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ЦК v2 #928

Merged
merged 3 commits into from
Nov 22, 2024
Merged

ЦК v2 #928

merged 3 commits into from
Nov 22, 2024

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Rxup
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@Rxup Rxup commented Nov 22, 2024

🆑

  • add: Добавлен сценарий для цк! Роли цк будут появляться со временем!
  • tweak: Роли цк теперь будут в ролях призраков!

Summary by CodeRabbit

Release Notes

  • New Features

    • Introduced a structured event management system for CentComm, including event scheduling and handling for various roles (workers, operators, security, cargo).
    • Added new entities for Central Command roles, including assistants, cargo personnel, operators, and security officers, enhancing gameplay mechanics and character interactions.
  • Bug Fixes

    • Improved event processing logic to ensure timely execution based on game state.
  • Documentation

    • Updated YAML configurations for new entities and components to reflect recent changes.

These updates enhance the gameplay experience by adding depth to the CentComm system and introducing new character roles.

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coderabbitai bot commented Nov 22, 2024

Walkthrough

The changes introduce several new components and classes related to the CentComm system in a game environment. Key additions include an enumeration for event identifiers, a class for encapsulating CentComm events, and a system for managing the spawning of various worker types. Additionally, new entity definitions for roles such as assistants, cargo handlers, operators, and security personnel are established, along with their respective properties and behaviors. The modifications enhance the event handling and spawning mechanics within the CentComm framework.

Changes

File Path Change Summary
Content.Server/Backmen/Arrivals/Centcomm/CentComEventId.cs Added enum CentComEventId with members: Noop, AddWorker, AddOperator, AddSecurity, AddCargo.
Content.Server/Backmen/Arrivals/Centcomm/CentCommEvent.cs Added class CentCommEvent with properties Station and EventId.
Content.Server/Backmen/Arrivals/Centcomm/CentCommSpawnSystem.cs Added class CentCommSpawnSystem with methods for handling CentComm events and spawning entities.
Content.Server/Backmen/Arrivals/Centcomm/FtlCentComAnnounce.cs Added class FtlCentComAnnounce with property Source.
Content.Server/Backmen/Arrivals/Centcomm/StationCentCommDirectorComponent.cs Added component StationCentCommDirectorComponent with properties NextEventTick and EventSchedule.
Content.Server/Backmen/Arrivals/CentcommSystem.cs Modified CentcommSystem to include a new Update method and removed FtlCentComAnnounce class.
Resources/Prototypes/Entities/Stations/nanotrasen.yml Added StationCentCommDirector component to NanotrasenCentralCommand entity with an event schedule.
Resources/Prototypes/_Backmen/CentComm/BKCCAssistant.yml Added entities SpawnPointCMBKCCAssistant and MobHumanCMBKCCAssistant with various components.
Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml Added entities SpawnPointCMBKCCCargo and MobHumanCMBKCCCargo with various components.
Resources/Prototypes/_Backmen/CentComm/BKCCOperator.yml Added entities SpawnPointCMBKCCOperator and MobHumanCMBKCCOperator with various components.
Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml Added entities SpawnPointCMBKCCSecOfficer and MobHumanCMBKCCSecOfficer with various components.

Poem

In the realm of CentComm's might,
New roles emerge, a wondrous sight.
Assistants, cargo, operators too,
Spawning forth, a lively crew!
With events to guide and tasks to share,
In our game, adventure's in the air! 🐇✨

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📥 Commits

Reviewing files that changed from the base of the PR and between d5a2c7f and 2aa2bcc.


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between d5a2c7f and 2aa2bcc.

📒 Files selected for processing (1)
  • Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (1)
  • Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml

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@Rxup Rxup requested a review from nomad0260 November 22, 2024 05:39
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Actionable comments posted: 10

🧹 Outside diff range and nitpick comments (12)
Content.Server/Backmen/Arrivals/CentcommSystem.cs (2)

93-96: Simplify conditional statement for readability

Consider refactoring the condition in the if statement to improve readability. The current condition uses negation with parentheses, which can be less intuitive:

if (!(centcomDirector.EventSchedule.Count > 0 && curTime >= centcomDirector.NextEventTick))
{
    continue;
}

This can be rewritten without negation for clarity:

if (centcomDirector.EventSchedule.Count == 0 || curTime < centcomDirector.NextEventTick)
{
    continue;
}

This refactored condition explicitly checks for the two scenarios where the loop should skip to the next iteration, enhancing code readability.


99-100: Optimize event handling with a Queue

Currently, events are managed using a List and manually removing the first element:

var curEvent = centcomDirector.EventSchedule[0];
centcomDirector.EventSchedule.RemoveAt(0);

Consider using a Queue instead of a List for EventSchedule. This change would allow the use of Enqueue and Dequeue methods, which are more efficient and semantically appropriate for FIFO (first-in, first-out) operations:

var curEvent = centcomDirector.EventSchedule.Dequeue();

Using a Queue enhances performance by avoiding the overhead of shifting elements in a List when removing the first item, especially if the event schedule grows large.

Content.Server/Backmen/Arrivals/Centcomm/FtlCentComAnnounce.cs (2)

5-8: Add XML documentation comments

Consider adding XML documentation comments to describe the purpose of this class and its property. This helps with code maintainability and IDE tooltips.

+/// <summary>
+/// Event arguments for CentComm FTL jump announcements.
+/// </summary>
 public sealed class FtlCentComAnnounce : EntityEventArgs
 {
+    /// <summary>
+    /// Gets or sets the shuttle entity that triggered the announcement.
+    /// </summary>
     public Entity<ShuttleComponent> Source { get; set; }
 }

7-7: Consider initializing the Source property

The Source property lacks initialization, which could lead to null reference issues. Consider:

  1. Making it required in the constructor
  2. Making it init-only
  3. Adding null checks
-    public Entity<ShuttleComponent> Source { get; set; }
+    public required Entity<ShuttleComponent> Source { get; init; }
Content.Server/Backmen/Arrivals/Centcomm/CentCommEvent.cs (2)

3-3: Add space after comma in constructor parameters

The constructor parameters should be properly formatted with a space after the comma.

-public sealed class CentCommEvent(EntityUid station,CentComEventId eventId) : HandledEntityEventArgs
+public sealed class CentCommEvent(EntityUid station, CentComEventId eventId) : HandledEntityEventArgs

3-7: Add XML documentation comments

Since this is a public API, consider adding XML documentation comments to describe the class purpose, parameters, and properties. This will improve code maintainability and IDE support.

+/// <summary>
+/// Represents a CentComm event that occurs on a specific station.
+/// </summary>
+/// <param name="station">The EntityUid of the station where the event occurs.</param>
+/// <param name="eventId">The type of CentComm event to be handled.</param>
 public sealed class CentCommEvent(EntityUid station, CentComEventId eventId) : HandledEntityEventArgs
 {
+    /// <summary>
+    /// Gets the EntityUid of the station where the event occurs.
+    /// </summary>
     public EntityUid Station { get; } = station;
+    
+    /// <summary>
+    /// Gets the type of CentComm event to be handled.
+    /// </summary>
     public CentComEventId EventId { get; } = eventId;
 }
Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml (1)

1-56: Review the role balance and progression

The implementation successfully adds Central Command roles to the ghost role system as intended. However, consider the following architectural points:

  • The 30-hour Security department requirement might be too steep for regular players
  • The role has significant powers (FreedomImplant, AntagImmune) which could affect game balance
  • Consider adding cooldown or limit mechanisms to prevent role spam

Would you like assistance in implementing role limits or cooldown mechanisms?

Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml (1)

1-58: Review implementation against game design patterns

The implementation follows the expected entity-component pattern and properly separates spawn point from mob definition. However, consider the following architectural points:

  1. The high time requirements might create a significant barrier to role access
  2. The role has significant privileges (FTL action, implants, antag immunity) - ensure this aligns with game balance
  3. Consider adding role-specific restrictions or capabilities through additional components
Resources/Prototypes/_Backmen/CentComm/BKCCOperator.yml (2)

12-13: Differentiate between description and rules

The description and rules fields contain identical text. Consider making the rules section more specific about what players can/cannot do in this role.


57-57: Review loadout prototype name

The loadout prototype name "OperatorGavna" appears to be using informal language. Consider using a more professional identifier.

Resources/Prototypes/_Backmen/CentComm/BKCCAssistant.yml (1)

1-59: Review alignment with PR objectives

While the file implements part of the new ЦК scenario, the current configuration mixes combat capabilities (MobHumanCombine parent, implants) with administrative/assistant duties. This might not align with the intended role progression described in the PR objectives.

Consider:

  1. Clearly defining the role's position in the ЦК hierarchy
  2. Documenting the intended progression path for this role
  3. Separating combat and administrative capabilities more distinctly
Content.Server/Backmen/Arrivals/Centcomm/CentCommSpawnSystem.cs (1)

100-122: Consider improving FindSpawnPoint method clarity and efficiency.

While the implementation is functionally correct, here are some suggestions for improvement:

  1. Add XML documentation to describe the method's purpose and return value
  2. Use more descriptive variable names (e.g., qspawnPointQuery)
  3. Consider early exit optimization if a valid point is found instead of collecting all points

Here's a suggested improvement:

+/// <summary>
+/// Finds a random valid spawn point on the given station's grids.
+/// </summary>
+/// <param name="station">The station to find a spawn point on</param>
+/// <returns>Valid spawn coordinates or null if none found</returns>
 private EntityCoordinates? FindSpawnPoint(EntityUid station)
 {
     var stationData = CompOrNull<StationDataComponent>(station);
     if (stationData == null)
         return null;

     var stationGrids = stationData.Grids;
-    var result = new List<EntityCoordinates>();
+    var validSpawnPoints = new List<EntityCoordinates>();

-    var q = EntityQueryEnumerator<SpawnPointComponent,TransformComponent>();
-    while (q.MoveNext(out var uid, out var spawnPoint, out var transform))
+    var spawnPointQuery = EntityQueryEnumerator<SpawnPointComponent,TransformComponent>();
+    while (spawnPointQuery.MoveNext(out var uid, out var spawnPoint, out var transform))
     {
         if(spawnPoint.SpawnType != SpawnPointType.LateJoin || transform.GridUid == null)
             continue;
         if(!stationGrids.Contains(transform.GridUid.Value))
             continue;

-        result.Add(transform.Coordinates);
+        validSpawnPoints.Add(transform.Coordinates);
     }

-    return result.Count == 0 ? null : _random.Pick(result);
+    return validSpawnPoints.Count == 0 ? null : _random.Pick(validSpawnPoints);
 }
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 99aa3f2 and d13ff91.

📒 Files selected for processing (11)
  • Content.Server/Backmen/Arrivals/Centcomm/CentComEventId.cs (1 hunks)
  • Content.Server/Backmen/Arrivals/Centcomm/CentCommEvent.cs (1 hunks)
  • Content.Server/Backmen/Arrivals/Centcomm/CentCommSpawnSystem.cs (1 hunks)
  • Content.Server/Backmen/Arrivals/Centcomm/FtlCentComAnnounce.cs (1 hunks)
  • Content.Server/Backmen/Arrivals/Centcomm/StationCentCommDirectorComponent.cs (1 hunks)
  • Content.Server/Backmen/Arrivals/CentcommSystem.cs (4 hunks)
  • Resources/Prototypes/Entities/Stations/nanotrasen.yml (1 hunks)
  • Resources/Prototypes/_Backmen/CentComm/BKCCAssistant.yml (1 hunks)
  • Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml (1 hunks)
  • Resources/Prototypes/_Backmen/CentComm/BKCCOperator.yml (1 hunks)
  • Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml (1 hunks)
✅ Files skipped from review due to trivial changes (1)
  • Content.Server/Backmen/Arrivals/Centcomm/CentComEventId.cs
🔇 Additional comments (28)
Content.Server/Backmen/Arrivals/CentcommSystem.cs (4)

2-2: Added necessary using directive for CentComm namespace

The addition of using Content.Server.Backmen.Arrivals.CentComm; is appropriate as it allows access to the types and functionalities within the CentComm namespace required by the updated code.


36-36: Included timing utilities with Robust.Shared.Timing

The inclusion of using Robust.Shared.Timing; is necessary for accessing time-related functionalities, particularly for retrieving the current game time using _gameTiming.CurTime.


58-58: Injected IGameTiming dependency for time tracking

Injecting the IGameTiming dependency ensures that the system can accurately track and compare game time, which is essential for scheduling and executing timed events in the Update method.


84-115: Implemented Update method for scheduled event processing

The Update method effectively processes scheduled events based on the current game time. It correctly iterates over entities with StationCentCommDirectorComponent and StationSpawningComponent, checks for due events, and handles them appropriately by raising local events.

Content.Server/Backmen/Arrivals/Centcomm/FtlCentComAnnounce.cs (1)

5-8: Verify if this class is still needed

According to the AI summary, this class has been removed in CentcommSystem.cs, yet it's being added here. This inconsistency needs to be clarified.

Let's verify the usage and potential removal:

Content.Server/Backmen/Arrivals/Centcomm/CentCommEvent.cs (2)

1-7: Verify event system integration

Since this is part of a new CentComm system, let's verify:

  1. The corresponding event handler registration
  2. The defined enum values in CentComEventId
✅ Verification successful

CentComm event system is properly integrated

The verification shows a well-structured event system:

  • The CentComEventId enum is properly defined with clear values (Noop, AddWorker, AddOperator, AddSecurity, AddCargo)
  • Event handling is correctly implemented in CentCommSpawnSystem with proper subscription and handling
  • The event is properly raised in CentcommSystem with handling verification
  • All event cases are handled with appropriate methods for each role type
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify CentComm event system integration

# Check for event handler registration
rg -A 5 "CentCommEvent" --type cs

# Look for the enum definition
ast-grep --pattern 'enum CentComEventId
{
  $$$
}'

# Check for event subscription patterns
rg "Subscribe<CentCommEvent>" --type cs

Length of output: 2047


Script:

#!/bin/bash
# Let's search for the enum definition with a different approach

# Search for CentComEventId definition
rg -A 10 "CentComEventId" --type cs

# Also check for any files that might contain this enum
fd -e cs CentComEventId

Length of output: 3809


5-6: Consider adding station validation

The Station EntityUid is not validated. Consider adding validation to ensure it's not EntityUid.Invalid.

Let's check if other event handlers in the codebase validate EntityUid parameters:

Content.Server/Backmen/Arrivals/Centcomm/StationCentCommDirectorComponent.cs (2)

5-6: LGTM! Component definition follows best practices.

The component is properly registered and follows good practices with sealed and partial modifiers.


1-21: Verify integration with CentCommSpawnSystem.

Let's ensure this component properly integrates with the spawn system.

✅ Verification successful

Let me gather more information about the CentcommSystem to verify the integration.


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

Integration with CentCommSpawnSystem is properly implemented

The component is correctly integrated into the event handling system:

  • CentcommSystem processes the event schedule in its Update loop
  • CentCommSpawnSystem subscribes to and handles CentCommEvents from this component
  • The event scheduling and execution flow is properly implemented
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for systems that subscribe to or handle events from this component
ast-grep --pattern 'class $_ : ISystem
{
  $$$
  Subscribe<$_, StationCentCommDirectorComponent>($$$)
  $$$
}'

# Look for event handling methods
rg -l "StationCentCommDirectorComponent" | xargs rg "OnUpdate|Update" -A 5

Length of output: 917


Script:

#!/bin/bash
# Get the full implementation of CentcommSystem
cat Content.Server/Backmen/Arrivals/CentcommSystem.cs

# Look for any other systems that might interact with StationCentCommDirectorComponent
rg "StationCentCommDirectorComponent" -A 3 -B 3

Length of output: 16768

Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml (2)

52-53: Verify loadout prototype

Please ensure the CentComPrivateOfficerGear loadout prototype exists and contains appropriate equipment for this role.

✅ Verification successful

Let me check the actual loadout definition to verify its contents.


Loadout prototype verified and properly defined

The CentComPrivateOfficerGear loadout prototype exists and contains appropriate combat-oriented equipment fitting for a CentCom Private Officer role, including:

  • Combat uniform and armor (jumpsuit, combat gloves, helmet, CentCom armor)
  • Weapons (FAMAS rifle, G23 pistol, combat knife)
  • Combat support gear (security glasses, headset, security belt)
  • Survival equipment (combat medkit, survival box)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for the loadout prototype definition
rg "CentComPrivateOfficerGear" --type yaml

Length of output: 352


Script:

#!/bin/bash
# Get the content of the file containing the loadout definition
rg -A 20 "id: CentComPrivateOfficerGear" --type yaml

Length of output: 2152


17-22: Verify time requirements for role access

The current configuration requires:

  • 30 hours of Security department experience
  • 1 hour of Central Command Assistant experience

Please confirm if these time requirements align with the intended progression system and balance.

✅ Verification successful

Based on the search results, I can now provide a comprehensive verification of the time requirements. Let me generate the final response:

Time requirements appear balanced within the progression system

The current requirements of 30 hours (108000 seconds) Security experience and 1 hour (3600 seconds) Central Command Assistant experience align with the established progression system:

  • Similar CentCom roles have comparable Security department requirements:
    • Private Officer (identical: 30h Security, 1h CCA)
    • CentCom Cargo requires 35h Cargo experience
    • CentCom Operator requires 4h CCA and 2h Silicons experience
    • CentCom Assistant requires 30h in Engineering/Medical/Civilian

The requirements create a natural progression path where players need significant Security experience before accessing CentCom roles, while keeping the CCA prerequisite relatively accessible.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other similar role requirements for comparison
rg -A 5 "DepartmentTimeRequirement|RoleTimeRequirement" --type yaml

Length of output: 87890

Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml (5)

39-40: Verify parent entity exists

Please confirm that MobHumanCombine exists as a valid parent entity.

✅ Verification successful

Parent entity MobHumanCombine exists

Found in Resources/Prototypes/_Backmen/Entities/Mobs/Player/combine.yml

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for MobHumanCombine entity definition
rg "id: MobHumanCombine" --type yaml

Length of output: 123


54-55: Verify loadout prototype

Please confirm that the CCCargo loadout prototype exists and contains appropriate equipment for this role.

✅ Verification successful

Loadout prototype exists with appropriate equipment

The CCCargo loadout prototype exists and contains appropriate equipment for a cargo role, including:

  • PDA
  • CentCom headset
  • Appraisal tool
  • Black shoes
  • Cargo soft hat

The file also defines additional complementary loadouts for jumpsuit, jumpskirt, various cloaks, and storage options, making it a complete set of equipment for the cargo role.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for CCCargo loadout definition
rg "id: CCCargo" --type yaml

Length of output: 338


Script:

#!/bin/bash
# Get the content of the CCCargo loadout definition
cat Resources/Prototypes/_Backmen/Loadouts/Jobs/CentCom/BKCCCargo.yml

Length of output: 1032


32-34: Verify sprite configuration

The sprite configuration combines a green state with a regal rat icon, which seems unusual for a CentComm role. Please confirm if this is intentional.

✅ Verification successful

Based on the search results, I can see that the regal rat icon sprite configuration is consistently used across multiple CentComm roles in the _Backmen directory, including:

  • BKCCOperator.yml
  • BKCCAssistant.yml
  • BKCCSecure.yml
  • BKCCCargo.yml

This appears to be an intentional design pattern for these special CentComm roles. Therefore, I can generate the final response:

Sprite configuration is consistent with other CentComm roles

The combination of green state with regal rat icon is intentionally used across all CentComm roles in the _Backmen directory, following an established pattern.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for similar CentComm role sprite configurations
rg -U "sprite: Markers/jobs.rsi" -A 5

Length of output: 59430


49-50: Verify FTL action reference

Please confirm that ActionCentcomFtlAction exists and is properly implemented.

✅ Verification successful

ActionCentcomFtlAction is properly implemented and referenced

The action is correctly defined and implemented:

  • Action prototype exists in Resources/Prototypes/_Backmen/Actions/centcom.yml
  • Event class CentcomFtlAction is defined in Content.Shared/Backmen/Abilities/CentcomFTLAction.cs
  • Handler is implemented in CentcommSystem.cs with OnFtlActionUsed method
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for ActionCentcomFtlAction definition
rg "ActionCentcomFtlAction" --type cs

Length of output: 37


Script:

#!/bin/bash
# Search for any FTL action definitions to understand naming patterns
rg "Action.*Ftl" -i --type cs -A 3

# Also search in YAML files as the reference is in YAML
rg "ActionCentcomFtlAction" --type yaml

Length of output: 6118


Script:

#!/bin/bash
# Let's verify the action definition and its implementation
cat Resources/Prototypes/_Backmen/Actions/centcom.yml

# Also check for the CentcomFtlAction class definition
rg "CentcomFtlAction" --type cs -A 5

Length of output: 1974


17-25: Verify time requirements are intentional

The current time requirements seem extremely high:

  • 126000 units in Cargo (~35 hours?)
  • 21600 units as CC Assistant (~6 hours?)
  • 43200 units in CentCom (~12 hours?)

Please confirm if these values are intentional and properly converted to the game's time system.

✅ Verification successful

The previous command didn't find matches because the YAML syntax in the pattern was incorrect. Let's try with the correct syntax that matches the snippet.


Time requirements are consistent with other high-level roles

Based on the codebase analysis, the time requirements in BKCCCargo.yml are intentional and align with other high-level positions:

  • 126000 units (~35 hours) in Cargo is comparable to other high requirements like:
    • 108000 units for Warden and HoS in Security
    • 108000 units for Engineering/Medical/Civilian in intern roles
  • 21600 units (~6 hours) as CC Assistant matches other CC roles:
    • Similar to CC Admiral requiring 21600 units in specific roles
    • Comparable to Head of Security CC role requiring 21600 units as CC Assistant
  • 43200 units (~12 hours) in CentCom aligns with:
    • Same 43200 requirement for Head of Security CC role in CentCom department
    • Similar to other high-level CentCom position requirements
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other time requirements in ghost roles for comparison
rg -U "type: DepartmentTimeRequirement|type: RoleTimeRequirement" -A 2

Length of output: 72


Script:

#!/bin/bash
# Search for time requirements with correct YAML syntax
rg -U "!type:(Department|Role)TimeRequirement" -A 2

Length of output: 54357

Resources/Prototypes/Entities/Stations/nanotrasen.yml (2)

48-57: 🛠️ Refactor suggestion

Review the timing of security events and improve documentation

The event schedule implementation has several areas for improvement:

  1. The consecutive AddSecurity events with 1-second intervals might cause race conditions or overwhelming spawns. Consider spacing them out.
  2. The schedule would benefit from clearer documentation about its purpose and impact.
  3. Some timing comments are missing or inconsistent.

Consider applying these improvements:

     - type: StationCentCommDirector
-      eventSchedule: # 10min = 600sec
+      # Schedule for spawning CentComm workers and security personnel
+      # Time values are in seconds from round start
+      eventSchedule:
       - 0: Noop # init event prevent from missfire
       - 600: AddWorker #10min
       - 600: AddWorker #20min
       - 600: AddWorker #30min
       - 600: AddOperator #40min
-      - 1: AddSecurity
-      - 1: AddSecurity
+      - 300: AddSecurity #5min
+      - 1200: AddSecurity #20min
       - 600: AddCargo #50min

Let's verify the event handling implementation:


Line range hint 31-47: Verify component interactions with base station implementations

The NanotrasenCentralCommand entity inherits from multiple base stations marked with #Backmen comments. Ensure that the new StationCentCommDirector component doesn't conflict with job spawning, cargo, or other systems from these base implementations.

Let's check for potential conflicts:

✅ Verification successful

No conflicts found with StationCentCommDirector component

The StationCentCommDirector component appears to be unique to the NanotrasenCentralCommand entity and is not present in any of the base station implementations. The component is simply added alongside other station components without any overlapping functionality with job spawning, cargo, or other systems marked with #Backmen comments.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for overlapping functionality between base stations

# Search for related station components
rg -A 5 'type: BaseStation(JobsSpawning|Cargo)'

# Look for other director or spawn-related components
ast-grep --pattern 'type: $director where $director = /.*Director.*/'

Length of output: 121


Script:

#!/bin/bash
# Let's try a different approach to find the base station implementations

# Search for BaseStation definitions
rg "^- type: BaseStation(JobsSpawning|Cargo|AlertLevels|Nanotrasen|Records|Shuttles|Expeditions|Magnet)" -A 5

# Search for any Director components or systems
rg "Director" --type yaml

Length of output: 42913


Script:

#!/bin/bash
# Let's search for the base station implementations and their components
rg "^- type: BaseStation" -A 10 --type yaml

# Also search for any StationCentCommDirector references
rg "StationCentCommDirector" --type yaml

Length of output: 176

Resources/Prototypes/_Backmen/CentComm/BKCCOperator.yml (3)

7-27: Verify ghost role integration

As per PR objectives, this role should be integrated with the ghost role system. While the basic configuration is present, let's verify the complete integration.

✅ Verification successful

Based on the search results, I can see that the ghost role integration is properly set up in the codebase. The file BKCCOperator.yml contains both the GhostRole component and has a corresponding GhostRoleMobSpawner in the same directory, following the same pattern as other CentComm ghost roles (BKCCSecure, BKCCCargo, BKCCAssistant). The role also properly integrates with the department time requirements system and has appropriate settings.

Ghost role integration verified

The ghost role configuration follows the established pattern in the codebase and properly integrates with both the ghost role system and department time requirements.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for ghost role system integration
rg "GhostRole|GhostRoleMobSpawner" --type yaml
# Check for other CentComm related configurations
fd -e yml -e yaml | xargs rg "CentComm|ЦК"

Length of output: 45688


17-25: Consider reviewing the time requirements

The current time requirements might be too restrictive:

  • 2 hours for CentralCommandAssistant
  • 4 hours for CentCom department
  • 1.67 hours for Silicons department

Consider if these high time gates might limit player engagement too severely.


47-51: ⚠️ Potential issue

Review security implications of combined powers

The entity has a powerful combination of abilities that might affect game balance:

  • Freedom and MindShield implants
  • Antagonist immunity
  • Psionic abilities
  • Dispel power
  • Special force actions

Consider adding cooldowns or limitations to prevent potential abuse.

Also applies to: 60-62

✅ Verification successful

Based on the search results, I can now generate the final response since I have enough context about power combinations in the codebase:

Power combination is consistent with other high-security roles

The combination of abilities (Freedom/MindShield implants, AntagImmune, Psionic, DispelPower) is appropriate for this entity as similar combinations exist for other high-security and command roles in the codebase:

  • AntagImmune is commonly used for CentCom and special force roles
  • MindShield implants are standard for command staff and security roles
  • Psionic abilities appear on select special entities and roles
  • The combination helps establish this as a high-authority CentCom operator
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for similar power combinations in other entities
rg -A 10 "type: AutoImplant|type: AntagImmune|type: Psionic|type: DispelPower" | grep -B 5 -A 5 "components:"

Length of output: 40615

Resources/Prototypes/_Backmen/CentComm/BKCCAssistant.yml (5)

55-56: Verify CentComInternGear loadout contents

Need to ensure the CentComInternGear loadout is appropriate for an assistant role.

✅ Verification successful

CentComInternGear loadout is appropriate for an assistant role

The CentComInternGear loadout contains standard non-combat equipment:

  • Basic jumpsuit (ClothingUniformJumpsuitCentcomIntern)
  • Standard backpack (ClothingBackpack)
  • Black shoes (ClothingShoesColorBlack)
  • CentCom headset (ClothingHeadsetCentCom)
  • PDA (CentcomInternPDABackmen)

This is a reasonable and non-militarized loadout suitable for an assistant/intern role.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check the contents of CentComInternGear
rg "CentComInternGear" --type yaml -A 10

Length of output: 3173


17-25: Verify the department time requirements

The current configuration requires 108,000 time units in each of Engineering, Medical, and Civilian departments. This seems unusually high and might be too restrictive for players to qualify for this role.

✅ Verification successful

Time requirements are consistent with other CentComm roles

Based on the search results, the time requirements of 108,000 units for Engineering, Medical, and Civilian departments in BKCCAssistant.yml are consistent with similar CentComm roles:

  • BKCCSecure.yml requires 108,000 units for Security
  • BKCCCargo.yml requires 126,000 units for Cargo
  • The intern.yml (which appears to be a similar role) has identical requirements of 108,000 units for Engineering, Medical, and Civilian

The requirements appear to be intentionally high for CentComm roles compared to regular department roles (which typically range from 3,600 to 54,000 units), reflecting their elevated status and need for experienced players.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other department time requirements to compare
rg -A 2 "DepartmentTimeRequirement" --type yaml

Length of output: 38059


50-51: Review SpecForce component configuration

The ActionCentcomFtlAction in the SpecForce component needs verification to ensure it's appropriate for an assistant role and aligns with the PR objectives.

✅ Verification successful

ActionCentcomFtlAction is appropriately configured for the SpecForce component

The action is consistently used across all Central Command related entities including officials, operators, security personnel, and special forces. The configuration aligns with other CentCom roles and follows the established pattern where:

  • All entities have the same FTL action configuration
  • They are part of the CentralCommand faction
  • The action has a 180-second use delay as defined in centcom.yml
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check the FTL action definition and usage
rg "ActionCentcomFtlAction" --type yaml -A 5

Length of output: 17038


46-49: Review the combination of implants

The entity is configured with both MindShieldImplant and FreedomImplant. This combination might grant too many privileges for an assistant role. Please verify if both implants are necessary.

✅ Verification successful

Based on the search results, I can generate the final response as I have enough context about the implant usage patterns across the codebase:

The implant combination is consistent with CentComm roles

The combination of MindShieldImplant and FreedomImplant is standard for CentComm personnel, as evidenced by their presence in other CentComm role configurations:

  • BKCCSecure.yml
  • BKCCOperator.yml
  • BKCCCargo.yml

This is a deliberate security measure for CentComm staff, not a privilege escalation concern.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check other roles that use these implants
rg -A 5 "MindShieldImplant|FreedomImplant" --type yaml

Length of output: 44112


40-41: Verify inheritance from MobHumanCombine

The entity inherits from MobHumanCombine which might grant combat-related capabilities inappropriate for an assistant role. Consider if a more basic human entity would be more suitable.

✅ Verification successful

Inheritance from MobHumanCombine is appropriate for this role

Based on the codebase analysis, the inheritance from MobHumanCombine is actually appropriate for the CentComm Assistant role because:

  1. All CentComm roles (Assistant, Cargo, Operator, Security) consistently inherit from MobHumanCombine
  2. MobHumanCombine provides essential CentComm-specific features:
    • Custom speech sounds for Combine faction
    • Enhanced stamina and health thresholds
    • Special damage handling
  3. The role includes appropriate restrictions and requirements:
    • Requires significant department experience
    • Has mind shield and freedom implants
    • Includes CentComm faction membership
    • Has antag immunity

The inheritance aligns with the established pattern for CentComm roles and provides necessary functionality for the role's intended purpose.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check the capabilities granted by MobHumanCombine
rg -A 10 "type: entity.*MobHumanCombine" --type yaml

Length of output: 54


Script:

#!/bin/bash
# Let's try finding the MobHumanCombine entity definition with a broader search
fd -e yml -e yaml | xargs rg -l "MobHumanCombine"

# Then let's look for any entity definitions that might help understand the inheritance hierarchy
fd -e yml -e yaml | xargs rg "parent:.*Human" --type yaml

Length of output: 6647


Script:

#!/bin/bash
# Let's examine the MobHumanCombine definition and its usage pattern
cat Resources/Prototypes/_Backmen/Entities/Mobs/NPCs/centcom.yml Resources/Prototypes/_Backmen/Entities/Mobs/NPCs/special_force.yml Resources/Prototypes/_Backmen/Entities/Mobs/NPCs/syndicate.yml Resources/Prototypes/_Backmen/Entities/Mobs/Player/combine.yml

# Also check other CentComm roles to understand the pattern
cat Resources/Prototypes/_Backmen/CentComm/BKCCAssistant.yml Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml Resources/Prototypes/_Backmen/CentComm/BKCCOperator.yml Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml

Length of output: 16249

Content.Server/Backmen/Arrivals/Centcomm/CentCommSpawnSystem.cs (2)

1-18: LGTM! System initialization is well structured.

The system is properly set up with dependency injection and event subscription.


51-52: Verify existence of spawn point prototypes.

Let's ensure that all the prototype IDs referenced in the code actually exist in the game's prototype system.

Also applies to: 64-65, 76-77, 88-89

✅ Verification successful

All spawn point prototypes are correctly defined in the codebase

All prototype IDs referenced in the code (SpawnPointCMBKCCAssistant, SpawnPointCMBKCCOperator, SpawnPointCMBKCCSecOfficer, SpawnPointCMBKCCCargo) have corresponding definitions in their respective YAML files under Resources/Prototypes/_Backmen/CentComm/.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the spawn point prototypes exist in the prototype definitions

# Search for prototype definitions
echo "Searching for spawn point prototype definitions..."
for proto in "SpawnPointCMBKCCAssistant" "SpawnPointCMBKCCOperator" "SpawnPointCMBKCCSecOfficer" "SpawnPointCMBKCCCargo"; do
    echo "Checking $proto..."
    rg -l "id: $proto" --type yaml
done

Length of output: 1358

Comment on lines +8 to +13
/// <summary>
/// Keeps track of the internal event scheduler.
/// </summary>
[ViewVariables]
[DataField("nextEventTick", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextEventTick;
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🛠️ Refactor suggestion

Consider adding validation and proper initialization for NextEventTick.

The property could benefit from additional safeguards:

  1. Add validation to prevent setting past times
  2. Initialize with a meaningful default value
  3. Consider making the setter private or internal

Here's a suggested improvement:

 [ViewVariables]
 [DataField("nextEventTick", customTypeSerializer: typeof(TimeOffsetSerializer))]
-public TimeSpan NextEventTick;
+public TimeSpan NextEventTick { get; internal set; } = TimeSpan.FromMinutes(5); // Or another appropriate default
+
+internal void SetNextEventTick(TimeSpan time)
+{
+    if (time < TimeSpan.Zero)
+        throw new ArgumentException("Event tick cannot be in the past", nameof(time));
+    NextEventTick = time;
+}
📝 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
/// <summary>
/// Keeps track of the internal event scheduler.
/// </summary>
[ViewVariables]
[DataField("nextEventTick", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextEventTick;
/// <summary>
/// Keeps track of the internal event scheduler.
/// </summary>
[ViewVariables]
[DataField("nextEventTick", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextEventTick { get; internal set; } = TimeSpan.FromMinutes(5); // Or another appropriate default
internal void SetNextEventTick(TimeSpan time)
{
if (time < TimeSpan.Zero)
throw new ArgumentException("Event tick cannot be in the past", nameof(time));
NextEventTick = time;
}

Comment on lines +15 to +20
/// <summary>
/// The schedule of events to occur.
/// </summary>
[ViewVariables]
[DataField("eventSchedule")]
public List<(TimeSpan timeOffset, CentComEventId eventId)> EventSchedule = new();
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🛠️ Refactor suggestion

Enhance EventSchedule safety and documentation.

The current implementation has several potential improvements:

  1. The list should be immutable from outside
  2. Time offsets should be validated
  3. Documentation should detail the tuple elements

Here's a suggested improvement:

 /// <summary>
 /// The schedule of events to occur.
+/// </summary>
+/// <remarks>
+/// Each tuple contains:
+/// - timeOffset: The time delay before the event should occur
+/// - eventId: The specific type of event to trigger
 /// </remarks>
 [ViewVariables]
 [DataField("eventSchedule")]
-public List<(TimeSpan timeOffset, CentComEventId eventId)> EventSchedule = new();
+public IReadOnlyList<(TimeSpan timeOffset, CentComEventId eventId)> EventSchedule => _eventSchedule;
+private readonly List<(TimeSpan timeOffset, CentComEventId eventId)> _eventSchedule = new();
+
+public void AddEvent(TimeSpan timeOffset, CentComEventId eventId)
+{
+    if (timeOffset < TimeSpan.Zero)
+        throw new ArgumentException("Time offset cannot be negative", nameof(timeOffset));
+
+    _eventSchedule.Add((timeOffset, eventId));
+}
📝 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
/// <summary>
/// The schedule of events to occur.
/// </summary>
[ViewVariables]
[DataField("eventSchedule")]
public List<(TimeSpan timeOffset, CentComEventId eventId)> EventSchedule = new();
/// <summary>
/// The schedule of events to occur.
/// </summary>
/// <remarks>
/// Each tuple contains:
/// - timeOffset: The time delay before the event should occur
/// - eventId: The specific type of event to trigger
/// </remarks>
[ViewVariables]
[DataField("eventSchedule")]
public IReadOnlyList<(TimeSpan timeOffset, CentComEventId eventId)> EventSchedule => _eventSchedule;
private readonly List<(TimeSpan timeOffset, CentComEventId eventId)> _eventSchedule = new();
public void AddEvent(TimeSpan timeOffset, CentComEventId eventId)
{
if (timeOffset < TimeSpan.Zero)
throw new ArgumentException("Time offset cannot be negative", nameof(timeOffset));
_eventSchedule.Add((timeOffset, eventId));
}

Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml Outdated Show resolved Hide resolved
Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml Outdated Show resolved Hide resolved
Comment on lines 30 to 31
- sprite: Mobs/Animals/regalrat.rsi
state: icon
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⚠️ Potential issue

Review sprite configuration

The sprite configuration includes regalrat.rsi which seems inappropriate for a security officer role. Consider using a more appropriate security-themed sprite.

-    - sprite: Mobs/Animals/regalrat.rsi
-      state: icon
+    - sprite: Mobs/Security/security.rsi
+      state: officer

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

Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml Outdated Show resolved Hide resolved
Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml Outdated Show resolved Hide resolved
Comment on lines +33 to +34
- sprite: Mobs/Animals/regalrat.rsi
state: icon
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⚠️ Potential issue

Inappropriate sprite configuration

The spawner is using regalrat.rsi as part of its sprite layers, which seems inappropriate for a Central Command Assistant role. Consider using a more appropriate icon that reflects the professional nature of the role.

Comment on lines +19 to +49
private void OnCentCommEvent(Entity<StationCentCommDirectorComponent> ent, ref CentCommEvent args)
{
if(args.Handled)
return;

switch (args.EventId)
{
case CentComEventId.AddWorker:
args.Handled = true;

AddWorker(args.Station);
break;
case CentComEventId.AddOperator:
args.Handled = true;

AddOperator(args.Station);
break;
case CentComEventId.AddSecurity:
args.Handled = true;

AddSecurity(args.Station);
break;
case CentComEventId.AddCargo:
args.Handled = true;

AddCargo(args.Station);
break;
default:
return;
}
}
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🛠️ Refactor suggestion

Consider improving event handling robustness and readability.

A few suggestions to enhance this section:

  1. Add null check for args.Station
  2. Consider reducing repetition of args.Handled = true
  3. Fix spacing in the if condition

Here's a suggested improvement:

 private void OnCentCommEvent(Entity<StationCentCommDirectorComponent> ent, ref CentCommEvent args)
 {
-    if(args.Handled)
+    if (args.Handled || args.Station == default)
         return;
+
+    args.Handled = true;
     switch (args.EventId)
     {
         case CentComEventId.AddWorker:
-            args.Handled = true;
             AddWorker(args.Station);
             break;
         case CentComEventId.AddOperator:
-            args.Handled = true;
             AddOperator(args.Station);
             break;
         case CentComEventId.AddSecurity:
-            args.Handled = true;
             AddSecurity(args.Station);
             break;
         case CentComEventId.AddCargo:
-            args.Handled = true;
             AddCargo(args.Station);
             break;
         default:
+            args.Handled = false;
             return;
     }
 }
📝 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
private void OnCentCommEvent(Entity<StationCentCommDirectorComponent> ent, ref CentCommEvent args)
{
if(args.Handled)
return;
switch (args.EventId)
{
case CentComEventId.AddWorker:
args.Handled = true;
AddWorker(args.Station);
break;
case CentComEventId.AddOperator:
args.Handled = true;
AddOperator(args.Station);
break;
case CentComEventId.AddSecurity:
args.Handled = true;
AddSecurity(args.Station);
break;
case CentComEventId.AddCargo:
args.Handled = true;
AddCargo(args.Station);
break;
default:
return;
}
}
private void OnCentCommEvent(Entity<StationCentCommDirectorComponent> ent, ref CentCommEvent args)
{
if (args.Handled || args.Station == default)
return;
args.Handled = true;
switch (args.EventId)
{
case CentComEventId.AddWorker:
AddWorker(args.Station);
break;
case CentComEventId.AddOperator:
AddOperator(args.Station);
break;
case CentComEventId.AddSecurity:
AddSecurity(args.Station);
break;
case CentComEventId.AddCargo:
AddCargo(args.Station);
break;
default:
args.Handled = false;
return;
}
}

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Actionable comments posted: 1

🧹 Outside diff range and nitpick comments (4)
Content.Server/Backmen/Arrivals/Centcomm/CentCommSpawnSystem.cs (3)

46-48: Consider logging unhandled event IDs in the default case.

Currently, the default case in the switch statement returns without handling unrecognized event IDs. Logging these cases can aid in debugging and monitoring unexpected events.

Apply this diff to implement the suggestion:

     default:
+        Log.Warning($"Unhandled CentComm Event ID: {args.EventId}");
         return;

59-59: Consider logging successful entity spawns for monitoring purposes.

Adding a log statement after spawning an entity can help track spawning activities and assist in debugging.

Apply this diff to add a log statement:

     Spawn(protoId, point.Value);
+    Log.Debug($"Spawned entity '{protoId}' at '{point.Value}' for station '{station}'.");

62-77: Consider consolidating prototype IDs for scalability.

If additional entity types are to be managed in the future, consider using a dictionary to map event IDs to prototype IDs. This can reduce code repetition and enhance maintainability.

Here's an example of how you might implement this:

private static readonly Dictionary<CentComEventId, string> PrototypeMap = new()
{
    { CentComEventId.AddWorker, "SpawnPointCMBKCCAssistant" },
    { CentComEventId.AddOperator, "SpawnPointCMBKCCOperator" },
    { CentComEventId.AddSecurity, "SpawnPointCMBKCCSecOfficer" },
    { CentComEventId.AddCargo, "SpawnPointCMBKCCCargo" },
};

private void OnCentCommEvent(Entity<StationCentCommDirectorComponent> ent, ref CentCommEvent args)
{
    if (args.Handled)
        return;

    if (PrototypeMap.TryGetValue(args.EventId, out var protoId))
    {
        args.Handled = true;
        SpawnEntity(args.Station, protoId);
    }
    else
    {
        Log.Warning($"Unhandled CentComm Event ID: {args.EventId}");
    }
}
Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml (1)

43-56: Review security implications of privileged role

This role has significant privileges and capabilities:

  • Mind shield and freedom implants
  • Special FTL action
  • Central Command faction membership
  • Antag immunity

Consider adding additional security measures:

  • Access restrictions
  • Logging of actions
  • Clear documentation of role capabilities
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between d13ff91 and d5a2c7f.

📒 Files selected for processing (3)
  • Content.Server/Backmen/Arrivals/Centcomm/CentCommSpawnSystem.cs (1 hunks)
  • Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml (1 hunks)
  • Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml (1 hunks)
🔇 Additional comments (9)
Content.Server/Backmen/Arrivals/Centcomm/CentCommSpawnSystem.cs (1)

78-100: Spawn point selection logic is well-implemented.

The FindSpawnPoint method effectively filters and selects appropriate spawn points associated with the station and spawn type.

Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml (4)

52-53: Verify the FTL action reference

The SpecForce component references ActionCentcomFtlAction. Let's ensure this action is properly defined.

✅ Verification successful

Action reference is properly defined and widely used

The ActionCentcomFtlAction is correctly defined in Resources/Prototypes/_Backmen/Actions/centcom.yml and is consistently used across multiple CentCom-related entities, roles, and NPCs. This is a valid reference.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for ActionCentcomFtlAction definition
rg "ActionCentcomFtlAction"

Length of output: 3661


32-37: Clarify the purpose of mixing job and rat sprites

The sprite configuration combines a green job marker with a regal rat icon. This seems unusual and might be unintentional.

✅ Verification successful

The sprite combination appears intentional and serves as a ghost role marker

The sprite configuration in BKCCCargo.yml is part of a ghost role spawner for a Central Command Cargo Officer position. The combination of a green job marker with a regal rat icon appears to be a deliberate choice to make this special role's spawn point visually distinct in the game world. This is a common practice for ghost role markers to help players locate them easily.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if other ghost role spawners use similar sprite combinations
rg -U "type: Sprite" -A 5 "sprite: Markers/jobs.rsi" | grep -A 5 "sprite: Mobs"

Length of output: 146


Script:

#!/bin/bash
# Let's first check if the file paths are correct by searching for files with similar names
fd -e rsi -e yml jobs
fd -e rsi -e yml rat

Length of output: 7584


Script:

#!/bin/bash
# Let's check for similar sprite configurations in ghost roles and spawners
rg -U "type: Sprite" -A 5 "sprite: Resources/Textures/Markers/jobs.rsi" | grep -A 5 "sprite: Resources/Textures/Mobs"

# Also check the specific file for context
cat "Resources/Prototypes/_Backmen/CentComm/BKCCCargo.yml"

Length of output: 1796


48-52: Review security implications of combined immunities

The entity has multiple layers of protection:

  • MindShield implant
  • Freedom implant
  • AntagImmune flag

This combination makes the role highly resistant to various forms of interference. Please confirm if this level of protection is intentional and balanced for gameplay.

Also applies to: 60-61

✅ Verification successful

Let me search for these components separately to better understand their distribution across the codebase and verify the security implications.


Based on the search results, I can now provide a final response about the security implications:

Security protections are consistent with role and faction

The combination of MindShield implant, Freedom implant, and AntagImmune flag is a standard protection package for CentCom faction members, including:

  • All CentCom officers and personnel
  • Special Forces operatives
  • ERT teams (Theta and Epsilon)

This level of protection is intentional and balanced because:

  1. It matches other high-security CentCom roles in the codebase
  2. These protections are specifically tied to the CentralCommand faction membership
  3. Similar protection combinations exist for other critical roles like command staff and security personnel
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other entities with similar protection combinations
rg -U "type: AutoImplant" -A 5 | grep -B 10 "type: AntagImmune"

Length of output: 65


Script:

#!/bin/bash
# Search for entities with AutoImplant
rg -U "type: AutoImplant" -A 10

# Search for entities with AntagImmune
rg -U "type: AntagImmune" -A 5

# Search for entities with MindShield or Freedom implants
rg -U "MindShieldImplant|FreedomImplant" -A 5

Length of output: 100831


57-58: Verify the CCCargo loadout prototype

The entity references a CCCargo loadout prototype. Let's ensure this prototype is properly defined.

✅ Verification successful

The CCCargo loadout reference is valid

The CCCargo loadout is properly defined in the codebase. It's referenced in multiple places:

  • The starting gear definition in Resources/Prototypes/_Backmen/Loadouts/role_loadout.yml:
- type: startingGear
  id: CCCargo
  equipment:
    id: CCCargoPDA
    ears: ClothingHeadsetCentCom
    pocket1: AppraisalTool
    shoes: ClothingShoesColorBlack
    head: ClothingHeadHatCargosoft

The loadout is also properly integrated with:

  • Job definition (BKCCCargo)
  • Access levels
  • PDA and ID card systems
  • Spawn points
  • Door access configurations
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for CCCargo loadout prototype definition
rg -U "type: loadout" -A 5 "id: CCCargo"

Length of output: 94


Script:

#!/bin/bash
# Search for CCCargo loadout definition with different patterns
rg -l "CCCargo" --type yaml

# If found, examine the content of relevant files
fd -e yml -e yaml . -x cat {} \; | rg -A 10 -B 2 "CCCargo"

Length of output: 16654

Resources/Prototypes/_Backmen/CentComm/BKCCSecure.yml (4)

53-53: Verify loadout prototype existence

The entity references CentComPrivateOfficerGear loadout prototype. Let's ensure this prototype is properly defined.

✅ Verification successful

Loadout prototype is properly defined and referenced

The CentComPrivateOfficerGear loadout prototype is correctly defined in Resources/Prototypes/_Backmen/Roles/Jobs/CentCom/private_officer.yml with a complete set of equipment and storage items, and is properly referenced in the mob entity.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the loadout prototype exists
rg "CentComPrivateOfficerGear" --type yaml

Length of output: 352


Script:

#!/bin/bash
# Check the content of the loadout prototype definition
rg -A 20 "^  id: CentComPrivateOfficerGear" --type yaml

Length of output: 2155


3-4: Verify localization handling

The entity uses Russian text for names and suffixes. Ensure that:

  1. The text encoding is properly handled (currently using UTF-8)
  2. These strings are properly localized if the game supports multiple languages

Also applies to: 34-35

✅ Verification successful

Russian localization appears to be intentionally used throughout the codebase

Based on the search results, the use of Russian text is consistent across multiple files in the _Backmen directory, including entity names, descriptions, and UI elements. This appears to be an intentional design choice for this specific content pack rather than a localization issue, as evidenced by:

  • Consistent Russian naming patterns for CentComm (ЦК) related entities
  • Russian text used systematically in related files (BKCCSecure.yml, BKCCAssistant.yml, etc.)
  • Proper UTF-8 encoding handling throughout the files
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for other localized strings and localization patterns
rg "Охраник|ЦК" --type yaml

Length of output: 18105


17-22: Verify time requirements for role access

The current requirements might be too restrictive:

  • 108000 seconds (30 hours) of Security department time
  • 3600 seconds (1 hour) of Central Command Assistant time
✅ Verification successful

Based on the search results, I can now make a proper assessment of the time requirements in the codebase. Let me generate the final response:

Time requirements are consistent with similar roles

The current requirements for CC Security Officer are aligned with other Central Command roles:

  • Security department time (108000s/30h) matches the requirement for Warden and other CC roles
  • CC Assistant role time (3600s/1h) is actually lower than most CC roles which require 7200s-21600s

Looking at similar roles:

  • private_officer.yml has identical requirements (108000s Security, 3600s CC Assistant)
  • BKCCCargo.yml requires 126000s Cargo and 21600s CC Assistant time
  • BKCCAssistant.yml requires 108000s in various departments
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check other ghost roles' time requirements for comparison
rg -A 5 "DepartmentTimeRequirement|RoleTimeRequirement" --type yaml | grep -v "BKCCSecure.yml"

Length of output: 87163


47-48: Verify FTL action implementation

The SpecForce component references ActionCentcomFtlAction. This appears to be a special ability for CC officers.

✅ Verification successful

FTL action implementation verified

The ActionCentcomFtlAction is properly implemented as a special navigation ability for CentComm officers. The action:

  • Is defined as an instant action with a 180-second cooldown
  • Requires the user to be piloting a vessel
  • Allows FTL jump to CentComm station when used
  • Has proper localization strings
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check the FTL action implementation
ast-grep --pattern 'class ActionCentcomFtlAction'

Length of output: 100114


Script:

#!/bin/bash
# Search for ActionCentcomFtlAction in all files
rg "ActionCentcomFtlAction" -l

# Search for any FTL action implementations
rg "FtlAction" -l

Length of output: 2213


Script:

#!/bin/bash
# Check the FTL action implementation in the source code
cat Content.Shared/Backmen/Abilities/CentcomFTLAction.cs

# Check the action definition in prototypes
cat Resources/Prototypes/_Backmen/Actions/centcom.yml

Length of output: 519


Script:

#!/bin/bash
# Check the server-side implementation since the shared class is empty
rg -A 10 "CentcomFtlAction" Content.Server/Backmen/Arrivals/CentcommSystem.cs

# Check the localization strings
cat Resources/Locale/ru-RU/backmen/actions/centcom.ftl

Length of output: 1486

Comment on lines +20 to +28
- !type:DepartmentTimeRequirement
department: Cargo
time: 126000
- !type:RoleTimeRequirement
role: JobCentralCommandAssistant
time: 21600
- !type:DepartmentTimeRequirement
department: CentCom
time: 43200
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💡 Codebase verification

Based on the search results, I can now provide a comprehensive analysis of the time requirements across the codebase. Let me generate the final response:

Time requirements for CentComm Cargo role are significantly higher than other similar roles

The current time requirements for CentComm Cargo (35h Cargo, 6h CC Assistant, 12h CentCom) are disproportionate compared to other CentComm roles:

  • CentComm Operator: 2h CC Assistant, 4h CentCom, 1.7h Silicons
  • CentComm Security: 30h Security, 1h CC Assistant
  • Other department roles typically require 5-20 hours

Recommend adjusting the time requirements to be more in line with other CentComm roles:

  • Reduce Cargo requirement from 126000 (35h) to ~72000 (20h)
  • Reduce CC Assistant from 21600 (6h) to ~7200 (2h)
  • Reduce CentCom from 43200 (12h) to ~14400 (4h)
🔗 Analysis chain

Verify the time requirements for role eligibility

The current time requirements seem exceptionally high:

  • Cargo department: 35 hours
  • CC Assistant role: 6 hours
  • CentCom department: 12 hours

These high requirements might severely limit the pool of eligible players.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for similar ghost role time requirements across the codebase
rg -U "DepartmentTimeRequirement|RoleTimeRequirement" -A 2 | grep -E "time:|department:|role:"

Length of output: 34960

@Rxup
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Rxup commented Nov 22, 2024

@coderabbitai review

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coderabbitai bot commented Nov 22, 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.

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