you like help implementing the space flight functionality? I can help create a new component for vacuum movement.

Also applies to: 24-25

Comment on lines +30 to +37
id: TorsoCarp
name: carp torso
components:
- type: Sprite
layers:
- state: torso
- type: BodyPart
partType: Torso
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⚠️ Potential issue

Add missing biological components for space carp

According to the PR objectives, space carps should have special lungs for space breathing and a heart providing pressure immunity. Consider adding:

  • Breathing immunity component
  • Pressure immunity component
  • Special organ components for lungs and heart

Example addition:

  - type: BodyPart
    partType: Torso
+ - type: BreathingImmunity
+ - type: PressureImmunity
+ - type: StatusEffectOrgan
    organType: SpaceLungs

Committable suggestion skipped: line range outside the PR's diff.

Comment on lines +12 to +32
public override void Update(float frameTime)
{
base.Update(frameTime);

var query = EntityQueryEnumerator<StatusEffectOrganComponent, OrganComponent>();
var now = _timing.CurTime;
while (query.MoveNext(out var uid, out var comp, out var organ))
{
if (now < comp.NextUpdate || organ.Body is not {} body)
continue;

comp.NextUpdate = now + comp.Delay;
if (!TryComp<StatusEffectsComponent>(body, out var effects))
continue;

foreach (var (key, component) in comp.Refresh)
{
_effects.TryAddStatusEffect(body, key, comp.Delay, refresh: true, component, effects);
}
}
}
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🛠️ Refactor suggestion

Consider performance optimization and error handling improvements.

Several suggestions to improve the implementation:

  1. Consider adding error handling for status effect application
  2. Add XML documentation to explain the system's purpose and behavior
  3. Consider using a timer instead of checking every frame if the delay is significant

Here's a suggested improvement:

+/// <summary>
+/// Handles the application and refresh of status effects for organs installed in bodies.
+/// This system runs on every frame to ensure timely updates of organ-related effects.
+/// </summary>
 public sealed class StatusEffectOrganSystem : EntitySystem
 {
     [Dependency] private readonly IGameTiming _timing = default!;
     [Dependency] private readonly StatusEffectsSystem _effects = default!;
+    private readonly ILogger _logger = LogManager.GetCurrentClassLogger();

     public override void Update(float frameTime)
     {
         base.Update(frameTime);

         var query = EntityQueryEnumerator<StatusEffectOrganComponent, OrganComponent>();
         var now = _timing.CurTime;
         while (query.MoveNext(out var uid, out var comp, out var organ))
         {
             if (now < comp.NextUpdate || organ.Body is not {} body)
                 continue;

             comp.NextUpdate = now + comp.Delay;
             if (!TryComp<StatusEffectsComponent>(body, out var effects))
                 continue;

             foreach (var (key, component) in comp.Refresh)
             {
-                _effects.TryAddStatusEffect(body, key, comp.Delay, refresh: true, component, effects);
+                try 
+                {
+                    if (!_effects.TryAddStatusEffect(body, key, comp.Delay, refresh: true, component, effects))
+                    {
+                        _logger.Warning($"Failed to apply status effect {key} to body {body}");
+                    }
+                }
+                catch (Exception e)
+                {
+                    _logger.Error($"Error applying status effect {key} to body {body}: {e}");
+                }
             }
         }
     }
 }
📝 Committable suggestion

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

Suggested change
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<StatusEffectOrganComponent, OrganComponent>();
var now = _timing.CurTime;
while (query.MoveNext(out var uid, out var comp, out var organ))
{
if (now < comp.NextUpdate || organ.Body is not {} body)
continue;
comp.NextUpdate = now + comp.Delay;
if (!TryComp<StatusEffectsComponent>(body, out var effects))
continue;
foreach (var (key, component) in comp.Refresh)
{
_effects.TryAddStatusEffect(body, key, comp.Delay, refresh: true, component, effects);
}
}
}
/// <summary>
/// Handles the application and refresh of status effects for organs installed in bodies.
/// This system runs on every frame to ensure timely updates of organ-related effects.
/// </summary>
public sealed class StatusEffectOrganSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly StatusEffectsSystem _effects = default!;
private readonly ILogger _logger = LogManager.GetCurrentClassLogger();
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<StatusEffectOrganComponent, OrganComponent>();
var now = _timing.CurTime;
while (query.MoveNext(out var uid, out var comp, out var organ))
{
if (now < comp.NextUpdate || organ.Body is not {} body)
continue;
comp.NextUpdate = now + comp.Delay;
if (!TryComp<StatusEffectsComponent>(body, out var effects))
continue;
foreach (var (key, component) in comp.Refresh)
{
try
{
if (!_effects.TryAddStatusEffect(body, key, comp.Delay, refresh: true, component, effects))
{
_logger.Warning($"Failed to apply status effect {key} to body {body}");
}
}
catch (Exception e)
{
_logger.Error($"Error applying status effect {key} to body {body}: {e}");
}
}
}
}
}

using Content.Shared.StatusEffect;
using Robust.Shared.Timing;

namespace Content.Server._Shitmed.Body.Organ;
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💡 Codebase verification

The namespace convention needs to be aligned with existing patterns

The codebase follows a clear namespace convention for medical and body-related functionality:

  • Medical features use Content.Server.Medical
  • Body systems use Content.Server.Body.Systems
  • Body components use Content.Server.Body.Components

The current _Shitmed namespace deviates from these established patterns. This code should be moved to either:

  • Content.Server.Medical.Organs for medical-specific organ functionality
  • Content.Server.Body.Systems if it's a core body system
🔗 Analysis chain

Consider revising the namespace convention.

The underscore prefix in _Shitmed appears non-standard. Consider using a more descriptive and conventional namespace name that better reflects the module's purpose (e.g., Surgery, Medical, or Organs).


Let me gather more information about the namespace conventions in the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for similar namespace patterns in the codebase
rg "namespace Content\.Server\._" -A 1

Length of output: 391


Script:

#!/bin/bash
# Check for other medical/surgery related namespaces in the codebase
rg "namespace Content\.Server\.(Medical|Surgery|Body)" -A 1

# Check if there are any other directories with underscore prefix
fd -t d "^_" --base-directory Content.Server

Length of output: 7394

Comment on lines +102 to +110
# start-backmen: surgery
- type: Body
prototype: Carp
- type: SurgeryTarget
- type: UserInterface
interfaces:
enum.SurgeryUIKey.Key:
type: SurgeryBui
# end-backmen: surgery
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🛠️ Refactor suggestion

Consider adding components for unique biological traits

The PR objectives mention that space carps have special lungs for breathing in space and hearts providing immunity to pressure changes. Consider adding components to represent these unique biological traits:

Add these components after the surgery section:

     # end-backmen: surgery
+    # start-backmen: biological-traits
+    - type: BreathingImmunity
+      reason: SpaceLungs
+    - type: PressureImmunity
+      reason: SpaceHeart
+    # end-backmen: biological-traits

This will better reflect the unique biological characteristics described in the PR objectives and provide proper gameplay mechanics for these traits.

Committable suggestion skipped: line range outside the PR's diff.

@Danone453
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Рыбоебы реальны 💀

@Roudenn Roudenn marked this pull request as draft November 20, 2024 18:37
@Roudenn
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Roudenn commented Nov 20, 2024

Надо ещё перевести некоторые штуки и сбалансировать космическое сердце, мне кажется порезать карпа чтобы больше никогда не носить скафы слишком имбово

@Roudenn Roudenn marked this pull request as ready for review November 22, 2024 16:24
@github-actions github-actions bot added the Changes: Localization Can be reviewed or fixed by people who are knowledgeable with translation label Nov 22, 2024
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Roudenn commented Nov 22, 2024

@Rxup ревью пжлст

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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (1)
Resources/Locale/ru-RU/backmen/surgery/surgery-items.ftl (1)

38-39: Consider adding descriptions for carp body parts.

While the translations are correct, consider adding .desc fields to maintain consistency with other entries and provide players with additional context about these unique space carp parts.

Example additions:

 ent-TorsoCarp = туловище карпа
+    .desc = Туловище космического карпа, обладающее уникальными биологическими свойствами.
 ent-TailCarp = плавник карпа
+    .desc = Плавник космического карпа, приспособленный для движения в космическом пространстве.
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between de006ff and d02e1c2.

📒 Files selected for processing (2)
  • Resources/Locale/ru-RU/backmen/surgery/surgery-items.ftl (1 hunks)
  • Resources/Locale/ru-RU/backmen/surgery/surgery-operations.ftl (1 hunks)
🔇 Additional comments (3)
Resources/Locale/ru-RU/backmen/surgery/surgery-items.ftl (1)

35-36: LGTM! Translations for space animal organs are well-formed.

The translations maintain consistency with existing organ terminology while accurately representing the special nature of these organs as described in the PR objectives.

Resources/Locale/ru-RU/backmen/surgery/surgery-operations.ftl (2)

46-46: LGTM! The new tail attachment localization entry is well-integrated.

The format and placement are consistent with other attachment operations in the file.


46-46: Consider adding a corresponding tail removal operation.

For consistency with other body parts that have both attachment and removal operations, consider adding:

ent-SurgeryAttachTail = Прикрепить хвост
+ent-SurgeryRemoveTail = Удалить хвост

Let's verify if a removal operation exists in the codebase:

@Rxup
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Rxup commented Nov 22, 2024

@Rxup ревью пжлст

BreathingImmunityComponent - у нас есть респератор имунити, дубликат функционала?

@Roudenn
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Roudenn commented Nov 22, 2024

BreathingImmunityComponent - у нас есть респератор имунити, дубликат функционала?

Видимо так, поправлю это

@Roudenn
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Roudenn commented Nov 22, 2024

@Rxup ревью пжлст

BreathingImmunityComponent - у нас есть респератор имунити, дубликат функционала?

фиксед

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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (3)
Content.Server/Backmen/Blob/ZombieBlobSystem.cs (3)

Line range hint 73-81: Consider documenting special respiratory behavior

The implementation overrides normal breathing mechanics with custom gas mixtures. This appears to implement the special breathing capabilities mentioned in the PR objectives.

Consider adding XML documentation to explain the special respiratory behavior:

+/// <summary>
+/// Overrides inhaled gas mixture with normal atmosphere regardless of environment.
+/// This implements special breathing capabilities for blob entities.
+/// </summary>
 private void OnInhale(Entity<ZombieBlobComponent> ent, ref InhaleLocationEvent args)
 {
     args.Gas = _normalAtmos;
 }

Line range hint 83-98: Add error handling for respirator component operations

The respirator immunity handlers should include error handling for cases where the respirator component might be missing.

Consider this safer implementation:

 private void OnPressureImmuneInit(EntityUid uid, RespiratorImmunityComponent pressureImmunity, ComponentInit args)
 {
-    if (TryComp<RespiratorComponent>(uid, out var respirator))
+    if (!TryComp<RespiratorComponent>(uid, out var respirator))
+    {
+        Log.Warning($"Entity {ToPrettyString(uid)} has RespiratorImmunityComponent but no RespiratorComponent");
+        return;
+    }
     {
         respirator.HasImmunity = true;
     }
 }

Line range hint 122-196: Refactor OnStartup method to improve maintainability

The OnStartup method is handling too many responsibilities, making it harder to maintain and test. Consider breaking it down into smaller, focused methods.

Consider this restructuring:

 private void OnStartup(EntityUid uid, ZombieBlobComponent component, ComponentStartup args)
 {
+    InitializeInventory(uid);
+    InitializeComponents(uid);
+    HandleFactions(uid, component);
+    SetupTemperature(uid, component);
+    SetupFixtures(uid, component);
+    InitializeMindOrNPC(uid, component);
 }

+private void InitializeInventory(EntityUid uid)
+{
+    _ui.CloseUis(uid);
+    _inventory.TryUnequip(uid, "underpants", true, true);
+    // ... other unequip operations
+}

+private void InitializeComponents(EntityUid uid)
+{
+    EnsureComp<BlobMobComponent>(uid);
+    EnsureComp<BlobSpeakComponent>(uid);
+    // ... other component operations
+}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between d02e1c2 and 4c8247e.

📒 Files selected for processing (3)
  • Content.Server/Backmen/Blob/ZombieBlobSystem.cs (1 hunks)
  • Content.Server/Body/Systems/RespiratorSystem.cs (0 hunks)
  • Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml (1 hunks)
💤 Files with no reviewable changes (1)
  • Content.Server/Body/Systems/RespiratorSystem.cs
🚧 Files skipped from review as they are similar to previous changes (1)
  • Resources/Prototypes/_Goobstation/Body/Organs/Animal/space.yml
🔇 Additional comments (2)
Content.Server/Backmen/Blob/ZombieBlobSystem.cs (2)

Line range hint 198-270: Clean implementation of shutdown and state change handling

The cleanup logic is thorough and properly handles component removal, state restoration, and entity death.


20-20: Verify integration with the new surgery system

The addition of respiratory event handlers and surgery-related imports aligns with the PR objectives. However, we should ensure proper integration with the new space carp surgery features.

Also applies to: 67-71

✅ Verification successful

Import is correctly used and integrated

The import Content.Shared.Backmen.Surgery.Body is properly integrated with the respiratory system implementation in ZombieBlobSystem. The file correctly handles inhale/exhale events and shows proper integration with both the surgery and respiratory systems. The extensive presence of surgery-related files in the codebase and the implementation of respiratory events in this specific file confirms the proper usage of the imported namespace.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for related surgery system implementations
ast-grep --pattern 'class $_ {
  $$$
  OnInhale($_, ref InhaleLocationEvent $_) {
    $$$
  }
  $$$
}'

Length of output: 104


Script:

#!/bin/bash
# Let's check for any usage of surgery-related components or systems
rg -l "Surgery" --type cs

# Check for any respiratory system implementations
rg -l "Inhale|Respiratory|Breathing" --type cs

# Check the specific file for surgery-related method implementations
rg -A 5 "Surgery|Inhale|Respiratory|Breathing" "Content.Server/Backmen/Blob/ZombieBlobSystem.cs"

Length of output: 7062

@Rxup
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Rxup commented Nov 23, 2024

@coderabbitai review

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coderabbitai bot commented Nov 23, 2024

✅ Actions performed

Review triggered.

Note: CodeRabbit is an incremental review system and does not re-review already reviewed commits. This command is applicable only when automatic reviews are paused.

@Rxup
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Rxup commented Nov 23, 2024

@coderabbitai update Summary

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coderabbitai bot commented Nov 23, 2024

@Rxup: I will update the summary.

✅ Actions performed

Summary regeneration triggered.

@Rxup Rxup merged commit e2cd9b9 into Rxup:master Nov 23, 2024
12 checks passed
Rxup added a commit that referenced this pull request Nov 23, 2024
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Changes: Localization Can be reviewed or fixed by people who are knowledgeable with translation Changes: Sprites Should be reviewed or fixed by people who are knowledgeable with spriting or visual design.
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