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Halloween #113
Halloween #113
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WalkthroughThe 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 Changes
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RSI Diff Bot; head commit eb6b70f merging into 6093d72 Resources/Textures/_White/Clothing/Head/Misc/toy_demon.rsi
Resources/Textures/_White/Clothing/Mask/toy_vampire_fangs.rsi
Resources/Textures/_White/Clothing/Neck/Cloaks/vampire.rsi
Resources/Textures/_White/Clothing/Uniforms/Jumpsuit/skeleton.rsi
Resources/Textures/_White/Objects/Consumable/Food/candy.rsi
Resources/Textures/_White/Objects/Decoration/Flora/autumn_trees.rsi
Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi
Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi
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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: 20Resources/Prototypes/_White/Entities/Clothing/Masks/masks.yml (1)
5-5
: Minor grammar improvement needed in descriptionThe 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:
- Override or extend job definitions during events
- Enable/disable seasonal items through configuration
- 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 - PresentHalloweenRandomResources/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 toEpistemics
. 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 toLogistics
. Consider moving this file to aLogistics
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 distributionSince these Halloween items are being added to multiple roles' starting gear, consider:
- The impact on game economy if every role starts with these items
- 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
tochief justice
would break localizationThe 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
tochief justice
appears unrelated to the Halloween theme. Ifjob-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 yamlLength 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 2Length 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 yamlLength 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:
- Remove from starting gear if items should be discovered through exploration
- Reduce closet spawn rates if items should primarily come from starting gear
- 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 technicalThe 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 implementationResources/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:
- Removing the commented requirements entirely if they're no longer needed
- 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:
- Consistently across all role definition files
- 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:
- Reducing the probability to maintain game balance (e.g., 0.3-0.5).
- 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:
- Removing them entirely if they're not meant to be used.
- 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 outClosetWallMaintenanceFilledRandom
has them enabledThis 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.ymlLength of output: 4220
Resources/Prototypes/_White/Entities/Objects/Consumable/Food/candy.yml (2)
73-73
: Fix typo in descriptionThe 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 descriptionsMissing 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 descriptionsThe 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:
- Consider moving common items to shared pools that can be referenced by multiple presents. This would reduce duplication and make maintenance easier.
- 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
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Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/orangelarge01.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/orangelarge02.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/orangelarge03.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/orangelarge04.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/orangelarge05.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Flora/autumn_treeslarge.rsi/orangelarge06.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/base.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/base_glow.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/base_unwrapped.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/cloth.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/cloth_glow.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/cloth_unwrapped.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/sweet.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/sweet_glow.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/present.rsi/sweet_unwrapped.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi/base.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi/base_glow.png
is excluded by!**/*.png
Resources/Textures/_White/Objects/Decoration/Halloween/presentsoul.rsi/nothing.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/orange.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/orange_double_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/orange_single_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/orange_triple_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/red.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/red_double_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/red_single_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/red_triple_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/yellow.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/yellow_double_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/yellow_single_edge.png
is excluded by!**/*.png
Resources/Textures/_White/Tiles/Planet/AutumnGrass/yellow_triple_edge.png
is excluded by!**/*.png
📒 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:
- The item is a Halloween-themed cosmetic (toy demon horns) in a game that explicitly includes fantasy/supernatural elements
- 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"
- 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 inResources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
with appropriate components for storage and visualsPresentHalloweenRandom
is well-defined inResources/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:
- Are these items temporary for the Halloween event?
- What's the value/rarity of items in PresentHalloweenRandom?
- 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:
- The
inhand
field is correctly indented under theBotanistGear
starting gear, at the same level as other gear fields likeequipment
- The Halloween items (
CandyBucket
andPresentHalloweenRandom
) are consistently implemented across multiple job roles, either in theinhand
section or occasionally inpocket2
- 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:
- Whether this affects game balance, especially if presents contain valuable items
- If these items should persist beyond the Halloween event
- 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:
- The impact on the role's authority and professional appearance
- 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:
- The CandyBucket is a festive container limited to small items, snacks, and food
- The PresentHalloweenRandom contains thematic items (candy, costumes) appropriate for the Halloween holiday
- These items are being added to all roles station-wide as part of the Halloween event (defined in holidays.yml)
- 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 snacksPresentHalloweenRandom
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 configurationicon.png
for inventory displayequipped-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:
-
CandyBucket
is defined inResources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
and is consistently used across all job roles. -
PresentHalloweenRandom
is defined inResources/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 componentsPresentHalloweenRandom
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 snacksPresentHalloweenRandom
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:
- The
maxItemSize: Small
restriction is appropriate for all Halloween treats - The storage grid size
3,2
can accommodate the expected number of items
✅ Verification successful
Based on the search results, I can see that:
- Halloween candy/treats in the codebase (from
_White/Entities/Objects/Consumable/Food/candy.yml
) have sizes ranging from Tiny to Normal - The candy bucket itself (
Objects/Fun/candy_bucket.yml
) is set to size: Normal - 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:
- Are these items temporary for the Halloween event? If so, consider adding a comment indicating the temporary nature.
- 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 treatsPresentHalloweenRandom
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:
- The character can hold both items simultaneously at spawn
- 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 handPresentHalloweenRandom
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:
- Please verify that these items can be easily stored in the engineer's backpack (
ClothingBackpackEngineeringFilled
) or utility belt (ClothingBeltUtilityEngineering
). - 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 inResources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
with proper storage functionality for Halloween treatsPresentHalloweenRandom
is defined inResources/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:
- Moving one item to a pocket or backpack slot
- 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:
-
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
- Security Cadet:
-
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:
- The file is still located in the Science directory path
- 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:
- The items are properly defined in the prototypes
- 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 inResources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
PresentHalloweenRandom
is defined inResources/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 componentsPresentHalloweenRandom
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:
- Removal of the 15-hour time limit requirement for Medical Interns
- 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:
- Moving one item to a different equipment slot
- 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 treatsPresentHalloweenRandom
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:
- Does having both items in inhand affect initial movement or gameplay balance?
- Is there a mechanism to disable/remove these items after the Halloween event?
- 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:
- Both items (CandyBucket and PresentHalloweenRandom) are given to nearly all roles, suggesting this is an intentional game-wide Halloween event feature
- 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
- CandyBucket in
- The present system has built-in probability controls and different variants (sweet/clothing), indicating balanced gameplay mechanics
- 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 inResources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
PresentHalloweenRandom
is defined inResources/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:
- That cadets can still perform their essential duties without Brig access
- 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:
- Maintains appropriate protection levels for the cadet role
- 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 componentsPresentHalloweenRandom
: 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:
- Making these items part of a seasonal configuration that can be toggled based on the time of year
- 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 configurationPresentHalloweenRandom
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:
- That these items are properly defined in the item prototypes
- 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 snacksPresentHalloweenRandom
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 componentsPresentHalloweenRandom
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:
- Removed
Brig
access (commented out) - 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:
- Are these permanent additions or should they be feature-flagged for the Halloween event?
- 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:
- Both
CandyBucket
andPresentHalloweenRandom
are Halloween-themed items defined in the codebase - 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 defined in Halloween-specific files (
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:
- Matches the pattern used by other medical roles
- Allows experience from any medical role to count towards the requirement
- 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 inResources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
as a container for Halloween treatsPresentHalloweenRandom
is defined inResources/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:
- That these items cannot be used to breach security (e.g., hiding contraband)
- 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 storagePresentHalloweenRandom
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:
- The initial delay increases by 0.3 seconds for each state (10.0s → 11.5s)
- Each animation cycle has 7 frames with 0.3s delays
- 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:
- Use consistent initial delays across all states for synchronized animations
- Reduce the initial delay values if immediate animation start is desired
- 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 inResources/Prototypes/Entities/Objects/Fun/candy_bucket.yml
PresentHalloweenRandom
is defined inResources/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:
- Handle personnel assignments to these departments
- Manage ID modifications for these areas
- 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:
- Does the increased variant count impact performance?
- 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
- 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
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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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.
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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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.
name: gymmy eye wrapper | |
name: gummy eye wrapper |
- id: FoodSnackCandyGummyBearValera | ||
orGroup: GiftPool |
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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.
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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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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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.
description: Nothinng. | |
description: Nothing. |
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
похуй потом откатим |
не надо откатывать, крутые вещички |
Описание PR
ХЕЛОУИН ЕПТИТЬ!!! Добавлены сладости, подарки, костюмы, карты обновлены под стиль.
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Изменения
🆑 Gersoon