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Halloween #113

Merged
merged 3 commits into from
Oct 31, 2024
Merged

Halloween #113

merged 3 commits into from
Oct 31, 2024

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Gersoon458
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Описание PR

ХЕЛОУИН ЕПТИТЬ!!! Добавлены сладости, подарки, костюмы, карты обновлены под стиль.


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Изменения

🆑 Gersoon

  • add: 5 types of Halloween gifts, namely: basic, sweet, sweet themed, clothes, themed clothes!/5 видов хеллоуинских подарков, а именно: основной, сладкий, сладкий тематический, одежда, одежда тематичская!
  • add: New autumn grass and trees tiles!/Новые осенние тайлы травы и деревья!
  • add: You can 100% find Halloween gifts in tech's closets!/В шкафах техов 100% можно встретить хеллоунские подарки!
  • add: New Halloween theme! (Settings -> HUD Theme: -> ui-options-hud-theme-halloween (If I didn’t manage to take away the ability to change themes during the week or didn’t add translations))/Новая хеллоуинская тема худа! (Настройки -> Тема HUD: -> ui-options-hud-theme-halloween (Если я не успел забрать возможность менять темы на протяжении недели или не добавил переводы))
  • add: Each roundstart role has a candy bucket! (Kutos)/У каждой роли раундстартом есть ведерко для конфет! (Kutos)
  • add: New costumes! (Purka)/Новые костюмы! (Purka)
  • add: New sweets! (Purka, Kilath, Canceredpussy (Cyber ​​cutlet))/Новые сладости! (Purka, Kilath, Canceredpussy (Кибер котлетка))
  • tweak: The cards are now SPOOOOOOOKY!/Карты теперь ЖУУУУТКИЕ!

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coderabbitai bot commented Oct 30, 2024

Walkthrough

The pull request introduces numerous modifications across various YAML and JSON files, primarily adding new entities and updating existing ones. Key changes include the addition of Halloween-themed items, such as PresentHalloweenRandom, and various autumn-themed flora entities. Several job definitions have been updated to include new starting gear items, particularly CandyBucket and PresentHalloweenRandom, across multiple roles. The changes also include new tile definitions for astro grass and other environment textures, enhancing the variety of available assets.

Changes

File Path Change Summary
Resources/Prototypes/Catalog/Fills/Lockers/misc.yml New entity PresentHalloweenRandom added; updates to several closet entities with specified probabilities for items.
Resources/Prototypes/Entities/Objects/Decoration/flora.yml Added six autumn-themed tree entities under BaseTree and BaseTreeLarge.
Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml Updated whitelist to include Food in candy bucket; added FoodSnack tag.
Resources/Prototypes/Roles/Jobs/Cargo/cargo_technician.yml Updated startingGear to include CandyBucket and PresentHalloweenRandom.
Resources/Prototypes/Roles/Jobs/Cargo/quartermaster.yml Updated job requirements and added CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml Updated department requirement and added CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/assistant.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/botanist.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/chaplain.yml Updated job requirements and added CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/chef.yml Added ProfessionalChef component and CandyBucket, PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/clown.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/janitor.yml Added inhand with CandyBucket and PresentHalloweenRandom to JanitorMaidGear.
Resources/Prototypes/Roles/Jobs/Civilian/lawyer.yml Updated supervisors and added CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/librarian.yml Removed d10Dice from pocket1 and added CandyBucket and PresentHalloweenRandom to inhand.
Resources/Prototypes/Roles/Jobs/Civilian/mime.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear, defined new action Create Invisible Wall.
Resources/Prototypes/Roles/Jobs/Civilian/musician.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Civilian/service_worker.yml Updated inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Command/captain.yml Updated department requirements and added CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Command/centcom_official.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Command/head_of_personnel.yml Updated weight, requirements, access, and added CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Engineering/chief_engineer.yml Removed commented-out requirements and added CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Engineering/senior_engineer.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml Updated pocket designation and added inhand with CandyBucket and PresentHalloweenRandom.
Resources/Prototypes/Roles/Jobs/Medical/chemist.yml Added CPRTraining and CandyBucket, PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Medical/chief_medical_officer.yml Updated access and added CandyBucket, PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml Added Paramedic to access and CandyBucket, PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml Updated pocket designation and added inhand with CandyBucket and PresentHalloweenRandom.
Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml Updated access and added CandyBucket, PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Medical/senior_physician.yml Added CandyBucket, PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml Updated pocket designation and added inhand with CandyBucket and PresentHalloweenRandom.
Resources/Prototypes/Roles/Jobs/Science/research_director.yml Updated department and added inhand with CandyBucket and PresentHalloweenRandom.
Resources/Prototypes/Roles/Jobs/Science/roboticist.yml Added inhand with CandyBucket and PresentHalloweenRandom to startingGear.
Resources/Prototypes/Roles/Jobs/Science/scientist.yml Updated department and added inhand with CandyBucket and PresentHalloweenRandom.
Resources/Prototypes/Roles/Jobs/Science/senior_researcher.yml Updated department and added inhand with CandyBucket and PresentHalloweenRandom.
Resources/Prototypes/Roles/Jobs/Security/detective.yml Removed Brig access and added CandyBucket, PresentHalloweenRandom to inhand.
Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml Updated access and added CandyBucket, PresentHalloweenRandom to inhand.
Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml Removed DepartmentTimeRequirement, updated access, and added CandyBucket, PresentHalloweenRandom to inhand.
Resources/Prototypes/Roles/Jobs/Security/security_officer.yml Removed Brig access, updated outer clothing, and added CandyBucket, PresentHalloweenRandom to inhand.
Resources/Prototypes/Roles/Jobs/Security/senior_officer.yml Removed Brig access, updated outer clothing, and added CandyBucket, PresentHalloweenRandom to inhand.
Resources/Prototypes/Roles/Jobs/Security/warden.yml Removed Brig access and added CandyBucket, PresentHalloweenRandom to inhand.
Resources/Prototypes/Roles/Jobs/Wildcards/boxer.yml Added access and pocket2: CandyBucket to starting gear.
Resources/Prototypes/Roles/Jobs/Wildcards/psychologist.yml Added access and pocket2: CandyBucket to starting gear.
Resources/Prototypes/Roles/Jobs/Wildcards/reporter.yml Added access and pocket2: CandyBucket to starting gear.
Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml Added access and pocket2: CandyBucket to starting gear.
Resources/Prototypes/Tiles/floors.yml Added multiple new astro grass tile definitions.
Resources/Prototypes/Tiles/planet.yml Added new autumn-themed grass tiles.
Resources/Prototypes/_White/Entities/Clothing/Head/misc.yml Added new entity for toy demon horns.
Resources/Prototypes/_White/Entities/Clothing/Masks/masks.yml Added new entity for toy vampire fangs.
Resources/Prototypes/_White/Entities/Clothing/Neck/cloaks.yml Added new entity for vampire cloak.
Resources/Prototypes/_White/Entities/Clothing/Uniforms/jumpsuits.yml Added new entity for skeleton costume.
Resources/Prototypes/_White/Entities/Objects/Consumable/Food/candy.yml Introduced multiple new candy entities with unique attributes.
Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml Added multiple new Halloween-themed present entities.
Resources/Prototypes/_White/hud.yml Added new HUD theme for Halloween.
Resources/Prototypes/_White/themes.yml Added new UI theme configuration for Halloween.
Resources/Textures/_White/Clothing/Head/Misc/toy_demon.rsi/meta.json New metadata JSON file for toy demon horns.
Resources/Textures/_White/Clothing/Mask/toy_vampire_fangs.rsi/meta.json New metadata JSON file for toy vampire fangs.
Resources/Textures/_White/Clothing/Neck/Cloaks/vampire.rsi/meta.json New metadata JSON file for vampire cloak.
Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi/meta.json New metadata JSON file for skeleton costume.
Resources/Textures/_White/Objects/Consumable/Food/candy.rsi/meta.json New metadata JSON file for candy.
Resources/Textures/_White/Objects/Decoration/Flora/autumn_trees.rsi/meta.json New metadata JSON file for autumn trees.
Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/meta.json New metadata JSON file for large autumn trees.
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/meta.json New metadata JSON file for Halloween presents.
Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi/meta.json New metadata JSON file for Halloween soul presents.
Resources/Textures/_White/Tiles/Planet/AutumnGrass/attributions.yml New attribution file for autumn grass textures.

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

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github-actions bot commented Oct 30, 2024

RSI Diff Bot; head commit eb6b70f merging into 6093d72
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_White/Clothing/Head/Misc/toy_demon.rsi

State Old New Status
equipped-HELMET Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_White/Clothing/Mask/toy_vampire_fangs.rsi

State Old New Status
equipped-MASK Added
icon Added

Resources/Textures/_White/Clothing/Neck/Cloaks/vampire.rsi

State Old New Status
equipped-NECK Added
icon Added

Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi

State Old New Status
equipped-INNERCLOTHING Added
icon Added

Resources/Textures/_White/Objects/Consumable/Food/candy.rsi

State Old New Status
bean_brown Added
bean_green Added
bean_pink Added
bean_red Added
bean_white Added
cotton_candy Added
eye Added
eye_open Added
eye_trash Added
ghost Added
gumbear Added
gumbear_greyscale Added
gummybear Added
gummybear_greyscale Added
lollipop_green Added
lollipop_orange Added
lollipop_pink Added
lollipop_rainbow Added
pumpkin Added
scull Added
scull_chocolate Added
valerabear Added

Resources/Textures/_White/Objects/Decoration/Flora/autumn_trees.rsi

State Old New Status
icon Added
orange01 Added
orange02 Added
orange03 Added
orange04 Added
orange05 Added
orange06 Added

Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi

State Old New Status
orangelarge01 Added
orangelarge02 Added
orangelarge03 Added
orangelarge04 Added
orangelarge05 Added
orangelarge06 Added

Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi

State Old New Status
base Added
base_glow Added
base_unwrapped Added
cloth Added
cloth_glow Added
cloth_unwrapped Added
sweet Added
sweet_glow Added
sweet_unwrapped Added

Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi

State Old New Status
base Added
base_glow Added
nothing Added

Edit: diff updated after eb6b70f

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Actionable comments posted: 23

🧹 Outside diff range and nitpick comments (25)
Resources/Prototypes/_White/hud.yml (1)

11-11: Consider using larger intervals between order values.

Instead of sequential numbers (7, 8), consider using larger intervals (e.g., 10, 20, 30) to make it easier to insert new themes between existing ones in the future without having to reorder everything.

-  order: 8
+  order: 20
Resources/Prototypes/_White/Entities/Clothing/Masks/masks.yml (1)

5-5: Minor grammar improvement needed in description

The description could be more polished. Consider rewording to improve clarity:

- description: Plastic toy vampire fangs made especially for the spooky day and maybe not only for this day. They smell of blood...
+ description: Plastic toy vampire fangs made especially for Halloween, though they might see use on other occasions too. They smell of blood...
Resources/Prototypes/Roles/Jobs/Civilian/botanist.yml (1)

27-29: Consider implementing a seasonal content system.

Instead of directly modifying job files, consider implementing a seasonal content system that can:

  1. Override or extend job definitions during events
  2. Enable/disable seasonal items through configuration
  3. Manage seasonal content through a centralized system

This would make it easier to:

  • Toggle Halloween content
  • Maintain seasonal changes
  • Implement future seasonal events

Example approach:

# seasonal_overrides.yml
- type: seasonalOverride
  id: Halloween
  active: true
  jobOverrides:
    Botanist:
      addStartingGear:
        inhand:
          - CandyBucket
          - PresentHalloweenRandom
Resources/Prototypes/_White/Entities/Clothing/Uniforms/jumpsuits.yml (1)

16-16: Consider refining the description text.

The description's last sentence could be more concise and natural.

-  description: A suit made of fabric with an anatomically correct humanoid skeleton pattern. Made especially for a spooky day and maybe not only for this day.
+  description: A suit made of fabric with an anatomically correct humanoid skeleton pattern. Perfect for Halloween and other spooky occasions.
Resources/Prototypes/Roles/Jobs/Science/scientist.yml (1)

Line range hint 1-13: Consider updating the file path to match the new department name.

The file is located in the Science directory, but the department has been changed to Epistemics. This inconsistency might cause confusion for future maintenance.

Consider moving this file to Resources/Prototypes/Roles/Jobs/Epistemics/scientist.yml to maintain consistency with the new department structure.

Resources/Prototypes/Roles/Jobs/Medical/chemist.yml (1)

31-33: Consider documenting the Halloween items' availability period.

Since these are seasonal items, it might be helpful to add a comment indicating whether these items are meant to be available only during the Halloween period or permanently.

Add a comment like:

  inhand:
+   # Halloween items - Available during Halloween event
    - CandyBucket
    - PresentHalloweenRandom
Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml (1)

Line range hint 1-32: Consider updating file location to match department change.

The file is located in the Cargo directory, but the department has been changed to Logistics. Consider moving this file to a Logistics directory to maintain consistency with the new department structure.

Resources/Prototypes/Roles/Jobs/Science/senior_researcher.yml (1)

28-30: Consider game balance with widespread item distribution

Since these Halloween items are being added to multiple roles' starting gear, consider:

  1. The impact on game economy if every role starts with these items
  2. Whether the items should have different probabilities or variations for different roles

Consider implementing a role-based variation system for Halloween items to maintain game balance and create role-specific experiences.

Resources/Prototypes/Roles/Jobs/Civilian/lawyer.yml (2)

28-28: Consider addressing the TODO comment.

There's a pending TODO to implement jumpsuit randomization among 4 variants. While unrelated to the Halloween changes, would you like assistance in implementing this feature or creating a tracking issue?


Changing job-supervisors-cj to chief justice would break localization

The localization key job-supervisors-cj is properly defined in the locale files (both English and Russian) and is consistently used across multiple justice department roles. Changing it to direct text would:

  • Break translations for non-English languages
  • Create inconsistency with other justice roles (prosecutor.yml and clerk.yml) that use the same key
  • Deviate from the codebase's standard practice of using localization keys for supervisors
🔗 Analysis chain

Line range hint 17-17: Verify the supervisor text change.

The change from job-supervisors-cj to chief justice appears unrelated to the Halloween theme. If job-supervisors-cj was a localization key, this change might break translations.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other occurrences of the localization key
rg "job-supervisors-cj" --type yaml

Length of output: 356


Script:

#!/bin/bash
# Check if job-supervisors-cj is defined in localization files
rg "job-supervisors-cj" --type json

# Check for any other supervisor patterns in lawyer role files
rg "supervisors?:" --type yaml Resources/Prototypes/Roles/Jobs/Civilian/lawyer.yml -A 1

# Look for other justice department roles to understand the pattern
fd ".*\.yml$" Resources/Prototypes/ -X rg "department.*[Jj]ustice" --type yaml -A 2

Length of output: 986


Script:

#!/bin/bash
# Check Resources/Locale directory for justice department related strings
fd . Resources/Locale/ -e ftl -X rg "supervisors-cj|department-justice"

# Check if there are any other roles using direct text for supervisors
rg "supervisors:.*[^-][a-z]" --type yaml

Length of output: 6479

Resources/Prototypes/Roles/Jobs/Civilian/janitor.yml (1)

43-45: Consider gameplay balance with duplicate item sources.

The PR objectives mention Halloween gifts being available in tech's closets with 100% probability, while these changes also provide them as starting gear. This dual availability might lead to an abundance of Halloween items in the game.

Consider one of these approaches:

  1. Remove from starting gear if items should be discovered through exploration
  2. Reduce closet spawn rates if items should primarily come from starting gear
  3. Document the intentional abundance if it's desired for the Halloween event
Resources/Textures/_White/Objects/Consumable/Food/candy.rsi/meta.json (1)

1-4: Consider using a more appropriate username in the copyright notice.

The username "Canceredpussy" in the copyright notice might be inappropriate for a professional context. Consider using their real name or a more suitable alias.

Resources/Prototypes/Roles/Jobs/Civilian/clown.yml (1)

Line range hint 8-10: Consider revising the comment to be more technical

The current comment includes personal preferences and attribution. Consider replacing it with a technical explanation of why the feature is disabled, such as:

-# DeltaV - Commenting out the clown snore sound because I am not fond of it (it makes me itchy and feral). By "I", I mean Leonardo_DaBepis.
+# DeltaV - Clown snore sound temporarily disabled pending review of sound effects implementation
Resources/Prototypes/Roles/Jobs/Civilian/chaplain.yml (1)

45-47: LGTM! Consider seasonal configuration management.

The addition of Halloween items to the Chaplain's starting gear aligns well with the PR objectives and matches similar changes across other roles. However, since these are seasonal items, consider implementing a configuration system to enable/disable them based on the time of year or server settings.

Resources/Prototypes/Roles/Jobs/Engineering/chief_engineer.yml (1)

Line range hint 1-48: Consider removing commented-out requirements.

The configuration contains commented-out time requirements with DeltaV-specific notes. To improve maintainability and reduce confusion, consider either:

  1. Removing the commented requirements entirely if they're no longer needed
  2. Moving them to documentation if they represent important configuration alternatives
Resources/Prototypes/Roles/Jobs/Command/captain.yml (1)

Department name inconsistencies found in role definitions

The department renaming is not consistently applied across all files. Found issues:

  • research_assistant.yml still uses the old "Science" department name
  • Several files in the Science directory are using "Epistemics" but are still located in a "Science" directory structure
  • Files in the Cargo directory are using "Logistics" but are still in a "Cargo" directory structure

This inconsistency could lead to confusion and potential issues. The department renaming should be applied:

  1. Consistently across all role definition files
  2. To the directory structure to match the new department names
🔗 Analysis chain

Line range hint 8-21: Verify department name changes across the codebase.

The department renames from "Cargo" to "Logistics" and "Science" to "Epistemics" should be consistently applied across all files to prevent any mismatches.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify department name consistency across all YAML files

# Test 1: Check for any remaining references to old department names
echo "Checking for old department names..."
rg -l "department: (Cargo|Science)" "Resources/Prototypes/Roles"

# Test 2: Verify new department names are used consistently
echo "Verifying new department names..."
rg -l "department: (Logistics|Epistemics)" "Resources/Prototypes/Roles"

Length of output: 395


Script:

#!/bin/bash
# Let's try a different approach with simpler regex patterns

echo "Checking for old department names (Cargo)..."
rg -l "department: Cargo" "Resources/Prototypes/Roles"

echo "Checking for old department names (Science)..."
rg -l "department: Science" "Resources/Prototypes/Roles"

echo "Checking for new department names (Logistics)..."
rg -l "department: Logistics" "Resources/Prototypes/Roles"

echo "Checking for new department names (Epistemics)..."
rg -l "department: Epistemics" "Resources/Prototypes/Roles"

Length of output: 1274

Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/meta.json (1)

1-8: LGTM! Consider enhancing the copyright notice.

The metadata section is well-structured with proper licensing and attribution.

Consider adding the modification date to the copyright notice for better tracking:

-    "copyright": "Taken from tgstation at commit https://github.com/tgstation/tgstation/commit/d388dee8b7b6d854f6f0d844988552acf5962b1f and edited by Gersoon",
+    "copyright": "Taken from tgstation at commit https://github.com/tgstation/tgstation/commit/d388dee8b7b6d854f6f0d844988552acf5962b1f and modified for Halloween 2024 by Gersoon",
Resources/Prototypes/Tiles/planet.yml (1)

81-112: Consider standardizing texture path location.

The texture paths use a _White prefix directory which seems non-standard compared to other tile textures in the codebase. Consider moving these textures to the standard /Textures/Tiles/Planet/ directory structure for consistency.

Resources/Prototypes/Catalog/Fills/Lockers/misc.yml (3)

112-113: Consider adjusting the spawn probability and improving the comment style.

The current probability of 1 means every maintenance closet will contain a Halloween present, which might flood the game with Halloween items. Consider:

  1. Reducing the probability to maintain game balance (e.g., 0.3-0.5).
  2. Using YAML comment style: # Temporary Halloween edition - WWDP edit instead of mixing comment styles.
-        - id: PresentHalloweenRandom #Temporary edition for halloween time. WWDP edit
-          prob: 1
+        - id: PresentHalloweenRandom # Temporary Halloween edition - WWDP edit
+          prob: 0.4

Line range hint 179-199: Remove commented-out syndicate items.

Instead of keeping commented-out items, consider:

  1. Removing them entirely if they're not meant to be used.
  2. If they need to be preserved for reference, document them in a separate configuration file or documentation.
        - id: ClothingBackpackDuffelSyndicatePyjamaBundle
          prob: 0.005
          orGroup: syndiemaintloot
-        #- id: ClothingBeltMilitaryWebbing
-        #  prob: 0.005
-        #  orGroup: syndiemaintloot
-        #- id: ClothingShoesBootsCombatFilled
-        #  prob: 0.005
-        #  orGroup: syndiemaintloot
-        #- id: ToolboxSyndicateFilled
-        #  prob: 0.005
-        #  orGroup: syndiemaintloot
-        #- id: BalloonSyn
-        #  prob: 0.005
-        #  orGroup: syndiemaintloot
-        #- id: WeaponSniperMosin
-        #  prob: 0.0010
-        #  orGroup: syndiemaintloot

Confirmed inconsistency in syndicate loot distribution between maintenance closets

The verification reveals that:

  • Regular maintenance closet (ClosetMaintenanceFilledRandom) has most syndicate items commented out, with only basic items enabled (uniforms, duffel bag, and night vision goggles)
  • Wall maintenance closet (ClosetWallMaintenanceFilledRandom) has all syndicate items enabled, including powerful items like:
    • CyberPen
    • ToolboxSyndicateFilled
    • WeaponSniperMosin
    • ClothingShoesBootsCombatFilled
    • Various other combat equipment

This creates a significant gameplay imbalance where wall-mounted maintenance closets provide access to much more powerful syndicate equipment compared to regular maintenance closets.

🔗 Analysis chain

Line range hint 271-290: Verify syndicate item consistency between maintenance closets.

There's an inconsistency in syndicate item availability:

  • ClosetMaintenanceFilledRandom has these items commented out
  • ClosetWallMaintenanceFilledRandom has them enabled

This could lead to unintended gameplay implications where wall-mounted maintenance closets provide better loot than regular ones.


Let me search for more specific information about the syndicate items in maintenance closets.


Let me search specifically for wall maintenance closet definitions to compare them.


Let me do one final search to see the complete content of both closet types, focusing on the syndicate items section.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for other maintenance closet definitions that might need alignment
# Look for maintenance closet definitions and their syndicate item configurations
rg -A 5 "ClosetMaintenance.*Filled" Resources/Prototypes/

Length of output: 1087


Script:

#!/bin/bash
# Search for all maintenance closet definitions and their contents
rg -B 5 -A 20 "ClosetMaintenance.*Filled.*Random" Resources/Prototypes/Catalog/Fills/

Length of output: 2101


Script:

#!/bin/bash
# Search for wall maintenance closet definitions and their contents
rg -B 5 -A 20 "ClosetWallMaintenance.*Filled.*Random" Resources/Prototypes/Catalog/Fills/

Length of output: 2001


Script:

#!/bin/bash
# Get more context around both closet definitions, specifically looking for syndicate items
rg -B 20 -A 20 "orGroup: syndiemaintloot" Resources/Prototypes/Catalog/Fills/Lockers/misc.yml

Length of output: 4220

Resources/Prototypes/_White/Entities/Objects/Consumable/Food/candy.yml (2)

73-73: Fix typo in description

The word "unexpeccted" contains a typo.

-  description: A regular pumpkin candy. Tastes like pumpkin, nothing unexpeccted.
+  description: A regular pumpkin candy. Tastes like pumpkin, nothing unexpected.

136-136: Fix spacing in descriptions

Missing spaces after periods in descriptions.

-  description: A regular lollipop.Tastes like an apple.
+  description: A regular lollipop. Tastes like an apple.
-  description: A regular lollipop.Tastes like an orange.
+  description: A regular lollipop. Tastes like an orange.

Also applies to: 157-157

Resources/Prototypes/Entities/Objects/Decoration/flora.yml (1)

686-739: LGTM! Consider adding thematic descriptions

The autumn tree entities are well-implemented. Consider adding descriptions to better convey the autumn theme, similar to how other special trees like "dark wood" and "glowing tree" have unique descriptions.

Example enhancement:

 - type: entity
   parent: BaseTree
   id: FloraTreeAutumnOrange01
   name: tree
+  description: A beautiful tree with leaves painted in warm autumn colors.
   components:
   - type: Sprite
     sprite: _White/Objects/Decoration/Flora/autumn_trees.rsi
     state: orange01
Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml (1)

1-855: Consider structural improvements for maintainability.

Two suggestions to improve the architecture:

  1. Consider moving common items to shared pools that can be referenced by multiple presents. This would reduce duplication and make maintenance easier.
  2. Consider externalizing probability values to a separate configuration file for easier balancing.

Example structure:

# pools.yml
pools:
  halloween_common:
    - id: PresentHalloweenSoul
      prob: 0.5
    - id: PresentHalloweenNothing

# probabilities.yml
probabilities:
  halloween:
    soul: 0.5
    special_costume: 0.33
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 6093d72 and eb6b70f.

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📒 Files selected for processing (67)
  • Resources/Prototypes/Catalog/Fills/Lockers/misc.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Decoration/flora.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Cargo/cargo_technician.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Cargo/quartermaster.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/assistant.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/botanist.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/chaplain.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/chef.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/clown.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/janitor.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/lawyer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/librarian.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/mime.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/musician.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Civilian/service_worker.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Command/captain.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Command/centcom_official.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Command/head_of_personnel.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Engineering/chief_engineer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Engineering/senior_engineer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Medical/chemist.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Medical/chief_medical_officer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Medical/senior_physician.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Science/research_director.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Science/roboticist.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Science/scientist.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Science/senior_researcher.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Security/detective.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Security/security_officer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Security/senior_officer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Security/warden.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Wildcards/boxer.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Wildcards/psychologist.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Wildcards/reporter.yml (1 hunks)
  • Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml (1 hunks)
  • Resources/Prototypes/Tiles/floors.yml (1 hunks)
  • Resources/Prototypes/Tiles/planet.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Clothing/Head/misc.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Clothing/Masks/masks.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Clothing/Neck/cloaks.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Clothing/Uniforms/jumpsuits.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Consumable/Food/candy.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml (1 hunks)
  • Resources/Prototypes/_White/hud.yml (1 hunks)
  • Resources/Prototypes/_White/themes.yml (1 hunks)
  • Resources/Textures/_White/Clothing/Head/Misc/toy_demon.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Clothing/Mask/toy_vampire_fangs.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Clothing/Neck/Cloaks/vampire.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Objects/Consumable/Food/candy.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Objects/Decoration/Flora/autumn_trees.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi/meta.json (1 hunks)
  • Resources/Textures/_White/Tiles/Planet/AutumnGrass/attributions.yml (1 hunks)
✅ Files skipped from review due to trivial changes (8)
  • Resources/Textures/_White/Clothing/Head/Misc/toy_demon.rsi/meta.json
  • Resources/Textures/_White/Clothing/Mask/toy_vampire_fangs.rsi/meta.json
  • Resources/Textures/_White/Clothing/Neck/Cloaks/vampire.rsi/meta.json
  • Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi/meta.json
  • Resources/Textures/_White/Objects/Decoration/Flora/autumn_trees.rsi/meta.json
  • Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/meta.json
  • Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi/meta.json
  • Resources/Textures/_White/Tiles/Planet/AutumnGrass/attributions.yml
🧰 Additional context used
🪛 yamllint
Resources/Prototypes/Roles/Jobs/Security/detective.yml

[warning] 39-39: wrong indentation: expected 2 but found 4

(indentation)

Resources/Prototypes/_White/Entities/Clothing/Masks/masks.yml

[error] 13-13: no new line character at the end of file

(new-line-at-end-of-file)

🔇 Additional comments (95)
Resources/Prototypes/_White/Entities/Clothing/Head/misc.yml (2)

1-4: LGTM! Entity structure follows conventions.

The entity definition follows the standard structure and naming conventions.


5-5: Verify content rating compliance.

The description references "hell" which might need review depending on the game's content rating guidelines.

✅ Verification successful

Reference to "hell" is acceptable in this fantasy/Halloween context

The word "hell" is appropriate in this context because:

  1. The item is a Halloween-themed cosmetic (toy demon horns) in a game that explicitly includes fantasy/supernatural elements
  2. The codebase contains numerous similar Halloween and supernatural references, including:
    • Other items with "demon", "devil", and "spooky" themes
    • Halloween-themed presents and costumes
    • Fantasy/supernatural drinks like "Demon's Blood" and "Devil's Kiss"
  3. The server rules do not restrict fantasy/supernatural references, only focusing on prohibiting hate speech, slurs, and adult content

The description maintains a playful, fantasy tone consistent with the game's other Halloween and supernatural-themed content.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for content rating guidelines or similar references
rg -i "content.?rating|age.?rating|language.?guidelines" 

Length of output: 58


Script:

#!/bin/bash
# Let's search for any guidelines, rules, or policy files that might contain content rating information
fd -e md -e txt -e yaml -e yml -i "guide|rules|policy|rating|content"

# Also search for other occurrences of "hell" to understand its usage context in the codebase
rg -i "hell" --type yaml --type md

Length of output: 37354


Script:

#!/bin/bash
# Let's check the rules files content to see if there are any content/language guidelines
cat Resources/ServerInfo/Rules.txt Resources/ServerInfo/RP_Rules.txt Resources/ServerInfo/RulesLRP.txt

# Also let's check if there are any other fantasy/supernatural references in item descriptions
rg -i "demon|devil|supernatural|fantasy|spooky|halloween" --type yaml

Length of output: 62490

Resources/Prototypes/_White/Entities/Clothing/Masks/masks.yml (1)

1-13: Implementation looks good!

The entity definition is well-structured with appropriate components and tags. The mask is properly configured as a wearable item with correct sprite references and IPC compatibility.

🧰 Tools
🪛 yamllint

[error] 13-13: no new line character at the end of file

(new-line-at-end-of-file)

Resources/Prototypes/Roles/Jobs/Civilian/assistant.yml (2)

20-22: Verify the existence of new starting gear items.

The addition of Halloween items aligns with the PR objectives. However, we should verify that these items are properly defined in the game's prototype system.

✅ Verification successful

Both items are properly defined and safe to use

The verification shows that:

  • CandyBucket is properly defined in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml with appropriate components for storage and visuals
  • PresentHalloweenRandom is well-defined in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml with proper item spawning behavior
  • The items appear to be part of a larger Halloween-themed update, with the present containing thematic rewards (candies, costumes)
  • The implementation includes proper cleanup (wrapping paper despawn) and visual effects
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the new items are defined in the prototypes
# Expected: Find definitions for CandyBucket and PresentHalloweenRandom

echo "Checking for CandyBucket definition..."
rg -l "id:\s*CandyBucket" "Resources/Prototypes"

echo "Checking for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" "Resources/Prototypes"

Length of output: 601


Script:

#!/bin/bash
# Let's verify the actual content of these prototype files to ensure they're properly defined

echo "=== Checking CandyBucket definition ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== Checking PresentHalloweenRandom definition ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

# Let's also check if other job roles have similar Halloween items
echo -e "\n=== Checking other job roles for Halloween items ==="
rg -l "CandyBucket|PresentHalloweenRandom" "Resources/Prototypes/Roles/Jobs/"

Length of output: 30589


20-22: Consider game balance implications of starting items.

While the Halloween theme is great, providing both a candy bucket and a random present to every player at start might affect early-game balance. Consider:

  1. Are these items temporary for the Halloween event?
  2. What's the value/rarity of items in PresentHalloweenRandom?
  3. Should there be a configuration toggle for seasonal items?
Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml (1)

Line range hint 11-14: LGTM: Access level addition is properly documented.

The addition of Zookeeper-specific access is well-commented with the "DeltaV" note, maintaining code clarity.

Resources/Prototypes/Roles/Jobs/Wildcards/reporter.yml (1)

Line range hint 11-14: LGTM! Access changes are appropriate for the Reporter role.

The addition of Theatre and Reporter access rights aligns well with the role's responsibilities and maintains existing permissions.

Resources/Prototypes/_White/themes.yml (1)

18-18: Verify Halloween textures directory exists.

The theme references textures at /Textures/_White/Interface/Halloween/. Let's ensure this path exists and contains the necessary assets.

✅ Verification successful

The previous result confirmed the directory exists, but we should verify it contains the required texture files. This will help ensure the theme has all necessary assets.


Halloween theme assets are properly set up

The Halloween theme directory contains all necessary UI assets including:

  • Core interface elements (slot backgrounds, highlights, status indicators)
  • Complete set of inventory slot icons (head, hands, suit, etc.)
  • Full storage interface components (pieces for corners, borders, tiles)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if Halloween textures directory exists and list its contents
fd -t d "Halloween" Resources/Textures/_White/Interface/

Length of output: 103


Script:

#!/bin/bash
# Let's verify if the Halloween directory contains the necessary texture files
fd . Resources/Textures/_White/Interface/Halloween/ -t f

Length of output: 3363

Resources/Prototypes/Roles/Jobs/Civilian/botanist.yml (2)

27-29: Verify YAML indentation level.

The inhand field appears to be at the correct indentation level, aligned with other gear fields like equipment. However, let's verify the structure across other job files to ensure consistency.

✅ Verification successful

YAML structure and Halloween items implementation are correct

The verification shows that:

  1. The inhand field is correctly indented under the BotanistGear starting gear, at the same level as other gear fields like equipment
  2. The Halloween items (CandyBucket and PresentHalloweenRandom) are consistently implemented across multiple job roles, either in the inhand section or occasionally in pocket2
  3. The YAML structure follows the established pattern used throughout the codebase
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check indentation consistency of 'inhand' field across job files
# Expected: All 'inhand' fields should be at the same indentation level as 'equipment'

# Search for job files with 'inhand' field and show context
rg -U "equipment:.*\n.*inhand:" "Resources/Prototypes/Roles/Jobs/"

Length of output: 66


Script:

#!/bin/bash
# Let's try a different approach to verify YAML structure
# First, let's check the overall structure of the botanist.yml file
cat "Resources/Prototypes/Roles/Jobs/Civilian/botanist.yml"

# Then, let's look for other job files with similar Halloween items
rg "CandyBucket|PresentHalloweenRandom" "Resources/Prototypes/Roles/Jobs/"

Length of output: 7834


28-29: Consider gameplay balance implications.

Adding both CandyBucket and PresentHalloweenRandom to starting gear means players will have immediate access to these items. While this aligns with the Halloween theme, consider:

  1. Whether this affects game balance, especially if presents contain valuable items
  2. If these items should persist beyond the Halloween event
  3. The impact on storage space, given that botanists already start with multiple items

Let's check the item definitions to understand their properties:

✅ Verification successful

Halloween items are part of a server-wide event and are balanced accordingly

The review concern can be resolved based on the following findings:

  • The CandyBucket is a standard storage container limited to small items, specifically food/snacks, with built-in anti-spam measures (0.5s use delay)
  • The PresentHalloweenRandom is being given to all job roles as part of a Halloween event, not just botanists
  • The presents contain thematic items (candies, costumes) with controlled spawn probabilities and no gameplay-breaking items
  • Many items are cosmetic (costumes, hats) or consumable (candies, snacks) with no significant gameplay impact
  • The items appear to be part of a temporary Halloween event, as indicated by the comment "Temporary edition for halloween time"

The additions are consistent with server-wide holiday theming and do not create role-specific balance issues.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check properties of Halloween items
# Expected: Find item definitions to understand their impact

# Search for Halloween item definitions
rg -A 10 "CandyBucket:|PresentHalloweenRandom:" "Resources/Prototypes/"

Length of output: 71


Script:

#!/bin/bash
# Let's try a broader search for these items, they might be defined with different casing or in different formats
rg -i "candybucket|halloweenpresent|halloween.*random" "Resources/Prototypes/"

# Also search for any Halloween-related prototypes to understand the context
rg -i "halloween" "Resources/Prototypes/"

Length of output: 19064


Script:

#!/bin/bash
# Let's check the contents of these Halloween items to understand their properties
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

# Also check the present contents
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27639

Resources/Prototypes/Roles/Jobs/Command/centcom_official.yml (1)

30-32: Verify appropriateness of Halloween items for CentCom Official role.

While adding Halloween items aligns with the PR objectives, please consider:

  1. The impact on the role's authority and professional appearance
  2. Whether these items are appropriate for a high-ranking official

Let's check the capabilities and contents of these items:

✅ Verification successful

Halloween items are appropriate for CentCom Official role during the holiday event

Based on the verification results:

  1. The CandyBucket is a festive container limited to small items, snacks, and food
  2. The PresentHalloweenRandom contains thematic items (candy, costumes) appropriate for the Halloween holiday
  3. These items are being added to all roles station-wide as part of the Halloween event (defined in holidays.yml)
  4. The items are temporary and tied to the Halloween holiday celebration (October 31st)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the properties of the new items
# Expected results: Item definitions showing their capabilities and contents

# Check CandyBucket properties
echo "Checking CandyBucket properties:"
rg -A 10 "CandyBucket:" Resources/Prototypes/

# Check PresentHalloweenRandom properties
echo "Checking PresentHalloweenRandom properties:"
rg -A 10 "PresentHalloweenRandom:" Resources/Prototypes/

Length of output: 274


Script:

#!/bin/bash
# Let's try a broader search for these items without the colon
echo "Searching for CandyBucket definitions:"
rg -i "candybucket" Resources/Prototypes/

echo -e "\nSearching for PresentHalloweenRandom definitions:"
rg -i "presenthalloweenrandom" Resources/Prototypes/

# Let's also check for any Halloween-related items to understand the context
echo -e "\nSearching for Halloween-related items:"
rg -i "halloween" Resources/Prototypes/

Length of output: 19375


Script:

#!/bin/bash
# Let's check the specific definitions of these items
echo "Checking CandyBucket entity definition:"
cat Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml

echo -e "\nChecking Halloween present definition:"
cat Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml

# Also check if this is part of a holiday event
echo -e "\nChecking holiday definition:"
cat Resources/Prototypes/holidays.yml

Length of output: 35979

Resources/Prototypes/Roles/Jobs/Science/roboticist.yml (1)

26-28: LGTM! Changes align with Halloween theme.

The addition of CandyBucket and PresentHalloweenRandom to the Roboticist's starting gear is consistent with the PR objectives of providing Halloween-themed items to all roles.

Let's verify that these items are properly defined in the prototypes:

✅ Verification successful

Let me verify the actual definitions of these items to ensure they are properly configured.


Both items are properly defined and functional

Both CandyBucket and PresentHalloweenRandom are well-defined entities in the codebase:

  • CandyBucket is a functional container that can hold small items, particularly food and snacks
  • PresentHalloweenRandom is a thematic item that spawns Halloween-themed rewards when used
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the new items exist in the prototypes
# Expected: Find entity definitions for CandyBucket and PresentHalloweenRandom

echo "Searching for CandyBucket definition..."
rg -l "id:\s*CandyBucket" Resources/Prototypes/

echo "Searching for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" Resources/Prototypes/

Length of output: 498


Script:

#!/bin/bash
# Check the content of the entity definitions
echo "=== CandyBucket definition ==="
cat Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml

echo -e "\n=== PresentHalloweenRandom definition ==="
cat Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml

Length of output: 27809

Resources/Prototypes/_White/Entities/Clothing/Uniforms/jumpsuits.yml (1)

19-21: Verify the skeleton sprite asset exists.

The entity references _White/Clothing/Uniforms/Jumpsuit/skeleton.rsi. Let's ensure this sprite file is included in the PR.

✅ Verification successful

The previous search might have failed if the case sensitivity was different or if the path structure was different. Let's do a broader search to understand the sprite file organization and then narrow down our search based on the results.


The sprite directory exists but needs to be verified for completeness

The sprite directory Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi/ exists in the correct location, but we should verify it contains the necessary sprite files.


The skeleton sprite asset exists and is properly structured

The sprite directory Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi/ contains all required files:

  • meta.json for RSI configuration
  • icon.png for inventory display
  • equipped-INNERCLOTHING.png for worn appearance
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the skeleton sprite file exists
# Expected: File should exist in the specified path

fd -t f "skeleton.rsi$" Resources/

Length of output: 36


Script:

#!/bin/bash
# Let's try a broader search to understand the structure and location of .rsi files
fd -t f "\.rsi$" Resources/

# Also search for any files containing "skeleton" in their name
fd "skeleton" Resources/

Length of output: 968


Script:

#!/bin/bash
# Check the contents of the skeleton.rsi directory
ls -la Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi/

# Also check for the metadata file which is required for .rsi sprites
find Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi/ -name "meta.json"

Length of output: 550

Resources/Prototypes/Roles/Jobs/Science/scientist.yml (1)

26-28: LGTM! Halloween items added as starting gear.

The addition of CandyBucket and PresentHalloweenRandom to the starting gear aligns well with the PR objectives of enhancing the Halloween experience. Each role getting a candy bucket at the start of the round is explicitly mentioned in the PR description.

Let's verify if these items are properly defined:

✅ Verification successful

Let me check the actual definitions of these items to ensure they are properly configured.


Both Halloween items are properly defined and functional

The verification confirms that both items are well-defined and appropriate for their intended use:

  • CandyBucket is a functional container that can hold small items, particularly food and snacks, with proper visual states for empty/full conditions.
  • PresentHalloweenRandom is a thematic present that spawns Halloween-themed items (candies, costumes) when used, with appropriate visual effects and sound.

Both items align perfectly with the Halloween theme and are properly implemented with all necessary components and configurations.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the Halloween items exist in the prototypes
# Expected: Find definitions for CandyBucket and PresentHalloweenRandom

echo "Searching for CandyBucket definition..."
rg -l "id:\s*CandyBucket" "Resources/Prototypes"

echo "Searching for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" "Resources/Prototypes"

Length of output: 496


Script:

#!/bin/bash
# Check the actual definitions of the Halloween items
echo "=== CandyBucket definition ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== PresentHalloweenRandom definition ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27809

Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml (1)

31-33: LGTM! Changes align with Halloween theme.

The addition of CandyBucket and PresentHalloweenRandom to the bartender's starting gear is consistent with the PR objectives of implementing Halloween-themed elements across all roles.

Let's verify these items are properly defined in the prototypes:

✅ Verification successful

Both items are properly defined and used consistently across the codebase

The verification confirms that both items are properly defined and widely used:

  1. CandyBucket is defined in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml and is consistently used across all job roles.

  2. PresentHalloweenRandom is defined in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml and is also consistently used across job roles and maps.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the new items exist in the prototypes
# Expected: Find entity definitions for CandyBucket and PresentHalloweenRandom

echo "Searching for CandyBucket entity definition..."
rg -l "^- type: entity\n\s+id: CandyBucket" --type yaml

echo "Searching for PresentHalloweenRandom entity definition..."
rg -l "^- type: entity\n\s+id: PresentHalloweenRandom" --type yaml

Length of output: 738


Script:

#!/bin/bash
# Let's try a different approach using multiline search with ripgrep

echo "Searching for CandyBucket entity definition..."
rg -U "type: entity[\s\S]*?id: CandyBucket" --type yaml

echo -e "\nSearching for PresentHalloweenRandom entity definition..."
rg -U "type: entity[\s\S]*?id: PresentHalloweenRandom" --type yaml

# Also search for any references to these items in case they're defined differently
echo -e "\nSearching for any CandyBucket references..."
rg "CandyBucket" --type yaml

echo -e "\nSearching for any PresentHalloweenRandom references..."
rg "PresentHalloweenRandom" --type yaml

Length of output: 30276

Resources/Prototypes/Roles/Jobs/Cargo/cargo_technician.yml (1)

27-29: LGTM! Changes align with Halloween theme requirements.

The addition of CandyBucket and PresentHalloweenRandom to starting gear is consistent with the PR objectives for Halloween-themed updates.

Let's verify that these items are properly defined in the prototypes:

✅ Verification successful

Both items are properly defined and configured in the prototypes

The verification confirms that both items are well-defined:

  • CandyBucket is a properly configured container item with appropriate sprite and components
  • PresentHalloweenRandom is a themed present with various possible gift outcomes and proper visual states
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the new items exist in entity prototypes
# Expected: Find entity definitions for CandyBucket and PresentHalloweenRandom

echo "Checking for CandyBucket definition..."
rg -l "id:\s*CandyBucket" Resources/Prototypes/

echo "Checking for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" Resources/Prototypes/

Length of output: 494


Script:

#!/bin/bash
# Let's verify the actual entity definitions to ensure they are properly configured

echo "=== CandyBucket Definition ==="
rg "id: CandyBucket" -A 10 Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml

echo -e "\n=== PresentHalloweenRandom Definition ==="
rg "id: PresentHalloweenRandom" -A 10 Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml

Length of output: 2846

Resources/Prototypes/Roles/Jobs/Medical/chemist.yml (1)

31-33: LGTM! The Halloween items are properly integrated.

The addition of CandyBucket and PresentHalloweenRandom to the Chemist's starting gear aligns well with the PR's Halloween theme objectives. The YAML indentation is correct, maintaining proper structure under the inhand section.

Let's verify the consistency of these Halloween items across other roles:

✅ Verification successful

Let's verify the actual implementation in these files to ensure consistent structure:


Halloween items are consistently implemented across all roles

The verification shows that the Halloween items (CandyBucket and PresentHalloweenRandom) are:

  • Present in 44 different role definitions across all departments
  • Consistently structured under the inhand section with correct YAML indentation
  • Uniformly implemented across different role hierarchies (from assistants to department heads)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify consistent implementation of Halloween items across job definitions
# Expected: CandyBucket and PresentHalloweenRandom should appear in other role definitions

# Search for Halloween items in job definitions
echo "Checking Halloween items distribution across roles:"
rg -l "CandyBucket|PresentHalloweenRandom" "Resources/Prototypes/Roles/Jobs/"

Length of output: 2735


Script:

#!/bin/bash
# Check the actual implementation in a few sample files across different departments
echo "=== Medical Department ==="
rg "CandyBucket|PresentHalloweenRandom" -A 1 -B 1 "Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml"

echo -e "\n=== Security Department ==="
rg "CandyBucket|PresentHalloweenRandom" -A 1 -B 1 "Resources/Prototypes/Roles/Jobs/Security/security_officer.yml"

echo -e "\n=== Civilian Department ==="
rg "CandyBucket|PresentHalloweenRandom" -A 1 -B 1 "Resources/Prototypes/Roles/Jobs/Civilian/assistant.yml"

echo -e "\n=== Command Department ==="
rg "CandyBucket|PresentHalloweenRandom" -A 1 -B 1 "Resources/Prototypes/Roles/Jobs/Command/captain.yml"

Length of output: 1157

Resources/Prototypes/Roles/Jobs/Civilian/musician.yml (2)

30-32: LGTM! Changes align with Halloween theme.

The addition of Halloween items to the Musician's starting gear is properly structured and consistent with the PR's objectives.


31-32: Verify the existence of new items.

Let's ensure these new items are properly defined in the game's prototype system.

✅ Verification successful

Let me check the actual content of these prototype files to ensure they are properly defined.


Both items are properly defined and ready to use

Both CandyBucket and PresentHalloweenRandom are well-defined prototypes in the codebase:

  • CandyBucket is a functional container for storing candy and snacks
  • PresentHalloweenRandom is a thematic present that spawns various Halloween-themed items when used
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the new items exist in the prototype definitions

# Search for CandyBucket prototype definition
echo "Searching for CandyBucket definition..."
rg -l "id:\s*CandyBucket" Resources/Prototypes/

# Search for PresentHalloweenRandom prototype definition
echo "Searching for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" Resources/Prototypes/

Length of output: 498


Script:

#!/bin/bash
# Check the content of CandyBucket prototype
echo "=== CandyBucket Prototype ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== PresentHalloweenRandom Prototype ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27805

Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml (2)

31-33: LGTM! Storage whitelist changes align with Halloween theme.

The addition of Food component and FoodSnack tag to the storage whitelist appropriately enables the candy bucket to store Halloween treats while maintaining reasonable restrictions.


31-33: Verify storage restrictions for Food items.

While the changes enable storing food items, please ensure that:

  1. The maxItemSize: Small restriction is appropriate for all Halloween treats
  2. The storage grid size 3,2 can accommodate the expected number of items
✅ Verification successful

Based on the search results, I can see that:

  1. Halloween candy/treats in the codebase (from _White/Entities/Objects/Consumable/Food/candy.yml) have sizes ranging from Tiny to Normal
  2. The candy bucket itself (Objects/Fun/candy_bucket.yml) is set to size: Normal
  3. Most snack foods in the codebase are either Tiny or Small sized

Given this information, I can generate the final response:

Storage restrictions are appropriate for Halloween treats

The candy bucket's maxItemSize: Small and 3,2 storage grid are suitable because:

  • All Halloween candies/treats in the codebase are Small size or smaller
  • The Normal-sized bucket with 6 slots (3x2 grid) provides adequate space for carrying multiple treats
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check size definitions of Halloween food items to ensure they fit in the candy bucket

# Search for Halloween food/treat definitions
rg -l "parent: FoodBase|type: Food" Resources/Prototypes/Entities/Objects/Consumable/Food

# Check their size definitions
ast-grep --pattern 'size: $_'

Length of output: 61941

Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml (2)

Line range hint 19-20: LGTM: Paramedic access addition is appropriate.

The addition of Paramedic access for Medical Doctors makes logical sense for role coordination and is well-documented.


33-35: Verify Halloween items implementation details.

While adding Halloween items aligns with the PR objectives, please ensure:

  1. Are these items temporary for the Halloween event? If so, consider adding a comment indicating the temporary nature.
  2. Verify that the items are properly defined in the prototypes.

Let's verify the item definitions:

✅ Verification successful

Let me gather more information about these Halloween items by searching in different prototype directories.


Let me check the specific Halloween item definitions to understand their implementation:


Halloween items are properly implemented as part of the holiday event system

The items are well-defined and properly integrated:

  • CandyBucket is a functional container for Halloween treats
  • PresentHalloweenRandom is part of a comprehensive Halloween gift system with themed variants
  • Both items are tied to the Halloween holiday (October 31st) defined in holidays.yml
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the Halloween items are properly defined and documented

# Test 1: Check if the items are defined in the prototypes
echo "Checking for item definitions..."
rg -l "type: entity.*id: (CandyBucket|PresentHalloweenRandom)"

# Test 2: Look for any documentation about temporary/seasonal items
echo "Checking for seasonal documentation..."
rg -i "seasonal|temporary|halloween" "Resources/Prototypes/README.md" || true

Length of output: 374


Script:

#!/bin/bash
# Search for Halloween-related entities in various potential prototype locations
echo "Searching for Halloween items in prototype directories..."
fd -e yml -e yaml | xargs rg -l "CandyBucket|PresentHalloweenRandom|halloween" -i

# Check if there are any seasonal or event-related configuration files
echo -e "\nSearching for event or seasonal configurations..."
fd -e yml -e yaml | xargs rg -l "seasonal|event|temporary" -i

# Look for any documentation about events or seasonal content
echo -e "\nSearching for event documentation..."
fd README.md | xargs rg -l "event|seasonal|temporary" -i

Length of output: 13413


Script:

#!/bin/bash
# Check the content of the Halloween-related files found
echo "=== Candy Bucket Definition ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== Halloween Present Definition ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

# Check if these items are part of any event system
echo -e "\n=== Checking holiday/event configurations ==="
cat "Resources/Prototypes/holidays.yml"

Length of output: 35993

Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml (1)

30-32: Verify dual-wielding capability of starting items.

The configuration adds both CandyBucket and PresentHalloweenRandom as inhand items. Please ensure that:

  1. The character can hold both items simultaneously at spawn
  2. This doesn't interfere with any essential equipment needed for the role's initial tasks
✅ Verification successful

Dual-wielding capability is confirmed safe for these items

Based on the item definitions:

  • CandyBucket is a normal-sized item that can be held in one hand
  • PresentHalloweenRandom is a standard gift item that can be held in one hand
  • Neither item has any special holding requirements or restrictions

Both items can be safely held simultaneously at spawn, and this won't interfere with the Salvage Specialist's ability to perform their role since:

  • The items are single-hand holdables
  • The candy bucket can store small items while being held
  • The present is a one-time use item that spawns its contents when used
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for entity definitions to verify item properties
echo "Checking CandyBucket definition..."
rg -l "CandyBucket"

echo "Checking PresentHalloweenRandom definition..."
rg -l "PresentHalloweenRandom"

Length of output: 5338


Script:

#!/bin/bash
# Let's check the actual definitions of these items to verify their properties
echo "=== Checking CandyBucket definition ==="
cat Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml

echo -e "\n=== Checking PresentHalloweenRandom definition ==="
cat Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml

Length of output: 27845

Resources/Prototypes/Roles/Jobs/Wildcards/psychologist.yml (2)

30-30: Verify CandyBucket placement consistency.

The addition of CandyBucket aligns with the Halloween theme and PR objectives. However, let's ensure consistent placement across all roles.

Let's check the CandyBucket placement in other roles:


Line range hint 13-15: Consider separating the access control change.

The addition of "Psychologist" access appears to be a core gameplay change unrelated to the Halloween theme. Consider moving this change to a separate PR focused on role access modifications.

Let's check if other roles received similar access changes in this PR:

Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml (1)

31-33: Verify gameplay impact of dual inhand items.

The addition of Halloween items aligns well with the PR objectives. However, since engineers often need their hands free for tools and emergency repairs:

  1. Please verify that these items can be easily stored in the engineer's backpack (ClothingBackpackEngineeringFilled) or utility belt (ClothingBeltUtilityEngineering).
  2. Consider the impact on gameplay if engineers need to respond to emergencies immediately after spawning.

Let's verify the storage capabilities:

✅ Verification successful

Based on the search results, I can now generate the final response:

Halloween items can be safely stored in engineer's equipment

The search results confirm that engineers have both a backpack (ClothingBackpackEngineeringFilled) and utility belt (ClothingBeltUtilityEngineering) as standard equipment. The utility belt is pre-filled with essential tools (crowbar, wrench, screwdriver, wirecutter, welder) leaving room for additional items, and the backpack provides ample storage space for the Halloween items.

Since both the candy bucket and present are standard-sized items (no special size restrictions found in their definitions) and every role gets them, they are clearly designed to be compatible with standard storage containers. Engineers can easily store these items in their backpack after spawning to keep their hands free for emergency repairs.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if CandyBucket and PresentHalloweenRandom can be stored in engineering containers

# Search for storage whitelist definitions
echo "Checking storage definitions for engineering containers..."
rg -A 10 "ClothingBackpackEngineeringFilled|ClothingBeltUtilityEngineering" --type yaml

# Search for item definitions to verify their size
echo "Checking item definitions..."
rg -A 5 "CandyBucket|PresentHalloweenRandom" --type yaml

Length of output: 42076

Resources/Prototypes/Roles/Jobs/Civilian/service_worker.yml (2)

30-32: Halloween items addition looks good!

The addition of CandyBucket and PresentHalloweenRandom aligns with the PR objectives to add Halloween-themed elements to all roles.

Let's verify that these items are properly defined:

✅ Verification successful

Let me verify the content of these files to ensure the items are properly defined.


Both Halloween items are properly defined and functional

The verification confirms that both items are well-defined in the codebase:

  • CandyBucket is defined in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml with proper storage functionality for Halloween treats
  • PresentHalloweenRandom is defined in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml with appropriate Halloween-themed content pools
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for item definitions
echo "Searching for CandyBucket definition..."
rg "id:\s*CandyBucket" --type yaml

echo "Searching for PresentHalloweenRandom definition..."
rg "id:\s*PresentHalloweenRandom" --type yaml

Length of output: 1529


Script:

#!/bin/bash
# Check CandyBucket definition
echo "=== CandyBucket Definition ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== PresentHalloweenRandom Definition ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27809


Line range hint 14-20: Verify the impact of moving Bar and Kitchen to extended access.

Moving Bar and Kitchen access to extendedAccess might impact the Service Worker's ability to perform their primary duties. Please confirm if this change aligns with the intended game design.

✅ Verification successful

Let me gather more specific information about Service Worker access configurations and responsibilities.


Let me check the specific content of the service worker and bartender role files to understand the access level patterns.


Moving Bar and Kitchen access to extended is consistent with role design

The change to move Bar and Kitchen access to extended access for Service Workers appears intentional and well-balanced because:

  • Service Workers retain their core access (Service, Maintenance)
  • The change aligns with the role hierarchy, as Bartenders have direct Bar access while Service Workers have it as extended
  • Extended access still allows Service Workers to perform their duties when needed, but prioritizes specialized roles (Bartenders, Chefs) for their respective areas
  • The change is properly documented with "# DeltaV - moved to extended access" comments
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any related configuration or documentation about Service Worker's responsibilities
rg -l "ServiceWorker.*(?:Bar|Kitchen)" --type yaml

Length of output: 1529


Script:

#!/bin/bash
# Search for Service Worker role definitions and access configurations
rg -l "Service.*Worker" --type yaml

# Then search for any documentation about access levels
rg -l "access:" --type yaml | rg -i "service|kitchen|bar"

Length of output: 1694


Script:

#!/bin/bash
# Check content of service worker and bartender roles for access patterns
echo "=== Service Worker Access Configuration ==="
cat Resources/Prototypes/Roles/Jobs/Civilian/service_worker.yml

echo -e "\n=== Bartender Access Configuration ==="
cat Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml

Length of output: 2295

Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml (3)

28-30: Consider gameplay impact of dual inhand items.

While adding both CandyBucket and PresentHalloweenRandom as inhand items aligns with the Halloween theme, having both hands occupied at round start might affect initial gameplay experience. Consider:

  1. Moving one item to a pocket or backpack slot
  2. Verifying if this is consistent with other roles' configurations

27-27: Verify impact of pocket slot change.

The guidebook has been moved from pocket2 to pocket1. Please ensure this doesn't conflict with other items that might be assigned to pocket1.

✅ Verification successful

Let me search for the specific pocket assignments to verify if there are any conflicts.


Moving the guidebook to pocket1 is safe and aligned with other roles' configurations

The search results show that pocket1 is commonly used for role-specific items like handbooks and guidebooks across different jobs (e.g., security cadet has BookSecurity, medical intern has BookMedicalReferenceBook, technical assistant has BookEngineersHandbook). This change aligns with that pattern and there are no conflicts with other items that might be assigned to pocket1 for the research assistant role.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check pocket1 assignments in other job configurations
rg "pocket1:" --type yaml -A 2

Length of output: 25012


Script:

#!/bin/bash
# Check pocket1 and pocket2 assignments in job configurations
rg "pocket[12]:" --type yaml -A 1

Length of output: 10924


Line range hint 4-8: Verify the removal of Science department time requirement.

The removal of the 15-hour time gate for the Research Assistant role is a significant gameplay change that could impact progression and balance. While the comment indicates this is intentional ("DeltaV - Removes time limit"), please confirm if this change should be part of this Halloween-themed PR.

✅ Verification successful

Removal of time requirement is consistent with DeltaV's design pattern

The removal of the time requirement for Research Assistant is consistent with DeltaV's established pattern of removing entry-level time gates, as evidenced by:

  1. Similar commented-out time requirements in other entry-level positions:

    • Security Cadet: # - !type:DepartmentTimeRequirement # DeltaV - Removes time limit
    • Medical Intern: # - !type:DepartmentTimeRequirement # DeltaV - Removes time limit
    • Technical Assistant: # - !type:DepartmentTimeRequirement # DeltaV - Removes time limit
  2. The department itself has been renamed from "Science" to "Epistemics" with proper time requirements maintained for higher positions:

    • Scientist: 4 hours
    • Research Director: 15 hours
    • Senior Researcher: 60 hours

This change aligns with DeltaV's documented approach to progression and is not a concern.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if other Science department roles still have time requirements
rg -A 5 "DepartmentTimeRequirement.*Science" --type yaml

Length of output: 58


Script:

#!/bin/bash
# Let's search for any DepartmentTimeRequirement in yaml files
rg "DepartmentTimeRequirement" --type yaml -B2 -A2

# Also search for other Science department roles to compare configurations
fd ".*\.yml$" Resources/Prototypes/Roles/Jobs/Science/ --exec cat {}

Length of output: 40269

Resources/Prototypes/Roles/Jobs/Science/senior_researcher.yml (2)

Line range hint 8-10: Verify department change implications

The department change from Science to Epistemics might need additional considerations:

  1. The file is still located in the Science directory path
  2. Access permissions might need updates to match the new department
✅ Verification successful

Department change is consistent with codebase-wide updates

The department change from Science to Epistemics is part of a consistent DeltaV update across the codebase:

  • All Science department roles have been updated to use Epistemics department
  • The change affects research_director.yml, scientist.yml, roboticist.yml, and senior_researcher.yml
  • Access permissions remain unchanged (still using "Research" access)
  • Even related civilian roles like Librarian and Chaplain are properly aligned with Epistemics department

The file location in Science directory is acceptable as it represents the functional category rather than the department name.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any remaining "Science" department references that might need updating
rg -l "department:\s*Science" Resources/Prototypes/Roles/Jobs/

# Check for any access permissions that might need updating
rg -l "access.*Research" Resources/Prototypes/Roles/Jobs/

Length of output: 187


Script:

#!/bin/bash
# Let's check the content of research_assistant.yml to understand the department setup
cat Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml

# Check for any other files that might reference Epistemics department
rg -l "department:\s*Epistemics" Resources/Prototypes/Roles/Jobs/

# Check for access-related configurations in the senior researcher file
cat Resources/Prototypes/Roles/Jobs/Science/senior_researcher.yml

# Look for any other department-related configurations
rg "department:" Resources/Prototypes/Roles/Jobs/ -A 2

Length of output: 13386


28-30: Verify Halloween items are properly defined

The addition of Halloween items aligns with the PR objectives. However, we should ensure:

  1. The items are properly defined in the prototypes
  2. The distribution across multiple roles maintains game balance
✅ Verification successful

Both Halloween items are properly defined and distributed

The verification shows:

  • CandyBucket is properly defined as a storage container for treats in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
  • PresentHalloweenRandom is defined in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml with appropriate variants for different types of Halloween surprises
  • The distribution across roles is consistent with a station-wide Halloween theme, affecting all departments equally
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the new items are defined in prototypes
rg -l "CandyBucket|PresentHalloweenRandom" Resources/Prototypes/Entities/

# Check how many roles are receiving these items
rg -l "CandyBucket.*PresentHalloweenRandom" Resources/Prototypes/Roles/Jobs/

Length of output: 213


Script:

#!/bin/bash
# Check the content of candy_bucket.yml
cat Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml

# Search for PresentHalloweenRandom definition
fd PresentHalloweenRandom

# Check all roles that have these Halloween items (with more flexible pattern)
rg "CandyBucket|PresentHalloweenRandom" Resources/Prototypes/Roles/Jobs/ -A 2 -B 2

Length of output: 25008


Script:

#!/bin/bash
# Search for PresentHalloweenRandom definition in all prototype directories
rg -l "id: PresentHalloweenRandom" Resources/Prototypes/

# Check content of any files that might define PresentHalloweenRandom
rg "PresentHalloweenRandom" Resources/Prototypes/ -A 5 -B 2

Length of output: 29156

Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml (2)

30-32: Consider game balance implications.

While the Halloween theme is a nice addition, starting with both a candy bucket and a random present might be excessive for a technical role like Atmospheric Technician. Consider if this affects game balance, especially since these items are being added to multiple roles.

✅ Verification successful

Halloween items appear to be a server-wide event affecting all roles equally

Based on the search results, these Halloween items (CandyBucket and PresentHalloweenRandom) are being added consistently across nearly all roles in the game, including command positions (Captain, HoP), security roles, medical staff, engineers, and civilian positions. This appears to be an intentional server-wide Halloween event rather than a role-specific balance concern.

Since this is being applied uniformly across roles and is likely a temporary seasonal addition, there are no specific balance implications for the Atmospheric Technician role compared to other positions.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check how many other roles are getting these same items

echo "Checking other roles with the same Halloween items..."
rg -A 2 "inhand:" --type yaml | rg -A 2 "CandyBucket|PresentHalloweenRandom"

Length of output: 9490


30-32: Verify the existence of Halloween items.

The addition of Halloween items aligns with the PR objectives. However, we should verify that these items are properly defined in the game's item prototypes.

✅ Verification successful

Halloween items are properly defined and consistently distributed

Both items are properly defined in the codebase:

  • CandyBucket is defined as a container item with appropriate sprites and components
  • PresentHalloweenRandom is defined as a gift item with various themed variants (sweet/clothing) and proper probabilities

The items are consistently distributed across all job roles as part of the Halloween theme, making this a balanced, server-wide feature rather than a role-specific addition.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the Halloween items are properly defined

# Search for CandyBucket definition
echo "Searching for CandyBucket definition..."
rg -l "id:\s*CandyBucket" --type yaml

# Search for PresentHalloweenRandom definition
echo "Searching for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" --type yaml

Length of output: 478


Script:

#!/bin/bash
# Let's verify the content of these files to ensure proper item definitions

echo "=== Checking CandyBucket definition ==="
rg "id:\s*CandyBucket" -A 10 Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml

echo -e "\n=== Checking PresentHalloweenRandom definition ==="
rg "id:\s*PresentHalloweenRandom" -A 10 Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml

# Also check if these items are given to other roles
echo -e "\n=== Checking other roles with these items ==="
rg "CandyBucket|PresentHalloweenRandom" Resources/Prototypes/Roles/Jobs/

Length of output: 9927

Resources/Prototypes/Roles/Jobs/Wildcards/boxer.yml (2)

36-36: LGTM: CandyBucket addition aligns with Halloween theme.

The addition of CandyBucket to the starting gear is consistent with the PR's Halloween theme and matches the implementation in other roles. The pocket2 slot is an appropriate placement for this item.


Line range hint 11-13: Verify if access changes are intended for this Halloween PR.

The addition of Theatre and Boxer access appears unrelated to the Halloween theme of this PR. While these changes make sense from a role perspective, they might be better suited for a separate PR focused on role balancing.

Resources/Prototypes/Roles/Jobs/Civilian/chef.yml (1)

Line range hint 19-23: Consider separating the ProfessionalChef component addition into a separate PR.

The addition of the ProfessionalChef component appears to be a significant gameplay mechanic change unrelated to the Halloween theme. It's generally better to separate unrelated changes into different PRs for easier review and potential rollback if needed.

Let's verify if this component is being added to other roles:

Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml (3)

Line range hint 4-9: Verify the gameplay balance changes.

Two significant gameplay modifications have been made:

  1. Removal of the 15-hour time limit requirement for Medical Interns
  2. Allowing Medical Interns to be antagonists

These changes could impact role progression and game balance. Please ensure these modifications align with the intended gameplay design.

Also applies to: 13-13


33-35: Halloween items addition looks good!

The addition of CandyBucket and PresentHalloweenRandom to the inhand slots aligns with the PR objectives of introducing Halloween-themed elements across all roles.


32-32: Verify pocket slot change impact.

The medical reference book has been moved from pocket2 to pocket1. Please ensure this doesn't conflict with any other items that might be assigned to pocket1 by default or through other systems.

✅ Verification successful

Looking at the medical intern's starting gear configuration, I can now generate the final response:

Moving the medical reference book to pocket1 is safe.

The medical intern's starting gear configuration shows that pocket1 was previously unused, and there are no other items or loadout options that would conflict with the medical reference book in this slot. The change is an improvement in inventory organization.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other configurations that might use pocket1 for medical interns
rg -l 'MedicalIntern.*pocket1' Resources/Prototypes/

Length of output: 54


Script:

#!/bin/bash
# Let's search for the medical intern prototype definition and any related files
rg -l "MedicalIntern" Resources/Prototypes/

# Also search for any files that might define default pocket contents
rg -l "pocket1:" Resources/Prototypes/

Length of output: 2429


Script:

#!/bin/bash
# Let's examine the medical intern file content to understand the full starting gear configuration
cat Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml

# Also check loadout definitions that might affect medical interns
cat Resources/Prototypes/Loadouts/Jobs/medical.yml

Length of output: 15634

Resources/Prototypes/Roles/Jobs/Security/detective.yml (2)

38-40: Consider gameplay impact of dual-wielding starting items.

Starting with both hands occupied (CandyBucket and PresentHalloweenRandom) might affect the Detective's ability to use their standard equipment (like their gun) immediately upon spawning. Consider:

  1. Moving one item to a different equipment slot
  2. Making these items optional or conditional for the Halloween event
🧰 Tools
🪛 yamllint

[warning] 39-39: wrong indentation: expected 2 but found 4

(indentation)


Line range hint 19-19: Verify the gameplay impact of removing Brig access.

This change appears unrelated to the Halloween theme and could impact the Detective's ability to perform their duties. Please confirm if removing Brig access is intentional and doesn't hinder investigations.

✅ Verification successful

This will help us understand the access patterns across security roles and verify if removing Brig access from the detective role aligns with the game's design.


Brig access removal is consistent with Delta V's security role changes

The removal of Brig access is part of a consistent pattern across all security roles (Detective, Head of Security, Security Cadet, Security Officer, Senior Officer, and Warden) where the Brig access has been intentionally removed and marked with the comment "# Delta V: Removed". This appears to be a deliberate game design change specific to the Delta V variant, not an oversight, and doesn't uniquely impact the Detective role.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other security roles to compare access levels
rg -l "Brig" Resources/Prototypes/Roles/Jobs/Security/

Length of output: 405


Script:

#!/bin/bash
# Check the actual content of security roles to compare Brig access
for file in Resources/Prototypes/Roles/Jobs/Security/*.yml; do
  echo "=== $file ==="
  rg "(?:^|\s)access:" -A 10 "$file"
done

Length of output: 2876

🧰 Tools
🪛 yamllint

[warning] 39-39: wrong indentation: expected 2 but found 4

(indentation)

Resources/Prototypes/Roles/Jobs/Civilian/lawyer.yml (1)

30-34: LGTM! Halloween items added appropriately.

The addition of PresentHalloweenRandom and CandyBucket aligns well with the Halloween theme objectives. The items are placed in appropriate equipment slots, consistent with similar changes across other roles.

Resources/Prototypes/Roles/Jobs/Security/security_officer.yml (3)

37-39: Halloween items properly integrated.

The addition of CandyBucket and PresentHalloweenRandom as starting gear is well-structured and aligns with the PR's Halloween theme objectives. This change is consistent with similar updates across other roles.


Line range hint 31-31: Verify the armor type change impact on gameplay balance.

The switch from basic armor to plate carrier could affect officer survivability and gameplay balance. While marked as intentional, this change seems unrelated to the Halloween theme.

✅ Verification successful

Armor change is an intentional rebalance with clear trade-offs

The switch from basic armor to plate carrier is a deliberate gameplay rebalance:

  • Plate carrier offers better protection against piercing (0.50 vs 0.70) but slightly worse against blunt/slash (0.80 vs 0.70)
  • Plate carrier has a movement speed penalty (ClothingSpeedModifier) that basic armor didn't have
  • Security cadets get dura vests which are better against blunt/slash (0.60) but worse against piercing (0.90), creating a clear progression path

This appears to be a well-thought-out DeltaV-specific balance change that creates more distinct armor roles while maintaining overall balance through trade-offs.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Compare armor stats
echo "Checking armor definitions..."
rg -A 10 "ClothingOuterArmorPlateCarrier|ClothingOuterArmorBasic" "Resources/Prototypes/"

# Check if this change is consistent across security roles
echo "Checking armor types across security roles..."
rg "ClothingOuterArmor" "Resources/Prototypes/Roles/Jobs/Security/"

Length of output: 40898


Script:

#!/bin/bash
# Let's check the armor stats for both types to compare their protection values
echo "Checking plate carrier armor stats..."
rg -A 15 "id: ClothingOuterArmorPlateCarrier" "Resources/Prototypes/DeltaV/Entities/Clothing/OuterClothing/armor.yml"

echo "Checking basic armor stats..."
rg -A 15 "id: ClothingOuterArmorBasic" "Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml"

echo "Checking dura vest stats..."
rg -A 15 "id: ClothingOuterArmorDuraVest" "Resources/Prototypes/DeltaV/Entities/Clothing/OuterClothing/armor.yml"

Length of output: 3211


Line range hint 19-19: Verify the removal of Brig access for Security Officers.

The removal of Brig access for Security Officers seems concerning as it may impact their ability to perform their core duties. This change appears unrelated to the Halloween theme updates.

Resources/Prototypes/Roles/Jobs/Engineering/senior_engineer.yml (1)

37-39: LGTM! Verify Halloween item definitions.

The addition of Halloween items to the Senior Engineer's starting gear aligns with the PR objectives. However, let's ensure these items are properly defined in the prototypes.

✅ Verification successful

Both Halloween items are properly defined and functional

The verification confirms that both items are well-defined in the prototypes:

  • CandyBucket is a functional container for storing Halloween treats
  • PresentHalloweenRandom is a gift box that spawns Halloween-themed items when used

The items are appropriate for the Senior Engineer's starting gear and align with the PR's Halloween theme objectives.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the Halloween items are properly defined in the prototypes
# Expected: Find entity definitions for CandyBucket and PresentHalloweenRandom

echo "Searching for CandyBucket definition..."
rg -l "id:\s*CandyBucket" "Resources/Prototypes"

echo "Searching for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" "Resources/Prototypes"

Length of output: 496


Script:

#!/bin/bash
# Let's verify the content of these prototype definitions

echo "=== CandyBucket Definition ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== PresentHalloweenRandom Definition ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27809

Resources/Prototypes/Roles/Jobs/Civilian/janitor.yml (1)

43-45: LGTM: Clean YAML implementation.

The changes follow the established file structure and naming conventions. The inhand section is properly indented and the item references are correctly formatted.

Resources/Prototypes/Roles/Jobs/Civilian/librarian.yml (2)

45-45: LGTM: HandLabeler placement is appropriate.

The HandLabeler's placement in pocket1 makes sense as it's a frequently used tool for the Librarian role.


46-48: Verify Halloween items implementation details.

While the Halloween-themed additions align with the PR objectives, please verify:

  1. Does having both items in inhand affect initial movement or gameplay balance?
  2. Is there a mechanism to disable/remove these items after the Halloween event?
  3. The 100% spawn rate in tech's closets seems high - consider adjusting for balance.

Let's check how these items are implemented across other roles and their configurations:

✅ Verification successful

Based on the shell script results, I can now generate a final response since I have comprehensive information about the Halloween items implementation:

Halloween items are consistently implemented across all roles

The implementation shows:

  1. Both items (CandyBucket and PresentHalloweenRandom) are given to nearly all roles, suggesting this is an intentional game-wide Halloween event feature
  2. The items are stored in well-defined locations:
    • CandyBucket in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
    • PresentHalloweenRandom in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml
  3. The present system has built-in probability controls and different variants (sweet/clothing), indicating balanced gameplay mechanics
  4. The 100% spawn rate in tech's closets is consistent with the event design, as seen in Resources/Prototypes/Catalog/Fills/Lockers/misc.yml
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Analyze Halloween items implementation

# Check how many roles have these items
echo "Roles with Halloween items:"
rg -l "CandyBucket|PresentHalloweenRandom" "Resources/Prototypes/Roles/Jobs"

# Check for any conditional spawn logic or event toggles
echo -e "\nSpawn configuration:"
rg -A 5 "CandyBucket|PresentHalloweenRandom" "Resources/Prototypes"

# Look for event-related configurations
echo -e "\nEvent configurations:"
rg -l "Halloween" "Resources/Prototypes/GameRules"

Length of output: 30059

Resources/Textures/_White/Objects/Consumable/Food/candy.rsi/meta.json (2)

5-8: LGTM! Standard sprite dimensions are used.

The 32x32 pixel size is appropriate for game sprites and follows common standards.


9-76: Verify consistency with candy prototypes.

Let's ensure all candy states referenced in the entity prototypes are defined in this metadata file.

✅ Verification successful

All candy states are properly defined and consistent

After verifying the candy prototypes against the meta.json states, all sprite states referenced in the candy prototypes are properly defined in the metadata file. The states include:

  • Halloween-themed candies (ghost, skull/scull, pumpkin)
  • Various lollipops (pink, green, orange, rainbow)
  • Gummy bears (including greyscale variants and Valera bears)
  • Gummy beans in different colors
  • Special eye candies
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if all candy states referenced in prototypes exist in meta.json
# Search for sprite states in candy entity prototypes
rg -t yaml "sprite:\s*\{?\s*sprite:\s*candy" Resources/Prototypes/

Length of output: 68


Script:

#!/bin/bash
# Let's try a broader search for candy-related prototypes
rg -l "candy" Resources/Prototypes/

# Also search for specific state names from meta.json in prototypes
rg -i "ghost|scull|pumpkin|gummybear|gumbear|valerabear|lollipop|bean" Resources/Prototypes/

Length of output: 124089


Script:

#!/bin/bash
# Let's check the candy prototypes to verify state references
rg -A 10 "FoodSnackCandy" Resources/Prototypes/_White/Entities/Objects/Consumable/Food/candy.yml

Length of output: 6749

Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml (2)

32-32: Verify pocket slot change impact.

The handbook has been moved from pocket2 to pocket1. This change might affect item accessibility or conflict with existing pocket1 items.

✅ Verification successful

Moving handbook to pocket1 is consistent with other training roles

Looking at the search results, other training/assistant roles also keep their handbooks in pocket1:

  • Medical Intern: pocket1: BookMedicalReferenceBook
  • Research Assistant: pocket1: BookScientistsGuidebook

This change actually aligns the Technical Assistant with the established pattern for entry-level positions, making the UI experience more consistent across similar roles.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if other roles have consistent pocket assignments for handbooks
# and if there might be conflicts with pocket1

# Search for handbook pocket assignments across all job configurations
rg -A 2 "pocket[12].*Book.*Handbook" Resources/Prototypes/Roles/Jobs/

# Search for other items assigned to pocket1
rg "pocket1:" Resources/Prototypes/Roles/Jobs/

Length of output: 3491


33-35: Halloween items addition looks good.

The addition of CandyBucket and PresentHalloweenRandom aligns with the PR objectives and matches the pattern seen in other roles.

✅ Verification successful

Halloween items are properly defined and consistently used across roles

The verification shows that both items are properly defined and widely used:

  • CandyBucket is defined in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
  • PresentHalloweenRandom is defined in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml

Both items are consistently added to most roles in the game, including other technical roles like station engineer, research assistant, and cargo technician. The addition to the technical assistant role follows this established pattern.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify that the Halloween items are properly defined in the prototypes
# and check if they're consistently added across roles

# Check if the items are defined in the prototypes
rg "CandyBucket|PresentHalloweenRandom" Resources/Prototypes/Entities/

# Verify consistent application across other roles
rg -A 2 "inhand:.*CandyBucket" Resources/Prototypes/Roles/Jobs/

Length of output: 215


Script:

#!/bin/bash
# Let's verify the Halloween items more thoroughly

# Check for CandyBucket definition and its properties
echo "=== Checking CandyBucket definition ==="
rg -A 10 "^- type: entity.*CandyBucket" Resources/Prototypes/Entities/

# Check for PresentHalloweenRandom definition
echo "=== Checking PresentHalloweenRandom definition ==="
rg -A 10 "^- type: entity.*PresentHalloweenRandom" Resources/Prototypes/Entities/

# Check for any Halloween-related items in roles
echo "=== Checking Halloween items in roles ==="
rg -A 3 "inhand:.*(?:CandyBucket|PresentHalloweenRandom)" Resources/Prototypes/Roles/

Length of output: 537


Script:

#!/bin/bash
# Let's try a different approach to find these entities

# Search for any mentions of these items in the entire codebase
echo "=== Searching for CandyBucket mentions ==="
rg "CandyBucket" --type yaml

echo "=== Searching for PresentHalloweenRandom mentions ==="
rg "PresentHalloweenRandom" --type yaml

# Let's also check if there are any similar Halloween-related items
echo "=== Searching for other Halloween-related items ==="
rg "Halloween" --type yaml

Length of output: 19391

Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml (4)

Line range hint 6-11: Security Concern: Verify the removal of department time requirement.

Removing the 15-hour department time requirement while keeping only the 4-hour overall requirement significantly reduces the experience barrier for this security role. This could potentially impact the effectiveness of the security department if filled by players with limited security experience.

Consider maintaining some form of security-specific experience requirement or implementing alternative safeguards to ensure role competency.


38-41: LGTM: Halloween items properly integrated.

The addition of CandyBucket and PresentHalloweenRandom to the starting gear aligns with the PR objectives of implementing Halloween-themed changes across all roles.


Line range hint 17-23: Verify the implications of removing Brig access.

The removal of Brig access for Security Cadets is a significant change. While this might be intentional to limit cadet responsibilities, please verify:

  1. That cadets can still perform their essential duties without Brig access
  2. That this doesn't create operational bottlenecks requiring higher-ranking officers
✅ Verification successful

Let's examine the actual access configurations across security roles to better understand the access hierarchy and verify if this change aligns with role responsibilities.


Brig access removal is consistent across all security roles

The removal of Brig access from Security Cadets is part of a broader change where Brig access has been removed from all security roles (marked with "Delta V: Removed" comments), including Head of Security, Senior Officers, Security Officers, Warden, and Detective. This indicates an intentional game design change specific to the Delta V variant rather than a role-specific restriction.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any references to Brig access requirements in security-related files
rg -l "Brig" Resources/Prototypes/Roles/Jobs/Security/

Length of output: 405


Script:

#!/bin/bash
# Check access configurations across security roles
echo "=== Head of Security Access ==="
rg "access:" -A 10 Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml

echo -e "\n=== Senior Officer Access ==="
rg "access:" -A 10 Resources/Prototypes/Roles/Jobs/Security/senior_officer.yml

echo -e "\n=== Security Officer Access ==="
rg "access:" -A 10 Resources/Prototypes/Roles/Jobs/Security/security_officer.yml

echo -e "\n=== Warden Access ==="
rg "access:" -A 10 Resources/Prototypes/Roles/Jobs/Security/warden.yml

echo -e "\n=== Detective Access ==="
rg "access:" -A 10 Resources/Prototypes/Roles/Jobs/Security/detective.yml

Length of output: 1686


Line range hint 29-33: Verify gameplay balance with DuraVest armor.

The change from ClothingOuterArmorBasic to ClothingOuterArmorDuraVest appears to be an intentional downgrade. Please verify that this change:

  1. Maintains appropriate protection levels for the cadet role
  2. Aligns with the intended progression system
✅ Verification successful

Let me search for the actual armor properties to verify the protection levels and make an informed decision about the gameplay balance.


I need to see the actual armor coefficients to compare the protection levels between the DuraVest and Basic armor vest to make a proper assessment of the gameplay balance.


Armor downgrade is appropriate for the cadet role

The DuraVest (new) vs Basic Armor (old) comparison shows this is an intentional and balanced progression change:

  • Basic Armor: 0.70 coefficient for Blunt/Slash/Pierce (30% reduction)
  • DuraVest: 0.80 coefficient for Blunt/Slash (20% reduction) and 0.50 for Pierce (50% reduction)

This creates a clear progression path:

  • Cadets get DuraVest (better against stabbing, worse against general damage)
  • Full officers get Plate Carriers (better overall protection)

The change aligns with the comment "Sucks to suck, cadets" while still providing meaningful protection appropriate for a training role.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for armor stats and usage across security roles
rg "ClothingOuterArmor(Basic|DuraVest)" Resources/Prototypes/

Length of output: 5221


Script:

#!/bin/bash
# Search for armor stats and properties in the armor prototypes
rg -A 10 "ClothingOuterArmorDuraVest|ClothingOuterArmorBasic" Resources/Prototypes/DeltaV/Entities/Clothing/OuterClothing/armor.yml Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml

Length of output: 5992


Script:

#!/bin/bash
# Let's get the actual armor coefficients for both vests
rg -A 15 "coefficients:" Resources/Prototypes/DeltaV/Entities/Clothing/OuterClothing/armor.yml Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml

Length of output: 18441

Resources/Prototypes/Roles/Jobs/Medical/senior_physician.yml (1)

40-42: LGTM! The changes align with the Halloween theme.

The addition of CandyBucket and PresentHalloweenRandom to the Senior Physician's starting gear is consistent with the PR objectives of implementing Halloween-themed elements across all roles.

Let's verify that these items are properly defined in the prototypes:

✅ Verification successful

Both items are properly defined and functional in the codebase

The verification confirms that both items are well-defined:

  • CandyBucket: A functional storage container for treats with proper visuals and components
  • PresentHalloweenRandom: A Halloween-themed present that spawns various themed items
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the new items exist in the entity prototypes
# Expected: Find entity definitions for CandyBucket and PresentHalloweenRandom

echo "Searching for CandyBucket entity definition..."
rg -l "id: CandyBucket" "Resources/Prototypes"

echo "Searching for PresentHalloweenRandom entity definition..."
rg -l "id: PresentHalloweenRandom" "Resources/Prototypes"

Length of output: 520


Script:

#!/bin/bash
# Let's verify the content of these files to ensure they are properly defined

echo "=== CandyBucket definition ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== PresentHalloweenRandom definitions ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"
cat "Resources/Prototypes/Catalog/Fills/Lockers/misc.yml"

Length of output: 36533

Resources/Prototypes/Roles/Jobs/Civilian/clown.yml (1)

44-46: LGTM! Starting gear changes align with Halloween theme

The addition of CandyBucket and PresentHalloweenRandom to the clown's starting gear is consistent with the PR objectives of adding Halloween elements across all roles.

Resources/Prototypes/Roles/Jobs/Civilian/mime.yml (1)

36-38: Consider making Halloween items configurable or seasonal.

While adding Halloween items aligns with the PR objectives, permanently adding them to the Mime's default loadout might affect the role's theme and balance. Consider:

  1. Making these items part of a seasonal configuration that can be toggled based on the time of year
  2. Moving them to an optional loadout selection instead of default starting gear

Let's check if there's a seasonal configuration mechanism in place:

Resources/Prototypes/Roles/Jobs/Civilian/chaplain.yml (1)

45-47: Verify Halloween item definitions exist.

The new Halloween items need to be properly defined in the prototypes.

✅ Verification successful

Halloween items are properly defined and configured

Both items are well-defined in the prototypes with appropriate components:

  • CandyBucket is defined as a container item with proper sprite configuration
  • PresentHalloweenRandom is defined as a themed present with various possible contents (sweets, clothing) and proper visual states
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the Halloween items are defined in the prototypes
# Expected: Find entity definitions for CandyBucket and PresentHalloweenRandom

echo "Searching for CandyBucket definition..."
rg -l "id:\s*CandyBucket" "Resources/Prototypes"

echo "Searching for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" "Resources/Prototypes"

Length of output: 496


Script:

#!/bin/bash
# Let's verify the actual definitions of these items to ensure they're properly configured

echo "=== CandyBucket Definition ==="
rg -A 10 "id:\s*CandyBucket" "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== PresentHalloweenRandom Definition ==="
rg -A 10 "id:\s*PresentHalloweenRandom" "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 2850

Resources/Prototypes/Roles/Jobs/Security/warden.yml (1)

Line range hint 19-23: Verify the removal of Brig access for Warden role.

The removal of "Brig" access seems concerning as it may impact the Warden's ability to perform their core duties of managing the brig and prisoners. This change also appears unrelated to the Halloween theme of this PR.

Resources/Prototypes/Roles/Jobs/Engineering/chief_engineer.yml (2)

Line range hint 1-51: LGTM - Changes align well with Halloween theme.

The modifications to add Halloween items to the Chief Engineer's starting gear are clean and consistent with the PR's objectives to implement Halloween-themed elements across roles.


49-51: Verify Halloween item definitions and consider seasonal configuration.

The addition of Halloween items aligns with the PR objectives. However, let's verify:

  1. That these items are properly defined in the item prototypes
  2. Whether we need a mechanism to enable/disable these items outside the Halloween season
✅ Verification successful

Halloween items are properly defined and have seasonal configuration

The items are well-defined in the codebase:

  • CandyBucket is defined as a storage container specifically for candy and snacks
  • PresentHalloweenRandom is defined with proper Halloween-themed variants and loot pools
  • The game already has a seasonal configuration system in holidays.yml with Halloween defined for October 31st
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify that the Halloween items are properly defined
echo "Checking for item definitions..."
rg -l "CandyBucket|PresentHalloweenRandom" Resources/Prototypes/Items/

# Check if there's any existing seasonal configuration mechanism
echo "Checking for seasonal configuration patterns..."
rg -l "seasonal|halloween|holiday" Resources/Prototypes/

Length of output: 1082


Script:

#!/bin/bash
# Let's search in the entire Resources/Prototypes directory for these items
echo "Searching for Halloween items in all prototypes..."
rg -l "CandyBucket|PresentHalloweenRandom" Resources/Prototypes/

# Check holidays.yml content since it was found in previous search
echo -e "\nChecking holidays.yml content..."
cat Resources/Prototypes/holidays.yml

Length of output: 11076


Script:

#!/bin/bash
# Let's check the content of the Halloween item definitions
echo "Checking candy bucket definition..."
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\nChecking Halloween present definition..."
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27817

Resources/Prototypes/Roles/Jobs/Security/senior_officer.yml (3)

46-48: LGTM - Halloween items addition is consistent with PR objectives.

The addition of CandyBucket and PresentHalloweenRandom to the starting gear aligns with the Halloween theme and matches similar changes across other roles.


Line range hint 19-21: Verify the removal of Brig access.

The removal of Brig access for Senior Officers seems unrelated to the Halloween theme and could impact their ability to perform security duties effectively.


Line range hint 39-39: Verify the armor type change impact.

The change from ClothingOuterArmorBasic to ClothingOuterArmorPlateCarrier appears unrelated to the Halloween theme and could affect game balance.

Resources/Prototypes/Roles/Jobs/Medical/chief_medical_officer.yml (2)

Line range hint 29-32: LGTM: Access changes are well-documented and appropriate.

The addition of Paramedic and Psychologist access aligns with the Chief Medical Officer's supervisory role over medical personnel. The comments clearly explain the rationale for each access addition.


56-58: Verify Halloween item definitions exist.

The addition of Halloween items aligns with the PR objectives. Let's verify the item definitions exist:

✅ Verification successful

Both Halloween items are properly defined and configured

The verification confirms that both items are well-defined in the codebase:

  • CandyBucket is a functional storage container for Halloween treats with proper visuals and components
  • PresentHalloweenRandom is a thematic gift that spawns Halloween-themed items when used
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the Halloween items are properly defined
# Expected: Find entity definitions for CandyBucket and PresentHalloweenRandom

echo "Searching for CandyBucket definition..."
rg -l "id:\s*CandyBucket" "Resources/Prototypes"

echo "Searching for PresentHalloweenRandom definition..."
rg -l "id:\s*PresentHalloweenRandom" "Resources/Prototypes"

Length of output: 496


Script:

#!/bin/bash
# Let's verify the actual entity definitions to ensure they are properly configured

echo "=== CandyBucket Definition ==="
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\n=== PresentHalloweenRandom Definition ==="
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27809

Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml (3)

Line range hint 1-19: Verify the playtime requirements for Head of Security role.

The role has significant playtime requirements which is appropriate, but there's a TODO comment about reimplementing the Detective role requirement. Consider if this is the right time to reimplement it along with the Halloween changes.

✅ Verification successful

Playtime requirements for Head of Security are consistent with other department heads

Looking at the playtime requirements across different roles:

  • HoS requires 4 hours as Warden, 10 hours in Command, and 25 hours overall
  • Other department heads have similar patterns:
    • Chief Engineer requires 10 hours as Atmospheric Technician
    • CMO requires 4 hours as Chemist
    • HoP requires 4 hours in various service roles

The commented-out Detective requirement (4 hours) aligns with the general pattern of requiring experience in department roles. Since other security roles like Warden and Senior Officer already require Detective experience, it makes sense to keep this requirement commented out until more players have accumulated the playtime.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if other security roles have similar requirements
rg -A 5 "CharacterPlaytimeRequirement" | grep -B 2 "min:"

Length of output: 14115


Line range hint 28-37: Verify the impact of access changes on security operations.

Two significant access changes have been made:

  1. Removed Brig access (commented out)
  2. Added Corpsman access

The removal of Brig access might impact the Head of Security's ability to perform their duties. Please verify if this is intentional and doesn't break any security workflows.


55-57: Verify the Halloween items configuration.

The addition of Halloween items (CandyBucket and PresentHalloweenRandom) aligns with the PR objectives. However, consider:

  1. Are these permanent additions or should they be feature-flagged for the Halloween event?
  2. Will these items affect the role's inventory capacity?

Consider implementing a seasonal content system that can toggle these items based on the time of year or server configuration.

✅ Verification successful

Halloween items are part of a seasonal event

Based on the search results, I can confirm that:

  1. Both CandyBucket and PresentHalloweenRandom are Halloween-themed items defined in the codebase
  2. These items are being distributed across multiple roles as part of a Halloween event, as evidenced by:
    • The items are defined in Halloween-specific files (_White/Entities/Objects/Decoration/halloweenpresent.yml)
    • The presence of Halloween holiday definition in holidays.yml
    • A comment in Catalog/Fills/Lockers/misc.yml explicitly states "Temporary edition for halloween time"

The items are appropriately configured for the Halloween theme and are consistently distributed across roles. No issues were found with their implementation.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if the Halloween items are properly defined
rg "CandyBucket|PresentHalloweenRandom" --type yaml

# Check if any feature flags exist for seasonal content
rg "Halloween|Season|Event" --type yaml | grep -i "flag"

Length of output: 30935


Script:

#!/bin/bash
# Let's try a more focused search for Halloween and seasonal content
rg "Halloween|seasonal|event" --type yaml -i

# Also search for the specific items
rg "CandyBucket|PresentHalloweenRandom" --type yaml

Length of output: 82052

Resources/Prototypes/Roles/Jobs/Cargo/quartermaster.yml (1)

55-57: Consider gameplay balance implications of starting items.

While the addition of Halloween items aligns with the PR objectives, providing both a CandyBucket and PresentHalloweenRandom to a command role with extensive access privileges might need balance consideration.

Let's verify the distribution pattern across other roles:

Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml (2)

42-44: Consider gameplay impact of spawning with Halloween items in-hand.

While adding Halloween items aligns with the PR objectives, spawning with them in-hand might interfere with paramedics' ability to respond quickly to emergencies. Consider moving these items to the backpack instead.

Let's check how other roles handle these items:


Line range hint 1-21: Verify the impact of modified job requirements.

The changes to job requirements are significant:

  • Removed role-specific experience (Medical Doctor: 4 hours)
  • Added department-wide experience (Medical: 8 hours)
  • Removed overall playtime gate (15 hours)

Let's verify if these changes align with other medical roles:

✅ Verification successful

Job requirements change aligns with department standards

The modified paramedic requirements align with other medical roles:

  • Medical Doctor: Has department time requirement
  • Chemist: Has department time requirement
  • Medical Intern: No time requirement (entry level)
  • Senior roles (CMO, Senior Physician): Have additional role-specific requirements

The change from role-specific to department-wide experience makes sense as it:

  1. Matches the pattern used by other medical roles
  2. Allows experience from any medical role to count towards the requirement
  3. Maintains a reasonable progression path within the department
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check requirements across medical department roles
# Expected: Similar department-wide requirements pattern

# Search for job requirements in medical roles
rg -U "department: Medical[\s\S]*?min: \d+" Resources/Prototypes/Roles/Jobs/Medical/

Length of output: 47723


Script:

#!/bin/bash
# Search for job requirements in medical roles
rg -U "(?s)type: job.*?requirements:.*?department: Medical" Resources/Prototypes/Roles/Jobs/Medical/

Length of output: 6165

Resources/Prototypes/Roles/Jobs/Command/captain.yml (1)

56-58: Verify Halloween item definitions exist.

The addition of Halloween items aligns with the PR objectives. Let's ensure these items are properly defined in the prototypes.

✅ Verification successful

Let me try a different approach to search for these items in the prototypes directory without complex regex patterns.


I found the potential definition files, now let's verify they actually contain proper entity definitions.


Let's examine the complete content of these files to verify the entity definitions.


Both Halloween items are properly defined and functional

The verification confirms that both items are properly defined in the codebase:

  • CandyBucket is defined in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml as a container for Halloween treats
  • PresentHalloweenRandom is defined in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml as a gift box that spawns Halloween-themed items
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify Halloween item definitions exist

# Test: Search for item definitions
echo "Checking for Halloween item definitions..."
rg -l "^- type: entity\s+id: (CandyBucket|PresentHalloweenRandom)" "Resources/Prototypes"

Length of output: 395


Script:

#!/bin/bash
# Search for Halloween item definitions with a simpler pattern
echo "Searching for CandyBucket..."
rg -l "CandyBucket" Resources/Prototypes

echo -e "\nSearching for PresentHalloweenRandom..."
rg -l "PresentHalloweenRandom" Resources/Prototypes

Length of output: 5310


Script:

#!/bin/bash
# Let's verify the actual entity definitions
echo "Checking CandyBucket definition..."
rg -A 5 "^- type: entity.*CandyBucket" "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\nChecking PresentHalloweenRandom definition..."
rg -A 5 "^- type: entity.*PresentHalloweenRandom" "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 414


Script:

#!/bin/bash
# Let's try to read the entire content of these files
echo "Content of candy_bucket.yml:"
cat "Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml"

echo -e "\nContent of halloweenpresent.yml:"
cat "Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml"

Length of output: 27787

Resources/Prototypes/Roles/Jobs/Science/research_director.yml (1)

62-64: Verify security implications of Halloween items for command staff.

The addition of Halloween items aligns well with the PR objectives. However, since the Research Director is a high-security role with command access, please confirm:

  1. That these items cannot be used to breach security (e.g., hiding contraband)
  2. Whether these changes are temporary for the Halloween event

Let's check if these items have any security-sensitive capabilities:

✅ Verification successful

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

Halloween items are safe for command staff use

The Halloween items (CandyBucket and PresentHalloweenRandom) are purely decorative seasonal items:

  • CandyBucket is a simple container with no special capabilities beyond storage
  • PresentHalloweenRandom is a thematic present that contains either:
    • Sweets (candies)
    • Clothing items
    • Nothing (empty present)

These items are being distributed to all roles across the station as part of the Halloween event, and their functionality is limited to festive purposes with no security implications.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for the Halloween items' definitions to verify their properties
echo "Searching for Halloween items definitions..."
rg -A 10 "CandyBucket|PresentHalloweenRandom" --type yaml

Length of output: 32620

Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/meta.json (2)

9-93: Verify the animation timing configuration.

The animation states have some unusual timing patterns that might need verification:

  1. The initial delay increases by 0.3 seconds for each state (10.0s → 11.5s)
  2. Each animation cycle has 7 frames with 0.3s delays
  3. The initial delays are quite long (10+ seconds)

This could lead to desynchronized animations between different trees. Consider if this is intentional for the Halloween theme or if it should be adjusted for a more natural look.

Consider these alternatives:

  1. Use consistent initial delays across all states for synchronized animations
  2. Reduce the initial delay values if immediate animation start is desired
  3. Vary the subsequent frame delays (0.3s) slightly for more natural movement

Would you like me to propose a specific timing configuration that might work better?


1-96: Verify integration with other Halloween assets.

Since this is part of the Halloween update, let's ensure the autumn trees are properly integrated with other themed changes.

✅ Verification successful

Let me check the actual integration details in the configuration files to ensure proper setup.


Halloween autumn trees are properly integrated

The verification shows complete integration:

  • All 6 large tree states (orangelarge01-06) are properly defined in the flora prototypes
  • Trees are correctly placed in both DryDock and Moose maps
  • Sprite configurations match the RSI states
  • Both regular and large autumn tree variants are being utilized
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for related autumn/Halloween flora configurations
echo "Checking for related autumn tree configurations..."
rg -l "FloraTreeAutumn" --type yaml

echo "Checking for texture references..."
rg -l "autumn_treeslarge" --type yaml

echo "Checking for other Halloween-themed assets in the same directory..."
fd -e rsi -p "Resources/Textures/_White/Objects/Decoration/Flora/"

Length of output: 788


Script:

#!/bin/bash
# Check the flora configuration
echo "=== Flora Configuration ==="
rg "autumn_treeslarge" -A 5 -B 5 Resources/Prototypes/Entities/Objects/Decoration/flora.yml

echo -e "\n=== Map Placements ==="
# Check map references
rg "FloraTreeAutumn" -A 2 -B 2 Resources/Maps/Moose.yml Resources/Maps/DryDock.yml

Length of output: 3578

Resources/Prototypes/Roles/Jobs/Command/head_of_personnel.yml (4)

Line range hint 1-26: LGTM: Job configuration changes align with role redefinition.

The weight reduction and comprehensive playtime requirements appropriately reposition the HoP as a service-focused command role while ensuring experienced players take this position.


81-83: Check for potential gear conflicts.

Please verify that adding these items to the inhand slot won't conflict with or replace any essential starting gear needed for the role's primary functions.

✅ Verification successful

Let me gather more information about the role's equipment to ensure we have a complete picture.


No conflicts found with essential HoP gear

The inhand items (CandyBucket and PresentHalloweenRandom) are holiday-themed items that don't interfere with any essential Head of Personnel equipment. The role's primary equipment is properly distributed across other slots:

  • Essential communication gear in ears slot (ClothingHeadsetHoP)
  • ID management tools in belt slot (BoxFolderClipboard)
  • Role-specific clothing in appropriate slots (uniform, shoes, head, etc.)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other roles' inhand configurations to compare
rg "inhand:" -A 3 --type yaml Resources/Prototypes/Roles/Jobs/Command/

Length of output: 990


Script:

#!/bin/bash
# Search for the complete HoP role prototype to see all equipment slots
cat Resources/Prototypes/Roles/Jobs/Command/head_of_personnel.yml

Length of output: 2806


81-83: Verify Halloween item definitions exist.

The addition of Halloween items aligns with the PR objectives. However, let's ensure these items are properly defined.

✅ Verification successful

Halloween items are properly defined and used consistently

Both CandyBucket and PresentHalloweenRandom are properly defined in the codebase:

  • CandyBucket is defined in Resources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
  • PresentHalloweenRandom is defined in Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml

The items are consistently added to all roles' starting gear as part of the Halloween theme, and their prototypes include appropriate descriptions and components.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for CandyBucket and PresentHalloweenRandom definitions
echo "Searching for CandyBucket definition..."
rg -A 5 "type:.*entity.*id:.*CandyBucket" --type yaml

echo "Searching for PresentHalloweenRandom definition..."
rg -A 5 "type:.*entity.*id:.*PresentHalloweenRandom" --type yaml

Length of output: 322


Script:

#!/bin/bash
# Try a broader search for the Halloween items in case they use a different entity format
echo "Searching for CandyBucket mentions..."
rg "CandyBucket" --type yaml -C 3

echo -e "\nSearching for PresentHalloweenRandom mentions..."
rg "PresentHalloweenRandom" --type yaml -C 3

# Also check for any Halloween-related prototypes
echo -e "\nSearching for Halloween-related prototypes..."
fd -e yml -e yaml . Resources/Prototypes | xargs rg -l "halloween|Halloween"

Length of output: 64015


Line range hint 27-65: Verify impact of restricted access permissions.

While the service-focused access changes align with the role's redefinition, please verify that removing access to critical areas (Chemistry, Engineering, Research, Security) won't impair the HoP's ability to:

  1. Handle personnel assignments to these departments
  2. Manage ID modifications for these areas
  3. Respond to emergencies as a command staff member
Resources/Prototypes/Tiles/planet.yml (2)

85-94: Review variant count and placement probabilities.

The autumn grass tiles use 8 variants with equal placement probabilities (1.0), while the base grass tile uses 4 variants. Consider:

  1. Does the increased variant count impact performance?
  2. Should placement probabilities be weighted differently for visual variety (like the snow tile which uses varied probabilities)?

Also applies to: 118-127, 151-160


147-179: Verify autumn grass textures exist.

Please ensure all referenced texture files exist in the correct paths:

  • yellow.png
  • yellow_single_edge.png
  • yellow_double_edge.png
✅ Verification successful

Let me try a different search approach to verify the textures, as the previous script had issues with the directory path.


All required autumn grass textures are present

The texture files for the yellow autumn grass tile are present in the correct location at Resources/Textures/_White/Tiles/Planet/AutumnGrass/:

  • yellow.png
  • yellow_single_edge.png
  • yellow_double_edge.png
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify existence of autumn grass textures
# Expected: All texture files should exist

echo "Checking autumn grass textures..."
for color in red orange yellow; do
  for type in "" "_single_edge" "_double_edge"; do
    texture_path="Textures/_White/Tiles/Planet/AutumnGrass/${color}${type}.png"
    if ! fd -t f "${color}${type}.png" Textures/_White/Tiles/Planet/AutumnGrass/; then
      echo "Missing texture: ${texture_path}"
    fi
  done
done

Length of output: 4504


Script:

#!/bin/bash
# Search for autumn grass texture files anywhere in the repository
echo "Searching for autumn grass textures..."
fd -t f -e png "yellow.*" | grep -i "autumngrass"
fd -t f -e png "orange.*" | grep -i "autumngrass"
fd -t f -e png "red.*" | grep -i "autumngrass"

Length of output: 1073

Resources/Prototypes/_White/Entities/Objects/Consumable/Food/candy.yml (1)

420-467: Well-implemented unwrapping mechanic

The gummy eye implementation with unwrapping mechanic and sound effect is well done. Good job on creating an interactive candy experience!

Resources/Prototypes/Entities/Objects/Decoration/flora.yml (2)

631-685: LGTM! Well-structured autumn large tree definitions

The autumn large tree entities are well-defined, following the established patterns and inheriting correctly from BaseTreeLarge.


638-639: Verify the sprite path prefix '_White'

The sprite paths use a non-standard '_White' prefix, while other entities in the file use paths starting with 'Objects/'. Please verify if this is intentional or if it should be updated to match the existing convention.

Also applies to: 647-648, 656-657, 665-666, 674-675, 683-684

✅ Verification successful

Based on the search results, I can now generate the final response:

The '_White' prefix in sprite paths is a valid convention

The search results show extensive usage of the '_White' prefix across many prototype files, including other decoration and flora-related entities. This appears to be an established pattern in the codebase, particularly for custom content. The path is correct and follows the project's conventions.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if other sprite paths use the '_White' prefix
echo "Checking for '_White' prefix usage in sprite paths..."
rg -l "sprite:.*_White" Resources/Prototypes/

Length of output: 7902

Resources/Prototypes/_White/Entities/Objects/Decoration/halloweenpresent.yml (2)

113-146: LGTM! Well-structured random present implementation.

The implementation has good probability distribution and proper group management for the item pools.


94-97: Verify light radius balance.

The soul present's light effect might need balance verification. A radius of 1.5 units with energy 1.0 and orange color could be too bright or too dim depending on the game's lighting system.

✅ Verification successful

These commands will help us find light-related configurations across the codebase, including similar present entities and general lighting patterns, to make a more informed decision about the light radius balance.


Based on the search results, I can now provide a final response regarding the light radius balance:

Light radius of 1.5 is consistent with similar decorative entities

The halloween present's light configuration (radius: 1.5, energy: 1, color: "#f0a356") is well-balanced and consistent with other similar light-emitting entities in the codebase. This radius value is commonly used for small decorative items, as seen in multiple light configurations across the codebase where radius 1.5 appears as a standard value for ambient decoration lighting.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for similar light-emitting entities to compare radius values
rg --type yaml "PointLight:[\s\n]*radius:" -A 2

Length of output: 49


Script:

#!/bin/bash
# Search for any light-related configurations in yaml files
rg --type yaml -i "(?:point)?light.*radius|radius.*(?:point)?light" -A 3

Length of output: 8883


Script:

#!/bin/bash
# Search for files with 'present' in their name to find similar entities
fd present --type f --extension yml --exec cat {}

Length of output: 38527


Script:

#!/bin/bash
# Search for any light-related configurations with broader context
rg --type yaml "(?:Point|Spot)Light:" -A 5

Length of output: 706

Resources/Prototypes/Tiles/floors.yml (2)

2405-2504: Well-implemented autumn theme additions!

The new autumn grass tiles (red, orange, yellow) are a great addition that aligns perfectly with the Halloween theme objectives. The implementation provides good visual variety and maintains consistency with existing tile mechanics.


2432-2432: Verify deconstruction tool choice.

The autumn grass tiles use Cutting as the deconstruction tool, while most other floor tiles in the file use Prying. However, this might be intentional for grass-type tiles.

Let's verify if other grass tiles use the same deconstruction tool:

Also applies to: 2465-2465, 2498-2498

✅ Verification successful

Let me search for the deconstruction tools used in grass tiles to make a complete verification.


Deconstruction tool choice is consistent with other grass tiles

The use of Cutting as the deconstruction tool for autumn grass tiles is consistent with other grass-type tiles in the codebase. All grass variants (autumn, astro, jungle, mowed) use Cutting as their deconstruction tool, which makes thematic sense for grass-based tiles.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for grass-related tile definitions and their deconstruction tools
rg -A 3 'id: Floor.*Grass' Resources/Prototypes/Tiles/

Length of output: 4034


Script:

#!/bin/bash
# Search for grass tile definitions and their deconstruction tools
rg -B 5 -A 1 'deconstructTools:' Resources/Prototypes/Tiles/floors.yml Resources/Prototypes/Tiles/planet.yml | grep -B 5 -A 1 -E '(Grass|grass)'

Length of output: 3592

Comment on lines +7 to +11
- type: hudTheme
id: SS14HalloweenTheme
name: ui-options-hud-theme-halloween
path: /Textures/_White/Interface/Halloween/
order: 8
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💡 Codebase verification

Missing localization key for the Halloween HUD theme

The Halloween textures are properly set up with all necessary HUD assets, but the localization key ui-options-hud-theme-halloween is missing from the locale files. This needs to be added to make the theme name visible in the UI.

  • Add the localization key ui-options-hud-theme-halloween to the appropriate locale files (e.g., Resources/Locale/en-US/white/hud.ftl)
🔗 Analysis chain

LGTM! The new Halloween HUD theme is well-structured.

The theme definition follows the established pattern and correctly increments the order value.

Let's verify the required dependencies:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the existence of Halloween HUD assets and localization

# Test 1: Check if the Halloween textures directory exists
fd -t d "Halloween" Resources/Textures/_White/Interface/

# Test 2: Check if the localization key is defined
rg "ui-options-hud-theme-halloween" Resources/Locale/

Length of output: 157


Script:

#!/bin/bash
# Let's verify if the localization key exists in any language file
# Using a more specific search in the Locale directory
fd . Resources/Locale/ -e ftl -x rg -l "ui-options-hud-theme-halloween" {}

# Let's also check if the Halloween directory contains the necessary HUD textures
fd . Resources/Textures/_White/Interface/Halloween/ -t f

Length of output: 3440

Comment on lines +6 to +8
components:
- type: Sprite
sprite: _White/Clothing/Neck/Cloaks/vampire.rsi
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🛠️ Refactor suggestion

Consider adding Halloween-specific properties.

Since this is part of the Halloween update, consider enhancing the cloak with special properties or effects to make it more thematic and interesting.

You could add components like:

  - type: Tag
    tags:
      - HalloweenCostume
  - type: Clothing
    sprite: _White/Clothing/Neck/Cloaks/vampire.rsi
    equippedPrefix: vampire
    slots: 
      - Neck
    darkVision: 0.5  # Optional: Give some night vision ability

parent: ClothingNeckBase
id: ClothingNeckCloakVampire
name: vampire cloak
description: '"The dark and blood colored cloack of a tyrannical nobility of long ago, who gave their souls to the devil for eternal youth and power." Reads the label behind the collar of this cloack.'
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⚠️ Potential issue

Fix typos and grammar in the description text.

The description contains several typos and grammatical issues:

Apply this diff to fix the description:

-  description: '"The dark and blood colored cloack of a tyrannical nobility of long ago, who gave their souls to the devil for eternal youth and power." Reads the label behind the collar of this cloack.'
+  description: '"The dark and blood-colored cloak of tyrannical nobles from long ago, who gave their souls to the devil for eternal youth and power." Reads the label behind the collar of this cloak.'
📝 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
description: '"The dark and blood colored cloack of a tyrannical nobility of long ago, who gave their souls to the devil for eternal youth and power." Reads the label behind the collar of this cloack.'
description: '"The dark and blood-colored cloak of tyrannical nobles from long ago, who gave their souls to the devil for eternal youth and power." Reads the label behind the collar of this cloak.'

noSpawn: true
parent: FoodPacketTrash
id: FoodPacketCandyGummyEyeTrash
name: gymmy eye wrapper
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⚠️ Potential issue

Fix typo in wrapper name

"gymmy" should be "gummy"

-  name: gymmy eye wrapper
+  name: gummy eye wrapper
📝 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
name: gymmy eye wrapper
name: gummy eye wrapper

Comment on lines +394 to +395
- id: FoodSnackCandyGummyBearValera
orGroup: GiftPool
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⚠️ Potential issue

Remove duplicate candy entry.

FoodSnackCandyGummyBearValera appears in both PresentHalloweenRandomSweet and PresentHalloweenRandomALLSweet. This could lead to increased probability of getting this specific item.

Consider removing one of the duplicate entries to maintain fair item distribution.

Comment on lines +754 to +790
orGroup: GiftPoolUniform
- id: ClothingUniformJumpskirtJanimaidmini
orGroup: GiftPoolUniform
- id: ClothingUniformJumpskirtTacticalMaid
orGroup: GiftPoolUniform
- id: ClothingUniformJumpsuitGalaxyBlue
orGroup: GiftPoolUniform
- id: ClothingUniformJumpsuitGalaxyRed
orGroup: GiftPoolUniform
- id: UniformGeisha
orGroup: GiftPoolUniform
- id: ClothingUniformMartialGi
orGroup: GiftPoolUniform
- id: UniformJabroni
orGroup: GiftPoolUniform
- id: ClothingUniformJumpsuitKilt
orGroup: GiftPoolUniform
- id: ClothingUniformJumpsuitSuitBrownMob
orGroup: GiftPoolUniform
- id: ClothingUniformJumpsuitLostTourist
orGroup: GiftPoolUniform
- id: ClothingUniformJumpskirtNurse
orGroup: GiftPoolUniform
- id: ClothingUniformRat
orGroup: GiftPoolUniform
- id: ClothingUniformJumpsuitKimono
orGroup: GiftPoolUniform
- id: ClothingUniformJumpsuitDameDane
orGroup: GiftPoolUniform
- id: ClothingUniformJumpskirtOfLife
orGroup: GiftPoolUniform
- id: ClothingUniformJumpskirtPerformer
orGroup: GiftPoolUniform
- id: ClothingUniformJumpskirtJanimaidmini
orGroup: GiftPoolUniform
- id: ClothingUniformJumpskirtTacticalMaid
orGroup: GiftPoolUniform
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⚠️ Potential issue

Remove duplicate uniform entries.

Several uniform items appear twice in the PresentHalloweenRandomALLCloth pool:

  • ClothingUniformJumpskirtJanimaidmini
  • ClothingUniformJumpskirtTacticalMaid
  • ClothingUniformJumpsuitGalaxyBlue
  • ClothingUniformJumpsuitGalaxyRed
  • UniformGeisha
  • ClothingUniformMartialGi
  • UniformJabroni
  • ClothingUniformJumpsuitKilt
  • ClothingUniformJumpsuitSuitBrownMob
  • ClothingUniformJumpsuitLostTourist

Remove the duplicate entries to maintain fair item distribution and reduce file size.

- type: entity
id: PresentHalloweenNothing
name: present soul
description: Nothinng.
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⚠️ Potential issue

Fix typo in description.

The description contains a typo: "Nothinng" should be "Nothing".

-  description: Nothinng.
+  description: Nothing.
📝 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
description: Nothinng.
description: Nothing.

Comment on lines +2407 to +2437
id: FloorAstroGrassAutumnRed
name: tiles-astro-grass-autumn-red-floor
sprite: /Textures/_White/Tiles/Planet/AutumnGrass/red.png
variants: 8
placementVariants:
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
edgeSpritePriority: 1
edgeSprites:
SouthEast: /Textures/_White/Tiles/Planet/AutumnGrass/red_single_edge.png
NorthEast: /Textures/_White/Tiles/Planet/AutumnGrass/red_single_edge.png
NorthWest: /Textures/_White/Tiles/Planet/AutumnGrass/red_single_edge.png
SouthWest: /Textures/_White/Tiles/Planet/AutumnGrass/red_single_edge.png
South: /Textures/_White/Tiles/Planet/AutumnGrass/red_double_edge.png
East: /Textures/_White/Tiles/Planet/AutumnGrass/red_double_edge.png
North: /Textures/_White/Tiles/Planet/AutumnGrass/red_double_edge.png
West: /Textures/_White/Tiles/Planet/AutumnGrass/red_double_edge.png
baseTurf: Plating
isSubfloor: false
deconstructTools: [ Cutting ]
footstepSounds:
collection: FootstepGrass
itemDrop: FloorTileItemAstroGrass
heatCapacity: 10000
tileRipResistance: 50
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🛠️ Refactor suggestion

Consider differentiating item drops for autumn variants.

While the implementation of autumn grass variants is well-structured, all three variants (red, orange, yellow) use the same FloorTileItemAstroGrass item drop. This might make it difficult for players to specifically collect and place the autumn variants they want.

Consider creating specific item drops for each variant:

  itemDrop: FloorTileItemAstroGrass

to

  itemDrop: FloorTileItemAstroGrassAutumnRed  # For red variant
  itemDrop: FloorTileItemAstroGrassAutumnOrange  # For orange variant
  itemDrop: FloorTileItemAstroGrassAutumnYellow  # For yellow variant

Also applies to: 2440-2470, 2473-2503

@Remuchi Remuchi merged commit d7450cc into WWhiteDreamProject:master Oct 31, 2024
11 of 12 checks passed
@Remuchi
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Remuchi commented Oct 31, 2024

похуй потом откатим

@PuroSlavKing
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не надо откатывать, крутые вещички

@Gersoon458 Gersoon458 deleted the Halloween branch November 1, 2024 10:37
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3 participants