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[Port] Hardlight Spear / Световое Копье #77

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merged 6 commits into from
Oct 23, 2024

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Spatison
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@Spatison Spatison commented Oct 7, 2024

Описание PR

Порт и рефактор светового копья.


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🆑 Spatison

  • add: Added hardlight spear implanter/ Добавлен имплант светового копья

@Spatison Spatison requested a review from Remuchi October 7, 2024 22:06
@Spatison Spatison self-assigned this Oct 7, 2024
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coderabbitai bot commented Oct 7, 2024

Walkthrough

This pull request introduces a new implant called the "Hardlight spear implanter" to the uplink catalog in both English and Russian localization files. It includes the addition of new entries in the uplink catalog and entity definitions, along with modifications to existing entities for consistency. The changes also involve the removal of several outdated product listings and updates to the conditions of an existing listing.

Changes

File Path Change Summary
Resources/Locale/en-US/_white/store/uplink-catalog.ftl Added new entries for the "Hardlight spear implanter" item and updated the name of "Implanter" to "Имплантер."
Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl Added new entity ent-HardlightSpearImplanter and updated ent-SmokeImplanter description for consistency.
Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl Added new entries for "Hardlight spear implanter" in Russian localization.
Resources/Prototypes/_White/Catalog/uplink_catalog.yml Removed three product listings, updated UplinkMiniEbow, and added new listing for UplinkHardlightSpearImplanter.
Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml Added new entity HardlightSpearImplanter and removed NeuroStabilizationImplanter and ImplanterSyndi.
Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml Added new entity HardlightSpearImplant and modified SmokeImplant for correct formatting.

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  • Remuchi

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github-actions bot commented Oct 7, 2024

RSI Diff Bot; head commit 4155ceb merging into a8c9bbf
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi

State Old New Status
equipped-BACKPACK Added
inhand-left Added
inhand-right Added
spear Added
spear1 Added
wielded-inhand-left Added
wielded-inhand-right Added

Edit: diff updated after 4155ceb

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Actionable comments posted: 6

🧹 Outside diff range and nitpick comments (34)
Resources/Locale/ru-RU/_white/prototypes/entities/objects/weapons/melee/spear.ftl (2)

2-2: LGTM: Accurate description with a minor suggestion

The translation "Копьё из твердого света." (A spear made of solid light) accurately describes the HardlightSpear. The FTL format is correctly followed.

Consider adding a brief mention of its purpose or unique properties to enhance the description. For example:

-    .desc = Копьё из твердого света.
+    .desc = Копьё из твердого света. Эффективное и легкое оружие ближнего боя.

This addition (Effective and lightweight melee weapon) provides more context about its use in the game.


1-2: Overall: Excellent localization for the HardlightSpear

The translations provided in this file accurately represent the HardlightSpear entity in Russian. Both the name and description are well-translated and follow the correct FTL format. This addition aligns with the PR objectives and enhances the game's accessibility for Russian-speaking players.

As the project grows, consider implementing a localization review process to ensure consistency across all language files. This could involve:

  1. Creating a glossary of common terms and their approved translations.
  2. Setting up automated checks for format consistency and completeness across all language files.
  3. Establishing guidelines for descriptive text to maintain a consistent tone and level of detail across all items.
Resources/Locale/ru-RU/_white/prototypes/actions/types.ftl (1)

1-2: LGTM! Consider a minor terminology adjustment for consistency.

The translation is accurate and aligns well with the PR objectives. The Fluent (.ftl) syntax is correctly used, and the Russian grammar appears to be correct.

For consistency with the PR title "[Port] Hardlight Spear / Световое Копье", consider using "Световое Копье" (with a capital 'К') instead of "световое копьё". This would make the in-game terminology match the PR title exactly.

Here's the suggested minor adjustment:

-ent-ActivateHardlightSpearImplant = Создать световое копьё
-    .desc = Создает световое копьё в ваших руках.
+ent-ActivateHardlightSpearImplant = Создать Световое Копье
+    .desc = Создает Световое Копье в ваших руках.

This change would ensure perfect consistency with the PR title while maintaining the correct translation.

Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (1)

2-2: LGTM: Entity description is clear and consistent.

The description for "HardlightSpearImplant" is properly defined and translated. It accurately describes the functionality of the implant.

Consider adding information about how the implant is activated or used, if applicable. For example:

-    .desc = Этот имплант создаёт световое копьё в ваших руках.
+    .desc = Этот имплант создаёт световое копьё в ваших руках по команде.

This change would translate to "This implant creates a light spear in your hands on command," providing slightly more context on its usage.

Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl (1)

1-3: LGTM! The localization entry is correctly implemented.

The new entity ent-HardlightSpearImplanter is properly defined and extends the base implanter entity. The Russian suffix "световое копьё" (light spear) is correctly added, which aligns with the PR objectives of introducing a hardlight spear implanter.

Consider adding a custom description for the ent-HardlightSpearImplanter instead of reusing the base implanter description. This would provide more specific information about the hardlight spear implanter to players. For example:

ent-HardlightSpearImplanter = { ent-BaseImplanter }
-    .desc = { ent-BaseImplanter.desc }
+    .desc = Имплантер, содержащий подкожный имплант светового копья. Позволяет создавать и метать световые копья.
    .suffix = световое копьё

This description translates to: "An implanter containing a subdermal hardlight spear implant. Allows creating and throwing light spears."

Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (1)

7-7: Add a newline at the end of the file.

To adhere to YAML best practices and resolve the linter warning, please add a newline character at the end of the file.

Apply this change:

    - type: Implanter
      implant: HardlightSpearImplant
+
🧰 Tools
🪛 yamllint

[error] 7-7: no new line character at the end of file

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

Content.Server/_White/Throwing/ThrowingItemModifierComponent.cs (1)

1-1: Consider revising the namespace naming convention.

The use of an underscore in the namespace Content.Server._White.Throwing is unconventional and might lead to confusion or potential conflicts. Consider using a more standard naming convention, such as Content.Server.White.Throwing or Content.Server.CustomContent.Throwing.

Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemComponent.cs (1)

1-1: Consider revising the namespace naming convention.

The namespace Content.Server._White.DespawnOnLandItem uses an underscore prefix for _White, which is unconventional in C# naming practices. Consider removing the underscore to align with standard C# naming conventions, unless there's a specific reason for this naming scheme in your project.

Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (2)

4-5: Minor grammatical improvement in the description.

The name and description are clear and informative. However, there's a small grammatical improvement that can be made to the description.

Consider updating the description as follows:

- description: This implant creates hardlight spear in your hands.
+ description: This implant creates a hardlight spear in your hands.

This change adds the article "a" before "hardlight spear" to improve grammatical correctness.


1-11: Add a newline at the end of the file.

The YAML structure is well-formatted and consistent. However, it's a good practice to add a newline at the end of the file.

Please add a newline at the end of the file to comply with common coding standards and prevent potential issues with some tools.

🧰 Tools
🪛 yamllint

[error] 11-11: no new line character at the end of file

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

Content.Server/_White/Implants/Spawn/SpawnImplantComponent.cs (3)

8-9: Consider removing the default value for SpawnId.

The SpawnId field is marked as required, but it also has a default value of string.Empty. This might lead to confusion, as it's unclear whether an empty string is a valid value or if it should always be explicitly set.

Consider removing the default value:

-    public string SpawnId = string.Empty;
+    public string SpawnId = default!;

This change emphasizes that SpawnId must be set explicitly and cannot be left as an empty string.


11-13: Reconsider the default sound for SoundOnSpawn.

The current default sound ("/Audio/Weapons/ebladeon.ogg") seems to be related to a weapon sound, which might not be appropriate for all implant types. Consider one of the following options:

  1. Remove the default value entirely, requiring explicit sound assignment for each implant type.
  2. Use a more generic sound that could fit various implant types.
  3. If the sound is specific to the hardlight spear implant, consider renaming the component to reflect this specificity.

Example of removing the default value:

-    public SoundSpecifier SoundOnSpawn = new SoundPathSpecifier("/Audio/Weapons/ebladeon.ogg");
+    public SoundSpecifier? SoundOnSpawn;

This change would require explicit sound assignment for each implant type, ensuring appropriate sounds are used.


5-13: Consider adding XML documentation and potentially expanding the component.

While the component's purpose can be inferred from its name and fields, it would benefit from XML documentation explaining its role in the implant system. Additionally, consider if any methods or properties are needed to handle the spawn behavior or interact with other systems.

Example of adding XML documentation:

/// <summary>
/// Component that defines the behavior for spawning an entity when an implant is activated.
/// </summary>
[RegisterComponent]
public sealed partial class SpawnImplantComponent : Component
{
    /// <summary>
    /// The identifier of the entity to spawn when the implant is activated.
    /// </summary>
    [DataField(required: true)]
    public string SpawnId = default!;

    /// <summary>
    /// The sound to play when the implant spawns its entity. If null, no sound will be played.
    /// </summary>
    [DataField]
    public SoundSpecifier? SoundOnSpawn;
}

This documentation provides clear explanations of the component's purpose and its fields, improving code readability and maintainability.

Resources/Locale/en-US/_white/store/uplink-catalog.ftl (2)

13-14: Approved: New "Hardlight spear implanter" item added

The addition of the "Hardlight spear implanter" aligns with the PR objectives and introduces an interesting new gameplay mechanic. The description effectively communicates the item's functionality.

Suggestions for minor improvements:

  1. Consider adding information about any cooldown or usage limitations of the implant.
  2. Specify if the hardlight spear is permanent or has a duration.
  3. You might want to include the damage potential or any unique properties of the hardlight spear.

Incomplete Rename of "Betrayal dagger":

Several references to "Betrayal dagger" still exist in the codebase. Please ensure all instances are updated accordingly, including:

  • Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/daggers.yml
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl
🔗 Analysis chain

Line range hint 6-7: Significant gameplay change: Betrayal dagger renamed to Experimental syndicate teleporter

The item previously known as "Betrayal dagger" has been renamed to "Experimental syndicate teleporter" with a completely different functionality. This represents a substantial change in gameplay mechanics.

Consider the following:

  1. Ensure that all references to this item in the codebase are updated accordingly.
  2. Update any related documentation or player guides to reflect this change.
  3. Consider the balance implications of replacing a melee weapon with a teleportation device.

To ensure consistency across the codebase, run the following script:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any remaining references to "Betrayal dagger" or "betrayal knife"
rg -i "betrayal (dagger|knife)"

Length of output: 551

Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (1)

14-14: LGTM with a minor suggestion: Hardlight spear implant description.

The new localization entry for the hardlight spear implant description is well-structured and informative. However, consider slightly adjusting the last part of the description to be less explicit about its chaotic nature.

Suggestion: Replace "с помощью которого пользователь может сеять хаос" with a more neutral phrase like "которое может быть использовано в различных целях" (which can be used for various purposes). This maintains the item's versatility without explicitly mentioning chaos.

-uplink-hardlight-spear-implant-desc = Имплант, вводимый в тело и активируемый по желанию пользователя. Он вызывает копье из твердого света, с помощью которого пользователь может сеять хаос.
+uplink-hardlight-spear-implant-desc = Имплант, вводимый в тело и активируемый по желанию пользователя. Он вызывает копье из твердого света, которое может быть использовано в различных целях.
Content.Server/_White/Implants/Spawn/SpawnImplantSystem.cs (1)

17-33: LGTM: OnImplantActivate method is well-implemented.

The method handles the implant activation event effectively. It properly checks for required components, spawns the new entity, and manages the pickup process. The error handling is appropriate, deleting the spawned entity if pickup fails.

A minor suggestion for improved clarity:

Consider adding a comment explaining the purpose of the args.Handled = true; line. This would help future developers understand its significance in the event handling process.

 if (_hands.TryPickupAnyHand(component.ImplantedEntity.Value, spear))
 {
     _audio.PlayPvs(implant.SoundOnSpawn, spear);
+    // Mark the event as handled to prevent further processing
     args.Handled = true;
     return;
 }
Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml (2)

35-43: LGTM: Projectile and light components are well-configured. Consider color optimization.

The EmbeddableProjectile, DespawnOnLandItem, and ThrowingItemModifier components are appropriately defined, creating a cohesive behavior for the hardlight spear as a throwable weapon.

The PointLight component effectively represents the "hardlight" nature of the spear. However, consider using a hex color code for the light color instead of a named color for more precise control:

  - type: PointLight
    radius: 1.5
    energy: 2
    color: "#FFFF00"  # Exact yellow color

This change allows for fine-tuning of the color if needed in the future.


44-57: LGTM: Fixtures component is well-defined. Minor formatting issues to address.

The Fixtures component accurately represents the physical properties of the hardlight spear with an appropriate polygon shape and reasonable values for density, restitution, and friction.

However, there are two minor formatting issues to address:

  1. The indentation in line 49 should be adjusted from 12 spaces to 10 spaces to maintain consistency.
  2. Add a newline character at the end of the file (after line 57) to comply with YAML best practices.

Here's the corrected version of the affected lines:

        shape: !type:PolygonShape
          vertices:
            - -0.20,-0.10
            - -0.10,-0.20
            - 0.40,0.30
            - 0.30,0.40
        density: 20
        mask:
        - Opaque
        restitution: 0.3
        friction: 0.2

Note the adjusted indentation and the added newline at the end.

🧰 Tools
🪛 yamllint

[warning] 49-49: wrong indentation: expected 10 but found 12

(indentation)


[error] 57-57: no new line character at the end of file

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

Resources/Prototypes/_White/Catalog/uplink_catalog.yml (2)

55-65: Approve UplinkHardlightSpearImplanter addition and fix indentation

The addition of the UplinkHardlightSpearImplanter listing is well-structured and aligns with the PR objectives. However, there's a minor indentation issue to address.

Please apply the following change to fix the indentation:

  cost:
    Telecrystal: 12
  categories:
-  - UplinkImplants
+    - UplinkImplants
  conditions:
  - !type:StoreWhitelistCondition
    blacklist:
      tags:
      - NukeOpsUplink
  saleLimit: 1

This will ensure consistency with the rest of the file and improve readability.

🧰 Tools
🪛 yamllint

[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


Incomplete removal of uplink items detected.

The IDs UplinkEmpFlashlight, UplinkExperimentalSyndicateTeleporter, and UplinkBetrayalKnife are still present in Resources/Prototypes/_White/Catalog/uplink_catalog.yml. Please ensure that these entries are fully removed to avoid inconsistencies.

🔗 Analysis chain

Line range hint 1-38: Verify the impact of removed uplink items

The removal of UplinkEmpFlashlight, UplinkExperimentalSyndicateTeleporter, and UplinkBetrayalKnife listings appears intentional. However, it's crucial to ensure that these removals don't negatively impact other parts of the game or create inconsistencies.

Please run the following script to check for any remaining references to these items:

If the script returns any results, please review those occurrences and update them accordingly.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for references to removed uplink items

# Test: Search for references to removed items
echo "Searching for references to removed uplink items:"
rg --type yaml --type cs "UplinkEmpFlashlight|UplinkExperimentalSyndicateTeleporter|UplinkBetrayalKnife"

Length of output: 476

🧰 Tools
🪛 yamllint

[warning] 47-47: wrong indentation: expected 4 but found 2

(indentation)


[warning] 49-49: wrong indentation: expected 4 but found 2

(indentation)


[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 66-66: wrong indentation: expected 4 but found 2

(indentation)

Content.Shared/Implants/Components/SubdermalImplantComponent.cs (1)

93-93: LGTM with a minor suggestion.

The addition of ActivateSpawnImplantEvent is consistent with the existing codebase structure and naming conventions. It correctly inherits from InstantActionEvent and is marked as sealed partial, which aligns with other event classes in this file.

Consider removing the trailing semicolon and adding an empty body to maintain consistency with other event classes:

-public sealed partial class ActivateSpawnImplantEvent : InstantActionEvent; // WD EDIT
+public sealed partial class ActivateSpawnImplantEvent : InstantActionEvent
+{
+    // WD EDIT
+}

This change would improve readability and maintain a consistent style throughout the file.

Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml (4)

Line range hint 114-134: LGTM. Consider adding a unique effect for the reinforced spear.

The addition of the SpearReinforced entity is well-structured and balanced. It appropriately inherits from the base Spear entity and includes specific damage values that seem reasonable.

To further differentiate this spear type, consider adding a unique effect or property. For example:

  - type: StatusEffects
    effects:
    - !type:SlowdownEffect
      walkSpeedModifier: 0.8
      sprintSpeedModifier: 0.8

This would add a slowing effect to targets hit by the reinforced spear, making it unique among other spear types.


Line range hint 136-156: LGTM. Consider adding a heat or energy-based effect for the plasma spear.

The SpearPlasma entity is well-defined and appropriately powerful compared to other spear types. Its inclusion expands the variety of spears available in the game.

To enhance the plasma theme, consider adding a heat or energy-based effect. For example:

  - type: Temperature
    currentTemperature: 1000
  - type: IgniteOnMeleeHit
    igniteChance: 0.3
    igniteTime: 5

This would give the plasma spear a chance to ignite targets on hit, further distinguishing it from other spear types.


Line range hint 158-179: LGTM. Consider adding a radiation effect to the wielder.

The SpearUranium entity is a creative addition to the spear types, introducing radiation damage which adds interesting gameplay mechanics.

To enhance realism and add a risk/reward element, consider adding a radiation effect to the wielder of the spear. For example:

  - type: RadiationReceiver
  - type: RadiationPulse
    range: 1
    damage:
      types:
        Radiation: 0.1
    pulseRate: 5

This would cause the wielder to receive small amounts of radiation damage over time, adding a strategic element to using this powerful weapon.


Line range hint 181-189: Consider adding unique properties to the bone spear.

While the addition of the SpearBone entity adds variety to the spear types, it currently lacks distinguishing features beyond its appearance.

To make the bone spear more interesting and unique, consider adding some special properties. For example:

  - type: MeleeWeapon
    damage:
      types:
        Piercing: 6
        Blunt: 2
  - type: DamageOtherOnHit
    damage:
      types:
        Piercing: 8
  - type: StaminaDamageOnHit
    damage: 10

This would give the bone spear slightly lower piercing damage but add blunt damage and a stamina damage effect, making it unique among the spear types.

Resources/Prototypes/Entities/Objects/Fun/darts.yml (3)

Line range hint 111-118: Approve addition of DartYellow entity and suggest potential refactor

The addition of the DartYellow entity is consistent with the other color variants and maintains the established pattern. This is a good addition to the game's content.

Consider refactoring the color variants (DartBlue, DartPurple, DartYellow) to use a shared template with a color parameter. This could reduce duplication and make it easier to add new colors in the future. For example:

- type: entity
  parent: Dart
  id: DartColored
  abstract: true
  components:
  - type: Sprite
    sprite: Objects/Fun/Darts/dart_{color}.rsi
  - type: Item
    sprite: Objects/Fun/Darts/dart_{color}.rsi

- type: entity
  parent: DartColored
  id: DartBlue
  vars:
    color: blue

- type: entity
  parent: DartColored
  id: DartPurple
  vars:
    color: purple

- type: entity
  parent: DartColored
  id: DartYellow
  vars:
    color: yellow

This approach would make it easier to maintain and extend the color variants in the future.


Line range hint 134-188: Approve addition of TargetDarts entity, suggest improvement for Destructible component

The addition of the TargetDarts entity (dartboard) is well-implemented, covering visual, physical, and gameplay aspects. The DamageRandomPopup component adds a nice touch to the dart-throwing mechanic.

Consider refining the Destructible component to provide a more gradual degradation of the dartboard. Currently, it only has two damage thresholds (500 and 300). You could add intermediate thresholds to represent visual damage states before complete destruction. For example:

- type: Destructible
  thresholds:
  - trigger:
      !type:DamageTrigger
      damage: 500
    behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - trigger:
      !type:DamageTrigger
      damage: 400
    behaviors:
      - !type:EmitSoundBehavior
        sound:
          path: /Audio/Effects/woodcreak.ogg
      - !type:SetSpriteStateBehavior
        state: target_dart_damaged
  - trigger:
      !type:DamageTrigger
      damage: 300
    behaviors:
    - !type:SpawnEntitiesBehavior
      spawn:
        MaterialWoodPlank:
          min: 5
          max: 5
    - !type:PlaySoundBehavior
      sound:
        path: /Audio/Effects/tree_fell.ogg
    - !type:DoActsBehavior
      acts: [ "Destruction" ]

This would enhance the visual feedback and gameplay experience as the dartboard takes damage over time.


Line range hint 190-203: Approve addition of HypoDartBox entity, suggest improvement for realism

The addition of the HypoDartBox entity as a container for HypoDarts is well-implemented and aligns with the new HypoDart entity. The disintegration of the packaging is a nice touch for immersion and game balance.

To enhance realism, consider adding a small delay between using the box and spawning the HypoDart to simulate the time it takes to open the package. You could achieve this by adding a DoAfter component. For example:

- type: DoAfter
  delay: 1.5
- type: SpawnItemsOnUse
  items:
  - id: HypoDart
  doAfter: true
  sound:
    path: /Audio/Effects/unwrap.ogg

This small change would add a bit more depth to the interaction and make it feel more realistic.

Content.Shared/OfferItem/SharedOfferItemSystem.cs (1)

159-166: Consider adding documentation for the new HandedEvent class.

While the implementation of the HandedEvent class is correct, it would be beneficial to add some documentation explaining its purpose and how it fits into the overall item offering system. This would help other developers understand when and how to use this event.

Consider adding a XML documentation comment above the class definition, like this:

/// <summary>
/// Represents an event that occurs when an item is handed from one entity to another.
/// This event is raised [explain when the event is raised].
/// </summary>
[Serializable]
public sealed class HandedEvent(EntityUid user, EntityUid target) : EntityEventArgs
{
    // ... existing code ...
}

Replace [explain when the event is raised] with the specific circumstances under which this event is triggered.

Content.Shared/Throwing/ThrownItemSystem.cs (1)

Line range hint 1-190: Summary of changes and potential impact on the throwing system

The modifications to the ThrownItemSystem class introduce new collision handling logic and entity tracking. These changes could significantly alter the behavior of thrown items in the game. To ensure the changes are well-understood and maintainable:

  1. Consider adding comments or documentation to explain the purpose and behavior of the new Fixture1 constant and the Processed list.
  2. Evaluate if these changes might affect other parts of the codebase that interact with thrown items.
  3. Update any relevant unit tests to cover the new collision handling logic.
  4. Consider updating the class or method documentation to reflect these new behaviors.
Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemSystem.cs (1)

9-33: Consider adding XML documentation comments to enhance maintainability

To improve code readability and assist other developers, consider adding XML documentation comments to the DespawnOnLandItemSystem class and its methods (Initialize, OnDrop, OnHanded, OnInsert). This will provide clear explanations of the class's purpose and the functionality of each method.

Content.Server/Hands/Systems/HandsSystem.cs (2)

2-2: Consider renaming the namespace for consistency

The namespace Content.Server._White.Throwing includes a leading underscore. According to C# naming conventions, it's advisable to avoid leading underscores in namespace names to maintain consistency and readability across the codebase.


210-213: Remove development comments before merging

The comments // WD EDIT START and // WD EDIT END appear to be placeholders or markers used during development. It's recommended to remove these comments to keep the codebase clean and maintainable.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 4c2f775 and 8f6e66f.

⛔ Files ignored due to path filters (6)
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/equipped-BACKPACK.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/inhand-left.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/inhand-right.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/spear.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/wielded-inhand-left.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/wielded-inhand-right.png is excluded by !**/*.png
📒 Files selected for processing (26)
  • Content.Server/Hands/Systems/HandsSystem.cs (2 hunks)
  • Content.Server/OfferItem/OfferItemSystem.cs (1 hunks)
  • Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemComponent.cs (1 hunks)
  • Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemSystem.cs (1 hunks)
  • Content.Server/_White/Implants/Spawn/SpawnImplantComponent.cs (1 hunks)
  • Content.Server/_White/Implants/Spawn/SpawnImplantSystem.cs (1 hunks)
  • Content.Server/_White/Throwing/ThrowingItemModifierComponent.cs (1 hunks)
  • Content.Shared/Implants/Components/SubdermalImplantComponent.cs (1 hunks)
  • Content.Shared/OfferItem/SharedOfferItemSystem.cs (1 hunks)
  • Content.Shared/Throwing/ThrownItemSystem.cs (2 hunks)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/actions/types.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/weapons/melee/spear.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Prototypes/Entities/Objects/Fun/darts.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Materials/shards.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Misc/tiles.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml (1 hunks)
  • Resources/Prototypes/_White/Actions/types.yml (1 hunks)
  • Resources/Prototypes/_White/Catalog/uplink_catalog.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml (1 hunks)
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/meta.json (1 hunks)
🧰 Additional context used
🪛 yamllint
Resources/Prototypes/_White/Actions/types.yml

[error] 14-14: no new line character at the end of file

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

Resources/Prototypes/_White/Catalog/uplink_catalog.yml

[warning] 49-49: wrong indentation: expected 4 but found 2

(indentation)


[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)

Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml

[error] 7-7: no new line character at the end of file

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

Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml

[error] 11-11: no new line character at the end of file

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

Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml

[warning] 49-49: wrong indentation: expected 10 but found 12

(indentation)


[error] 57-57: no new line character at the end of file

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

🔇 Additional comments (47)
Resources/Locale/ru-RU/_white/prototypes/entities/objects/weapons/melee/spear.ftl (1)

1-1: LGTM: Accurate translation for "HardlightSpear"

The translation "световое копьё" accurately captures the meaning of "Hardlight Spear" in Russian. The FTL format is correctly followed.

Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (2)

1-1: LGTM: Entity name correctly defined.

The entity name for "HardlightSpearImplant" is properly defined in Russian. The translation "имплант световое копьё" (light spear implant) is consistent with the entity ID.


1-2: Overall: Localization entries are well-defined and consistent.

The localization entries for the "HardlightSpearImplant" have been properly added to the Russian language file. The translations are accurate and align well with the PR objectives of adding a hardlight spear implanter to the game. The file structure and syntax adhere to the .ftl format standards.

Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (2)

1-7: LGTM! Entity definition looks good.

The entity definition for the hardlight spear implanter is well-structured and consistent with the expected format. It correctly inherits from the base syndicate implanter and includes the necessary Implanter component with the appropriate implant type.

🧰 Tools
🪛 yamllint

[error] 7-7: no new line character at the end of file

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


1-7: Verify consistency with related components and existing implanters.

While the entity definition looks good, please ensure:

  1. The parent entity BaseImplantOnlyImplanterSyndi is properly defined and contains all necessary components for this implanter to function correctly.
  2. The HardlightSpearImplant is implemented and properly integrated with the game's systems.
  3. This implementation is consistent with other implanter definitions in the codebase.
  4. If this is a port from another system, verify that all necessary functionality has been carried over.

To assist with this verification, you can run the following script:

🧰 Tools
🪛 yamllint

[error] 7-7: no new line character at the end of file

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

Content.Server/_White/Throwing/ThrowingItemModifierComponent.cs (2)

3-5: LGTM: Component registration and class definition are well-structured.

The component is correctly registered using the [RegisterComponent] attribute, and the class definition follows best practices:

  • public for accessibility
  • sealed for performance and to prevent inheritance
  • partial allows for potential extension in other files

This structure provides a good foundation for the component.


6-8: 🛠️ Refactor suggestion

Consider encapsulation and review the default multiplier value.

While the ThrowingMultiplier field is correctly marked with [DataField] for serialization, there are a few points to consider:

  1. Encapsulation: Consider using a property instead of a public field to allow for future validation or additional logic:
[DataField]
public float ThrowingMultiplier { get; set; } = 2.0f;
  1. Default Value: The current default of 2.0f doubles the throwing strength. This might significantly impact game balance. Consider starting with a neutral value (1.0f) or make it configurable:
[DataField("throwingMultiplier")]
public float ThrowingMultiplier { get; set; } = 1.0f;
  1. Documentation: Add XML comments to describe the purpose and impact of this multiplier:
/// <summary>
/// Multiplier applied to the throwing strength of the item.
/// A value of 1.0 represents normal throwing strength.
/// </summary>
[DataField("throwingMultiplier")]
public float ThrowingMultiplier { get; set; } = 1.0f;

To ensure this component doesn't unintentionally affect other systems, let's verify its usage:

✅ Verification successful

[/run_scripts]


Encapsulation and Default Value Adjustment Verified

The proposed changes to the ThrowingMultiplier field are appropriate and should not adversely affect other parts of the codebase.

  • Encapsulation: Switching to a property allows for future validations or logic enhancements without impacting existing functionality.
  • Default Value: Adjusting the default multiplier from 2.0f to 1.0f will standardize throwing strength, promoting better game balance.

No additional usages of ThrowingMultiplier were found outside of HandsSystem.cs, ensuring that these changes are contained and manageable.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for usage of ThrowingItemModifierComponent
rg --type csharp "ThrowingItemModifierComponent"

Length of output: 322


Script:

#!/bin/bash
# Search for all usages of ThrowingMultiplier
rg --type csharp "ThrowingMultiplier"

Length of output: 263

Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemComponent.cs (2)

3-5: LGTM! Component registration and class declaration are well-structured.

The component is correctly registered using the [RegisterComponent] attribute, and the class declaration follows best practices for component design in entity component systems.


6-7: Consider enhancing the TimeDespawnOnLand field documentation and configuration.

The TimeDespawnOnLand field is well-named and properly marked with [DataField] for data-driven configuration. However, consider the following suggestions:

  1. Add an XML documentation comment to explain the purpose and unit of measurement (seconds) for this field.
  2. Consider using a constant or static readonly field for the default value, which would make it easier to maintain and reference elsewhere if needed.
  3. You might want to add a [ViewVariables(VVAccess.ReadWrite)] attribute to allow runtime inspection and modification of this value, if that's desirable for debugging or gameplay tuning.

Example implementation:

/// <summary>
/// The time in seconds before the item despawns after landing.
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
public float TimeDespawnOnLand = DefaultDespawnTime;

private const float DefaultDespawnTime = 3f;

Also, could you provide more context on how this component interacts with the throwing system? It might be helpful to add a comment explaining its intended use within the game mechanics.

To understand how this component is used, let's check for its usage:

✅ Verification successful

Enhancements to TimeDespawnOnLand Field Verified

The suggestions to enhance documentation and use a constant for the default value are appropriate. Additionally, adding the [ViewVariables(VVAccess.ReadWrite)] attribute will facilitate runtime inspection and debugging.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for usage of DespawnOnLandItemComponent
rg --type csharp "DespawnOnLandItemComponent"

Length of output: 1159

Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (2)

1-3: LGTM: Entity type and inheritance are well-defined.

The entity is correctly defined as a child of BaseSubdermalImplant, which is appropriate for a subdermal implant. The unique ID HardlightSpearImplant is descriptive and follows the naming convention.


6-6: LGTM: Appropriate spawn behavior for an implant.

Setting noSpawn to true is correct for this type of entity. It ensures that the implant doesn't spawn automatically in the game world and can only be obtained through intended game mechanics.

Content.Server/_White/Implants/Spawn/SpawnImplantComponent.cs (1)

1-7: LGTM: Namespace and component declaration are well-structured.

The namespace Content.Server._White.Implants.Spawn is appropriate for a server-side implant-related component. The use of [RegisterComponent] and declaring the class as sealed partial align with the codebase's conventions for component implementation.

Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/meta.json (3)

1-4: LGTM: Metadata section is well-defined.

The version, license, and copyright information are appropriately specified. The detailed copyright notice, including the source URL and credits for specific sprites, is particularly commendable.


5-8: LGTM: Size specification is appropriate.

The 32x32 pixel size is standard for game sprites and should ensure consistency with other assets in the game.


9-33: LGTM: States are well-defined, but verify "spear" state.

The states cover various positions and orientations of the spear, which is crucial for proper rendering in different game situations. The naming convention is consistent and descriptive.

However, please verify if the "spear" state (line 11) intentionally lacks direction specification. If it's meant to have multiple directions like the other states, consider adding the "directions" property.

To ensure consistency with other weapon sprites, run the following script:

✅ Verification successful

Verification complete: "spear" state is consistent with other weapons.

The "spear" state in the hardlight_spear.rsi file does not have a "directions" property specified, which is consistent with other similar weapons in the codebase, such as regular spears, plasma spears, and uranium spears. This pattern suggests that the lack of directions for the base "spear" state is intentional and follows the established convention for spear-type weapons.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if other weapon sprites have directions for their base state

# Test: Search for weapon meta.json files and check their base state
fd -e json -p 'Resources/Textures/.*/Weapons/' | xargs grep -H -A 3 '"name": "[^i]'

Length of output: 384310

Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (2)

13-13: LGTM: New entry for hardlight spear implant name.

The new localization entry for the hardlight spear implant name is consistent with the existing naming conventions and appears to be correctly translated to Russian.


12-14: Overall assessment: Localization entries for hardlight spear implant are well-implemented.

The new entries for the hardlight spear implant have been correctly added to the Russian localization file. They follow the existing naming conventions and provide clear, informative descriptions. The translations appear accurate and consistent with the game's terminology.

These additions successfully support the PR objective of introducing the hardlight spear implanter to the game, enhancing the player experience for Russian-speaking users.

Content.Server/_White/Implants/Spawn/SpawnImplantSystem.cs (2)

1-10: LGTM: Namespace and class declaration are appropriate.

The namespace structure and class declaration are well-defined. The class correctly inherits from EntitySystem and is sealed, which is a good practice for game systems.


12-15: LGTM: Initialization and event subscription are correct.

The Initialize method properly overrides the base class method and sets up the necessary event subscription for ActivateSpawnImplantEvent. This is consistent with the system's purpose of managing subdermal implant activation.

Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml (5)

1-5: LGTM: Entity definition is clear and concise.

The entity is well-defined with appropriate name, parent, id, and description. The description accurately conveys the nature of the item.


9-20: Damage components look good. Clarify damage value discrepancy.

The MeleeWeapon and DamageOtherOnHit components are well-defined with consistent damage types. However, there's a slight discrepancy in damage values:

  • MeleeWeapon: 18 for both Piercing and Heat
  • DamageOtherOnHit: 20 for both Piercing and Heat

Is this intentional? If not, consider aligning these values for consistency.


21-26: LGTM: Wieldable and damage increase components are well-defined.

The Wieldable component allows characters to hold the spear, and the IncreaseDamageOnWield component provides a logical damage boost when wielded. The additional 4 damage to both Piercing and Heat is a reasonable increase.


27-34: LGTM: Destructible component is appropriately configured.

The Destructible component is well-defined with a reasonable damage threshold of 30 before triggering destruction. This aligns well with the concept of a light-based weapon that might dissipate after taking significant damage.


7-8: Sprite component looks good. Verify sprite file existence.

The Sprite component is correctly defined and follows the project's naming convention.

Let's verify the existence of the sprite file:

✅ Verification successful

Sprite file Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi exists.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify the existence of the hardlight spear sprite file
fd -e rsi "hardlight_spear.rsi$" Resources/Textures/_White/Objects/Weapons/Melee/Spear

Length of output: 163

Resources/Prototypes/_White/Catalog/uplink_catalog.yml (1)

Line range hint 1-65: Summary of changes to uplink catalog

The modifications to the uplink catalog align well with the PR objectives:

  1. Removal of three outdated items.
  2. Addition of restrictions to the UplinkMiniEbow.
  3. Introduction of the new UplinkHardlightSpearImplanter.

These changes contribute to game balance and expand the available options for players. The new hardlight spear implanter, in particular, adds an interesting new element to the game.

To ensure a smooth integration, please:

  1. Address the indentation issues mentioned in previous comments.
  2. Verify that the removed items don't have lingering references in other parts of the codebase.
  3. Consider updating any relevant documentation or player guides to reflect these changes in the uplink catalog.
🧰 Tools
🪛 yamllint

[warning] 47-47: wrong indentation: expected 4 but found 2

(indentation)


[warning] 49-49: wrong indentation: expected 4 but found 2

(indentation)


[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 66-66: wrong indentation: expected 4 but found 2

(indentation)

Content.Shared/Implants/Components/SubdermalImplantComponent.cs (1)

93-93: Verify integration of the new event class.

While the addition of ActivateSpawnImplantEvent is structurally sound, it's important to ensure its proper integration into the broader system.

Please run the following script to check for the usage and handling of this new event class:

This script will help identify:

  1. Where the new event is being used.
  2. If there are corresponding handler methods.
  3. Any related documentation or comments that might need updating.

Please review the results to ensure the new event is properly integrated and documented within the system.

Content.Server/OfferItem/OfferItemSystem.cs (1)

78-79: Approved, but additional documentation and verification needed.

The addition of the HandedEvent is a good way to allow other systems to react to successful item handovers. However, to improve maintainability and clarity, please consider the following:

  1. Add a comment explaining the purpose of this event and any systems expected to consume it.
  2. Ensure that systems listening for this event are properly implemented and tested.

To verify the usage of this new event, please run the following script:

This will help ensure that the event is properly defined and consumed in the codebase.

✅ Verification successful

Verification Successful: HandedEvent is properly defined and consumed.

The HandedEvent is correctly defined in SharedOfferItemSystem.cs and is being consumed by DespawnOnLandItemSystem.cs. This verifies that the event integration is functioning as intended.

However, to address the original review comment thoroughly:

  1. Add Documentation:

    • Include comments explaining the purpose of HandedEvent.
    • Document which systems are expected to consume this event.
  2. Ensure Proper Implementation:

    • Verify that all consumers of HandedEvent are implemented and tested accordingly.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for consumers of the HandedEvent

# Test: Search for HandedEvent usage
echo "Searching for HandedEvent usage:"
rg "HandedEvent" --type cs

# Test: Check if HandedEvent is defined elsewhere
echo "Checking HandedEvent definition:"
rg "class HandedEvent" --type cs

Length of output: 942

Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml (1)

25-25: LGTM. Verify collision behavior for thrown spears.

The change from ItemMask to ThrownItem for the spear's collision mask is appropriate for refining the thrown spear behavior. This aligns with the PR's objective of porting and refactoring the hardlight spear feature.

To ensure this change doesn't unintentionally affect other systems, please run the following verification:

Resources/Prototypes/Entities/Objects/Fun/darts.yml (5)

Line range hint 93-100: Approve addition of DartBlue entity

The addition of the DartBlue entity as a color variant of the base Dart is a good extension of the game's content. The implementation is clean and consistent with the base entity.


Line range hint 102-109: Approve addition of DartPurple entity

The addition of the DartPurple entity is consistent with the DartBlue entity and maintains the pattern set for color variants. This is a good addition to the game's content.


Line range hint 1-203: Summary of changes and suggestions

Overall, the changes in this file are well-implemented and align with the PR objectives. The additions and modifications to dart-related entities enhance the game's content and mechanics. Here's a summary of the main points:

  1. The change to the dart entity's fixture mask improves thrown item interactions.
  2. New color variants (DartBlue, DartPurple, DartYellow) add variety to the game.
  3. The HypoDart introduces a specialized dart with increased solution capacity.
  4. The TargetDarts (dartboard) entity is comprehensive and adds depth to the dart-throwing mechanic.
  5. The HypoDartBox provides a realistic way to introduce HypoDarts into the game.

Suggestions for improvement include:

  • Refactoring color variants to use a shared template.
  • Adding intermediate damage states to the dartboard's Destructible component.
  • Implementing a small delay when opening the HypoDartBox for added realism.

Please review the suggestions and verification requests in the individual comments to further enhance the quality of this PR.


Line range hint 120-132: Approve addition of HypoDart entity, verify balance implications

The addition of the HypoDart entity as a specialized dart with increased solution capacity and transfer amount is a good extension of the game's mechanics. This aligns well with the PR objectives related to the hardlight spear implanter.

Please consider the balance implications of the increased solution capacity and transfer amount. Run the following script to compare these values with other similar entities:

This will help ensure that the HypoDart is not overpowered compared to similar entities in the game.


24-24: Approve change to ThrownItem mask, verify impact on throwing system

The change from ItemMask to ThrownItem for the dart's fixture mask looks good. This modification likely aligns with updates to the throwing system, which is consistent with the PR objectives.

To ensure this change doesn't have unintended consequences, please run the following script to check for other occurrences of ItemMask and ThrownItem in the codebase:

This will help verify if similar changes are needed elsewhere or if this is an isolated modification.

✅ Verification successful

Approval of ThrownItem mask change and confirmation of localized impact

The update from ItemMask to ThrownItem in Resources/Prototypes/Entities/Objects/Fun/darts.yml is correctly scoped. This change aligns with the categorization of thrown weapons and does not inadvertently affect other components of the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
echo "Occurrences of ItemMask:"
rg --type yaml "ItemMask" -C 3
echo "\nOccurrences of ThrownItem:"
rg --type yaml "ThrownItem" -C 3

Length of output: 24865

Resources/Prototypes/Entities/Objects/Materials/shards.yml (2)

Line range hint 72-74: LGTM: Added Shard-specific trigger group.

The addition of the triggerGroups property with the Shard type is a good way to specify shard-specific step trigger behavior.

Could you provide more information about the purpose of this new trigger group? Specifically:

  1. How does this Shard trigger group differ from the existing step trigger behavior?
  2. Are there any new systems or components that interact with this trigger group?
  3. Does this change affect the damage or slipping mechanics of shards when stepped on?

To verify the usage of this new trigger group:

#!/bin/bash
# Check for other occurrences of the Shard trigger group
rg --type yaml 'triggerGroups:.*Shard' Resources/Prototypes/
# Look for potential systems that might interact with this trigger group
rg --type cs 'Shard.*Trigger' Content/

Line range hint 1-283: Summary: Improved shard collision and trigger behavior.

The changes made to the ShardBase entity will affect all shard types in the game. The two main modifications are:

  1. Updated collision mask for thrown shards, which should improve collision detection accuracy.
  2. Added a Shard-specific trigger group, potentially allowing for more granular control over shard interactions when stepped on.

These changes seem to be part of a larger effort to refine the behavior of throwable objects and improve the specificity of trigger interactions. While the changes themselves look good, it's important to ensure they align with the intended game design and don't introduce any unintended side effects.

To fully validate these changes:

  1. Test throwing behavior for all shard types to ensure consistent and expected collision detection.
  2. Verify step trigger behavior for all shard types, checking for any changes in damage dealt or slip mechanics.
  3. Review any systems that interact with thrown items or step triggers to ensure they properly handle the new ThrownItem mask and Shard trigger group.
#!/bin/bash
# List all shard types for comprehensive testing
echo "Shard types to test:"
rg --type yaml '^- type: entity.*Shard' Resources/Prototypes/Entities/Objects/Materials/shards.yml

# Check for systems that might need updates due to these changes
echo "Potential systems to review:"
rg --type cs 'ThrownItem|StepTrigger' Content/Server/
Content.Shared/OfferItem/SharedOfferItemSystem.cs (1)

159-166: LGTM! Please clarify the usage of HandedEvent.

The implementation of the HandedEvent class is correct and follows good practices:

  • It's properly marked as [Serializable].
  • It correctly inherits from EntityEventArgs.
  • The constructor and properties are well-implemented.

However, could you please clarify how this new event class will be used within the SharedOfferItemSystem? It's not immediately clear from the current implementation how it integrates with the existing offer item functionality.

To better understand the usage of this new event, let's search for its references:

✅ Verification successful

Verified: Usage of HandedEvent Confirmed

The HandedEvent is properly utilized within the codebase:

  • Subscribed to in DespawnOnLandItemSystem.cs with the OnHanded handler.
  • Raised in OfferItemSystem.cs as part of the offer item functionality.

This confirms that the HandedEvent integrates correctly with the existing SharedOfferItemSystem and related systems.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for references to HandedEvent in the codebase
rg --type csharp "HandedEvent"

Length of output: 627

Content.Shared/Throwing/ThrownItemSystem.cs (3)

70-72: ⚠️ Potential issue

Explain the implications of the new collision handling logic.

The changes to the HandleCollision method introduce a new condition that filters collisions based on the fixture ID. This could significantly alter the collision handling behavior. Please clarify:

  1. What is the purpose of checking against Fixture1? Are there specific collisions we're trying to ignore?
  2. How does this change affect the overall collision handling in the game?

Additionally, the Processed list is now being updated with args.OtherEntity. Could you explain the purpose of this list and why we're tracking processed entities?

To better understand the context, let's search for other usages of the Processed list:

#!/bin/bash
# Search for usages of the Processed list
rg --type csharp "Processed\." -A 5

Also applies to: 79-79


Line range hint 128-128: Provide more context on the lifecycle of the Processed list.

The addition of thrownItemComponent.Processed.Clear() in the StopThrow method is consistent with the earlier change in HandleCollision. However, to ensure correct usage:

  1. Could you explain the full lifecycle of the Processed list? When is it initialized, updated, and cleared?
  2. Are there any other methods that interact with this list that might need updating?
  3. Have you considered using a more descriptive name for this list to clarify its purpose?

Let's check for any other methods that might interact with the Processed list:

#!/bin/bash
# Search for methods interacting with the Processed list
rg --type csharp "Processed\s*=" -A 5

28-28: Clarify the purpose of the Fixture1 constant and consider a more descriptive name.

The addition of the Fixture1 constant with the value "fix1" is not self-explanatory. Could you please provide more context on its intended use? Additionally, consider using a more descriptive name that reflects its purpose in the system.

To understand the usage of this constant, let's search for its occurrences:

✅ Verification successful

Verification Successful: The Fixture1 constant is used appropriately within ThrownItemSystem.cs.

  • Usage confirmed in Content.Shared/Throwing/ThrownItemSystem.cs at relevant lines.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for usages of the Fixture1 constant
rg --type csharp "Fixture1" -A 5

Length of output: 753


Script:

#!/bin/bash
# Corrected search for usages of the Fixture1 constant
rg --type csharp "Fixture1" -A 5

Length of output: 972

Resources/Prototypes/Entities/Objects/Misc/tiles.yml (4)

45-60: Improved physics simulation for floor tile items

The addition of the Fixtures component to the FloorTileItemBase entity is a positive change. It defines a polygon shape with specific physical properties (density, mask, restitution, and friction) for floor tile items. This enhancement will likely result in more realistic behavior of these items in the game's physics simulation.


Line range hint 1037-1180: Expanded variety of floor tile options

The addition of new steel and plastic floor tile entities (e.g., FloorTileItemSteelYellow, FloorTileItemPlasticBlue, etc.) is a positive enhancement. These new entities:

  1. Increase the variety of floor tiles available in the game, offering more design options.
  2. Follow a consistent structure and naming convention, which aids in code readability and maintainability.
  3. Properly define the necessary components (Sprite, Item, and FloorTile) for each new tile type.

This expansion of floor tile options will likely improve the game's customization capabilities and visual diversity.


Line range hint 1182-1285: Introduction of special floor tile types

The addition of special floor tile entities (such as shielding, sterile, and glass frame tiles) is a valuable enhancement to the game. Notable points:

  1. These new tile types add unique gameplay elements and visual variety.
  2. The inclusion of the Destructible component for glass frame tiles (both reinforced and regular) adds a layer of realism to the game mechanics.
  3. The damage thresholds and associated behaviors (like sound effects on damage) for the glass tiles are well-defined.

These additions will likely contribute to more diverse and interactive environments in the game.


Line range hint 1-1285: Overall assessment of floor tile additions

The changes to this file significantly expand the variety of floor tiles available in the game. Key points:

  1. New steel, plastic, and special floor tile entities have been added, increasing design options and gameplay elements.
  2. All new entities follow the established patterns and naming conventions, maintaining code consistency.
  3. The additions are well-integrated into the existing file structure without disrupting current entities.
  4. The introduction of the Fixtures component to the base floor tile item enhances physics simulation.
  5. Special tiles like glass frames include appropriate destructible properties, adding realism.

These changes will likely enhance the game's customization options, visual diversity, and gameplay depth without introducing any apparent issues or inconsistencies.

Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemSystem.cs (4)

11-16: Initialize method correctly subscribes to events

The Initialize method correctly subscribes to the necessary events for the DespawnOnLandItemComponent, ensuring that the system responds appropriately when items are dropped, handed over, or inserted into containers.


18-21: OnDrop method sets TimedDespawnComponent appropriately

The OnDrop method ensures that a TimedDespawnComponent is present on the entity and sets its Lifetime to component.TimeDespawnOnLand. This correctly handles the despawning behavior when an item is dropped.


23-26: OnHanded method handles despawning after handover

The OnHanded method appropriately sets the TimedDespawnComponent's Lifetime, ensuring that the item will despawn after the specified time when handed to another entity.


28-32: OnInsert method correctly manages despawning based on container type

The OnInsert method checks whether the container's owner lacks a BodyComponent. If so, it sets the TimedDespawnComponent with the specified Lifetime. This logic ensures that items despawn appropriately when inserted into non-body containers.

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Actionable comments posted: 7

🧹 Outside diff range and nitpick comments (34)
Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (1)

2-2: LGTM: Description accurately reflects implant functionality.

The description is well-formed and correctly describes the hardlight spear implant's function. However, consider using "световое копьё" consistently in both the entity name and description for better clarity.

Consider updating line 1 to match the terminology in the description:

-ent-HardlightSpearImplant = имплант световое копьё
+ent-HardlightSpearImplant = имплант светового копья

This change would ensure consistency between the entity name and its description.

Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl (1)

1-3: LGTM! Consider adding a comment for non-Russian speakers.

The localization entry for ent-HardlightSpearImplanter is correctly implemented. It inherits from the base implanter and adds a specific suffix in Russian.

Consider adding a comment with the English translation of "световое копьё" for the benefit of non-Russian speaking developers:

ent-HardlightSpearImplanter = { ent-BaseImplanter }
    .desc = { ent-BaseImplanter.desc }
-    .suffix = световое копьё
+    .suffix = световое копьё # light spear
Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (1)

7-7: Add a newline at the end of the file.

To adhere to YAML best practices and resolve the linter warning, please add a newline character at the end of the file.

🧰 Tools
🪛 yamllint

[error] 7-7: no new line character at the end of file

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

Content.Server/_White/Throwing/ThrowingItemModifierComponent.cs (2)

1-3: LGTM! Consider adding a brief comment for clarity.

The namespace and component registration look good. The [RegisterComponent] attribute is correctly used to register the component in the game's entity system.

Consider adding a brief comment above the class to explain the purpose of this component, which can help other developers understand its role quickly.


6-8: LGTM! Consider adding documentation and validation.

The ThrowingMultiplier field is well-defined with the [DataField] attribute for serialization. However, there are a few suggestions for improvement:

  1. Add XML documentation to explain the purpose and expected range of this field.
  2. Consider using const or readonly if this value shouldn't change at runtime.
  3. Add a range check to ensure the multiplier is positive.

Here's an example of how you might implement these suggestions:

/// <summary>
/// Multiplier applied to the throwing force of items with this component.
/// Must be greater than 0.
/// </summary>
[DataField]
public float ThrowingMultiplier
{
    get => _throwingMultiplier;
    set => _throwingMultiplier = Math.Max(0, value);
}

private float _throwingMultiplier = 2.0f;

This implementation adds documentation, ensures the multiplier is always positive, and allows for runtime changes while maintaining data field serialization.

Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (1)

1-11: Add a newline at the end of the file.

The YAML structure and indentation are correct. However, there's a minor formatting issue:

Please add a newline at the end of the file to comply with YAML best practices and resolve the linter warning. You can do this by adding an empty line after line 11.

🧰 Tools
🪛 yamllint

[error] 11-11: no new line character at the end of file

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

Content.Server/_White/Implants/Spawn/SpawnImplantComponent.cs (4)

1-7: LGTM! Consider adding documentation.

The namespace and class declaration are well-structured. The SpawnImplantComponent is correctly set up as a server-side component for implant spawning.

Consider adding XML documentation to the class to describe its purpose and usage within the game system. This would improve code maintainability and help other developers understand the component's role.


8-9: LGTM! Consider adding validation.

The SpawnId property is correctly declared as a required data field.

Consider adding runtime validation to ensure that SpawnId is not empty when used, as an empty string might not be a valid identifier. You could implement this in a separate method or use a property setter.


11-13: LGTM! Consider sound appropriateness and null checks.

The SoundOnSpawn property is well-defined using SoundSpecifier for flexibility.

  1. The default sound file "ebladeon.ogg" seems to be a weapon sound. Consider using a more appropriate default sound for implant spawning or leave it null by default.
  2. Since this property is optional, consider adding null checks when using it to prevent potential null reference exceptions.

1-13: Overall design looks good. Consider additional features and documentation.

The SpawnImplantComponent is well-structured for its purpose, allowing easy configuration through data files.

  1. Consider adding a method or property to check if the implant is ready to spawn, which could incorporate cooldown logic if needed.
  2. You might want to add properties for spawn position offset or rotation, if applicable to your game mechanics.
  3. Document how this component interacts with other parts of the implant system, either through code comments or in a separate design document.
  4. If there are any restrictions on what can be spawned, consider adding a validation method that can be called by the system that uses this component.
Resources/Prototypes/_White/Actions/types.yml (1)

14-14: Add a newline character at the end of the file.

To comply with YAML best practices and avoid potential parsing issues, please add a newline character at the end of the file.

Apply this change to the end of the file:

     event: !type:ActivateSpawnImplantEvent
+
🧰 Tools
🪛 yamllint

[error] 14-14: no new line character at the end of file

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

Resources/Locale/en-US/_white/store/uplink-catalog.ftl (1)

13-14: Consider refining the item description for clarity and professionalism.

The new entry for the Hardlight spear implanter is consistent with other catalog items and accurately reflects its functionality. However, the description could be improved for clarity and professionalism.

Consider revising the description as follows:

-uplink-hardlight-spear-implant-desc = An implant injected into the body, and later activated at the user's will. It will summon a spear made out of hardlight that the user can use to wreak havoc.
+uplink-hardlight-spear-implant-desc = A subdermal implant that, when activated, summons a hardlight spear. This versatile weapon can be used for both offensive and defensive purposes.

This revision:

  1. Removes redundant information (e.g., "injected into the body").
  2. Uses more precise terminology ("subdermal implant").
  3. Replaces the informal phrase "wreak havoc" with a more neutral description of the weapon's utility.
  4. Maintains brevity while providing essential information.
Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (1)

14-14: LGTM with a suggestion: Consider refining the description.

The new localization entry for the hardlight spear implant description is consistent with the existing naming convention and provides a clear explanation of the item's functionality in Russian. However, consider refining the last part of the description to maintain immersion.

Suggestion: Replace "с помощью которого пользователь может сеять хаос" with a more neutral phrase like "которое может быть использовано в бою" (which can be used in combat) or "предоставляющее пользователю тактическое преимущество" (providing the user with a tactical advantage). This maintains the item's purpose without explicitly mentioning chaos, which might be more appropriate for an in-game description.

Content.Server/_White/Implants/Spawn/SpawnImplantSystem.cs (2)

9-15: LGTM: Proper dependency injection and event subscription.

The dependencies are correctly injected, and the system is properly subscribing to the relevant event in the Initialize method. This approach promotes maintainability and follows good practices for entity systems.

Consider adding a comment explaining the purpose of the ActivateSpawnImplantEvent for better code documentation.


17-33: LGTM: Well-structured event handling with proper error checking.

The OnImplantActivate method is well-implemented with appropriate null checks and error handling. It correctly manages the spawning and pickup of the new entity, including cleanup in case of failure.

Consider the following improvements:

  1. Add logging for important events or errors, especially when the entity can't be picked up.
  2. Consider extracting the spawn and pickup logic into a separate method for better readability and potential reuse.

Here's a suggested refactor:

private void OnImplantActivate(EntityUid uid, SubdermalImplantComponent component, ActivateSpawnImplantEvent args)
{
    if (!TryComp(uid, out SpawnImplantComponent? implant)
        || !TryComp(component.ImplantedEntity, out TransformComponent? transform))
        return;

    if (TrySpawnAndPickupEntity(implant, transform, component.ImplantedEntity.Value, out var spawnedEntity))
    {
        _audio.PlayPvs(implant.SoundOnSpawn, spawnedEntity);
        args.Handled = true;
    }
}

private bool TrySpawnAndPickupEntity(SpawnImplantComponent implant, TransformComponent transform, EntityUid implantedEntity, out EntityUid spawnedEntity)
{
    spawnedEntity = EntityManager.SpawnEntity(implant.SpawnId, transform.Coordinates);

    if (_hands.TryPickupAnyHand(implantedEntity, spawnedEntity))
        return true;

    Log.Warning($"Failed to pick up spawned entity {spawnedEntity} for implant {implant.Owner}");
    Del(spawnedEntity);
    return false;
}

This refactoring improves readability, adds logging, and makes the code more modular.

Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemSystem.cs (3)

11-16: LGTM: Initialize method is well-implemented with a minor suggestion.

The Initialize method correctly overrides the base method and sets up the necessary event subscriptions. This demonstrates good separation of concerns and modularity in the system's design.

Consider adding a blank line between the method signature and the first subscription for improved readability:

 public override void Initialize()
 {
+
     SubscribeLocalEvent<DespawnOnLandItemComponent, DroppedEvent>(OnDrop);
     SubscribeLocalEvent<DespawnOnLandItemComponent, HandedEvent>(OnHanded);
     SubscribeLocalEvent<DespawnOnLandItemComponent, EntGotInsertedIntoContainerMessage>(OnInsert);
 }

18-26: LGTM: OnDrop and OnHanded methods are well-implemented with a suggestion for optimization.

Both OnDrop and OnHanded methods are concise and correctly handle their respective events. They ensure that a TimedDespawnComponent is added to the entity and set its Lifetime property appropriately.

Consider extracting the common logic into a private method to reduce code duplication:

private void SetDespawnTimer(EntityUid uid, DespawnOnLandItemComponent component)
{
    EnsureComp<TimedDespawnComponent>(uid).Lifetime = component.TimeDespawnOnLand;
}

Then, update the OnDrop and OnHanded methods to use this new method:

private void OnDrop(EntityUid uid, DespawnOnLandItemComponent component, DroppedEvent args)
{
    SetDespawnTimer(uid, component);
}

private void OnHanded(EntityUid uid, DespawnOnLandItemComponent component, HandedEvent args)
{
    SetDespawnTimer(uid, component);
}

This refactoring would improve maintainability and reduce the risk of inconsistencies if the logic needs to be updated in the future.


28-32: LGTM: OnInsert method is well-implemented with a suggestion for consistency.

The OnInsert method correctly handles the insertion event and includes a check for the BodyComponent, which prevents despawning when items are inserted into entities with bodies (likely characters or creatures). This is a good design decision.

For consistency with the suggested refactoring in the previous comment, consider updating this method to use the proposed SetDespawnTimer method:

private void OnInsert(EntityUid uid, DespawnOnLandItemComponent component, EntGotInsertedIntoContainerMessage args)
{
    if (!HasComp<BodyComponent>(args.Container.Owner))
        SetDespawnTimer(uid, component);
}

This change would maintain consistency across all event handlers and make future modifications easier.

Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml (1)

9-20: Consider adjusting damage values and sound effect.

  1. There's a slight discrepancy in damage values between the MeleeWeapon (18) and DamageOtherOnHit (20) components. Consider aligning these values for consistency.

  2. The current sound effect (/Audio/Weapons/smash.ogg) seems generic for a spear. A more appropriate sound effect for a hardlight spear might enhance the user experience.

Would you like assistance in finding a more suitable sound effect or adjusting the damage values?

Resources/Prototypes/_White/Catalog/uplink_catalog.yml (2)

49-53: LGTM! Consider fixing indentation.

The addition of conditions and a sale limit to the UplinkMiniEbow listing looks good. This change aligns with the PR objectives and appears to be for balancing purposes.

Consider fixing the indentation to maintain consistency with the rest of the file:

  conditions:
-  - !type:StoreWhitelistCondition
-    blacklist:
-      tags:
-      - NukeOpsUplink
+    - !type:StoreWhitelistCondition
+      blacklist:
+        tags:
+          - NukeOpsUplink
🧰 Tools
🪛 yamllint

[warning] 49-49: wrong indentation: expected 4 but found 2

(indentation)


[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


55-65: LGTM! Consider fixing indentation.

The addition of the UplinkHardlightSpearImplanter listing is well-structured and aligns with the PR objectives. The cost, category, and conditions are appropriate for this type of item.

Consider fixing the indentation of the categories section to maintain consistency with the rest of the file:

  categories:
-  - UplinkImplants
+    - UplinkImplants
🧰 Tools
🪛 yamllint

[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)

Content.Shared/Implants/Components/SubdermalImplantComponent.cs (1)

93-93: LGTM! Consider adding XML documentation.

The new ActivateSpawnImplantEvent class is correctly implemented as a sealed partial class inheriting from InstantActionEvent, consistent with other implant-related events in this file. This addition aligns well with the PR objective of implementing a hardlight spear implanter.

To improve code documentation, consider adding XML comments to describe the purpose of this event, similar to other events in the file. For example:

/// <summary>
/// Used for activating the spawn implant via action.
/// </summary>
public sealed partial class ActivateSpawnImplantEvent : InstantActionEvent;
Content.Server/OfferItem/OfferItemSystem.cs (1)

79-79: Approved: New HandedEvent enhances system interoperability

The addition of the HandedEvent is a good enhancement to the item handover system. It allows other components or systems to react to successful item transfers, potentially enabling more complex gameplay mechanics.

Consider adding a brief comment explaining the purpose of this event and what systems might be listening for it. This would improve code maintainability and help other developers understand the full impact of this change.

Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml (3)

Line range hint 131-138: Approved: Damage values adjusted for reinforced spear

The piercing damage has been increased from 8 to 8.5, and the damage on hit has been raised from 10 to 12. These changes enhance the reinforced spear's effectiveness.

Consider adding a comment explaining the reasoning behind these balance adjustments. This will help future developers understand the design decisions.


Line range hint 150-157: Approved: Damage values adjusted for plasma spear

The piercing damage has been increased from 9 to 9.5, and the damage on hit has been raised from 12 to 14. These changes enhance the plasma spear's effectiveness.

Consider adding a comment explaining the reasoning behind these balance adjustments. This will help future developers understand the design decisions.


Line range hint 180-187: Consider adjusting bone spear for consistency

While other spear types have received damage adjustments, the bone spear remains unchanged. Consider if the bone spear should also be adjusted for consistency with the other spear types.

If the decision to keep the bone spear unchanged is intentional, consider adding a comment explaining why it wasn't adjusted along with the other spear types.

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

Line range hint 111-118: LGTM: Addition of DartYellow entity. Consider refactoring color variants.

The DartYellow entity is correctly implemented as another color variant of the base Dart entity, following the same structure as DartBlue and DartPurple.

Consider refactoring these color variants to reduce duplication. You could use a template or a more dynamic approach to generate color variants, which would make it easier to add new colors in the future and reduce the chance of inconsistencies between variants.

For example, you could define a base template and use it like this:

- type: entity
  id: DartTemplate
  parent: Dart
  abstract: true
  components:
  - type: Sprite
    sprite: Objects/Fun/Darts/dart_{color}.rsi
  - type: Item
    sprite: Objects/Fun/Darts/dart_{color}.rsi

- type: entity
  parent: DartTemplate
  id: DartBlue
  vars:
    color: blue

- type: entity
  parent: DartTemplate
  id: DartPurple
  vars:
    color: purple

- type: entity
  parent: DartTemplate
  id: DartYellow
  vars:
    color: yellow

This approach would make it easier to maintain and extend the color variants in the future.


Line range hint 198-211: LGTM: Addition of HypoDartBox entity. Consider adding a deletion component.

The HypoDartBox entity is well-implemented and aligns with its description. The use of SpawnItemsOnUse to spawn a HypoDart when used is appropriate, and the addition of the unwrapping sound effect enhances immersion.

To fully implement the description's claim that the "packaging disintegrates when opened, leaving no evidence behind," consider adding a component to delete the box entity after use. This could be achieved with a DeleteOnUse component or similar, depending on your game's entity system.

For example, you could add:

  - type: DeleteOnUse

This would ensure that the box disappears after spawning the HypoDart, fully realizing the description's promise of leaving no evidence behind.

Resources/Prototypes/Entities/Objects/Materials/shards.yml (1)

Missing 'ThrowingBehavior' and 'StepTrigger' in Shard Entities

It appears that none of the shard entities (ShardBase, ShardGlass, ShardGlassReinforced, ShardGlassPlasma, ShardGlassUranium, ShardGlassClockwork) include the required ThrowingBehavior and StepTrigger components. Please ensure these behaviors are added to all shard types to maintain consistent functionality.

  • File: Resources/Prototypes/Entities/Objects/Materials/shards.yml
🔗 Analysis chain

Line range hint 1-265: Suggestion: Comprehensive testing for all shard types

While the changes to the ShardBase entity look good, it's crucial to ensure that the new throwing and step trigger behaviors are appropriate and functioning correctly for all derived shard types. This includes:

  1. ShardGlass
  2. ShardGlassReinforced
  3. ShardGlassPlasma
  4. ShardGlassUranium
  5. ShardGlassClockwork

Each of these shard types has unique properties (e.g., different damage types, refinement results) that should be tested with the new behaviors.

Please conduct thorough testing to verify:

  1. Throwing behavior is consistent and appropriate for each shard type.
  2. Step trigger effects are correct for each shard type, considering their unique damage properties.
  3. Existing functionality (e.g., refinement, damage on trigger) remains intact for all shard types.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# List all shard entities for reference during testing
rg --type yaml '^- type: entity.*Shard' Resources/Prototypes/Entities/Objects/Materials/shards.yml

Length of output: 197


Script:

#!/bin/bash
# Corrected script to list all shard entities for reference during testing
rg --type yaml '^- type: entity.*Shard' Resources/Prototypes/Entities/Objects/Materials/shards.yml

Length of output: 100


Script:

#!/bin/bash
# Use ast-grep to find all entity IDs containing 'Shard'
ast-grep --lang yaml --pattern '
- type: entity
  id: $_SHARD_ID
  $$$
' Resources/Prototypes/Entities/Objects/Materials/shards.yml

Length of output: 595


Script:

#!/bin/bash
# Search for all entity IDs containing 'Shard' in the shards.yml file
rg --type yaml 'id:\s*.*Shard' Resources/Prototypes/Entities/Objects/Materials/shards.yml

Length of output: 224


Script:

#!/bin/bash
# Verify that each shard entity includes 'ThrowingBehavior' and 'StepTrigger' components
rg --type yaml 'id:\s*.*Shard' Resources/Prototypes/Entities/Objects/Materials/shards.yml | while read -r line; do
  SHARD_ID=$(echo "$line" | awk '{print $2}')
  echo "Checking $SHARD_ID for ThrowingBehavior and StepTrigger..."
  rg -A 10 "id:\s*$SHARD_ID" Resources/Prototypes/Entities/Objects/Materials/shards.yml | rg 'type:\s*(ThrowingBehavior|StepTrigger)'
done

Length of output: 2337

Content.Shared/Throwing/ThrownItemSystem.cs (2)

70-72: Approved: Improved collision handling logic.

The changes to the HandleCollision method improve the collision handling logic by:

  1. Adding a specific condition for the fixture type.
  2. Preventing duplicate processing of entities.

These modifications enhance the control flow and efficiency of collision handling.

Consider adding a brief comment explaining the purpose of the Fixture1 check to improve code readability. For example:

// Only process collisions for the main fixture
if (args.OurFixtureId != Fixture1)
    return;

Also applies to: 80-80


Line range hint 134-134: Approved: Consistent cleanup in StopThrow method.

The addition of thrownItemComponent.Processed.Clear(); ensures proper cleanup when stopping a throw, which is consistent with the changes made in the HandleCollision method. This prevents potential issues if the same entity is thrown again.

Consider moving this line just before the EntityManager.RemoveComponent<ThrownItemComponent>(uid); call for better code organization. This would ensure all cleanup related to the ThrownItemComponent is done before the component is removed.

Resources/Prototypes/Entities/Objects/Misc/tiles.yml (2)

Line range hint 1022-1307: Expanded variety of floor tiles

The addition of numerous new floor tile entities greatly enhances the customization options available in the game. The new tiles cover a wide range of colors and materials, including steel, plastic, shielding, sterile, and glass frame variants. This expansion will likely improve the visual diversity and functionality of in-game environments.

One suggestion for improvement:
Consider standardizing the naming convention for all floor tile entities. For example, some entities use the format "FloorTileItemMaterialColor" (e.g., FloorTileItemSteelYellow), while others use "FloorTileItemDescriptiveName" (e.g., FloorTileItemShuttleSyndie). Adopting a consistent naming convention could improve code readability and maintenance.


Line range hint 61-1021: Updated sprite states for existing floor tiles

The modifications to existing floor tile entities, particularly the updates to sprite states, will likely enhance the visual appearance of these tiles in the game. The use of "#WWDP edit" comments is helpful for identifying project-specific modifications.

Suggestion:
Consider adding a brief comment or documentation explaining the nature and purpose of the "WWDP edit" changes. This could help other developers understand the reasoning behind these project-specific modifications and maintain consistency in future updates.

Content.Server/Hands/Systems/HandsSystem.cs (1)

210-213: Remove temporary comments before merging

The comments // WD EDIT START and // WD EDIT END appear to be temporary markers for your edits. It's best practice to remove such comments before merging to maintain code cleanliness and readability.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 4c2f775 and 8f6e66f.

⛔ Files ignored due to path filters (6)
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/equipped-BACKPACK.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/inhand-left.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/inhand-right.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/spear.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/wielded-inhand-left.png is excluded by !**/*.png
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/wielded-inhand-right.png is excluded by !**/*.png
📒 Files selected for processing (26)
  • Content.Server/Hands/Systems/HandsSystem.cs (2 hunks)
  • Content.Server/OfferItem/OfferItemSystem.cs (1 hunks)
  • Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemComponent.cs (1 hunks)
  • Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemSystem.cs (1 hunks)
  • Content.Server/_White/Implants/Spawn/SpawnImplantComponent.cs (1 hunks)
  • Content.Server/_White/Implants/Spawn/SpawnImplantSystem.cs (1 hunks)
  • Content.Server/_White/Throwing/ThrowingItemModifierComponent.cs (1 hunks)
  • Content.Shared/Implants/Components/SubdermalImplantComponent.cs (1 hunks)
  • Content.Shared/OfferItem/SharedOfferItemSystem.cs (1 hunks)
  • Content.Shared/Throwing/ThrownItemSystem.cs (2 hunks)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/actions/types.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/weapons/melee/spear.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Prototypes/Entities/Objects/Fun/darts.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Materials/shards.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Misc/tiles.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml (1 hunks)
  • Resources/Prototypes/_White/Actions/types.yml (1 hunks)
  • Resources/Prototypes/_White/Catalog/uplink_catalog.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml (1 hunks)
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/meta.json (1 hunks)
✅ Files skipped from review due to trivial changes (2)
  • Resources/Locale/ru-RU/_white/prototypes/actions/types.ftl
  • Resources/Textures/_White/Objects/Weapons/Melee/Spear/hardlight_spear.rsi/meta.json
🧰 Additional context used
🪛 yamllint
Resources/Prototypes/_White/Actions/types.yml

[error] 14-14: no new line character at the end of file

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

Resources/Prototypes/_White/Catalog/uplink_catalog.yml

[warning] 49-49: wrong indentation: expected 4 but found 2

(indentation)


[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)

Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml

[error] 7-7: no new line character at the end of file

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

Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml

[error] 11-11: no new line character at the end of file

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

Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml

[warning] 49-49: wrong indentation: expected 10 but found 12

(indentation)


[error] 57-57: no new line character at the end of file

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

🔇 Additional comments (36)
Resources/Locale/ru-RU/_white/prototypes/entities/objects/weapons/melee/spear.ftl (1)

1-2: LGTM! Verify translation accuracy.

The localization entry for "HardlightSpear" has been added correctly. The structure follows the expected format for Fluent (.ftl) files.

To ensure consistency across localizations, please run the following script:

This script will help verify:

  1. The consistency between Russian and English localizations.
  2. Other occurrences of "HardlightSpear" in the codebase, which might need localization.

Additionally, please have a native Russian speaker verify the accuracy of the translation.

Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (1)

1-1: LGTM: Entity name correctly defined.

The entity identifier and its Russian translation are properly formatted and appear to accurately represent a hardlight spear implant.

Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (2)

1-7: LGTM! The hardlight spear implanter entity is well-defined.

The entity definition for HardlightSpearImplanter is correctly structured and includes the necessary components. It appropriately inherits from BaseImplantOnlyImplanterSyndi and specifies the HardlightSpearImplant as its associated implant.

🧰 Tools
🪛 yamllint

[error] 7-7: no new line character at the end of file

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


6-7: Verify the existence and proper definition of the HardlightSpearImplant entity.

Ensure that the HardlightSpearImplant entity is properly defined elsewhere in the codebase to maintain consistency and prevent potential runtime errors.

✅ Verification successful

HardlightSpearImplant is properly defined and exists within the codebase.
No inconsistencies or missing definitions were found.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for the existence and proper definition of the HardlightSpearImplant entity.

# Search for the HardlightSpearImplant entity definition
echo "Searching for HardlightSpearImplant entity definition:"
rg --type yaml -g '*.yml' -n 'id:\s*HardlightSpearImplant'

# If not found, search for any mentions of HardlightSpearImplant
if [ $? -ne 0 ]; then
    echo "HardlightSpearImplant entity not found. Searching for any mentions:"
    rg --type yaml -g '*.yml' -n 'HardlightSpearImplant'
fi

Length of output: 397


Script:

#!/bin/bash
# Description: Verify definitions and usages of HardlightSpearImplant and HardlightSpearImplanter.

echo "Searching for HardlightSpearImplanter entity definition:"
rg --type yaml -g '*.yml' -n 'id:\s*HardlightSpearImplanter'

echo "Searching for HardlightSpearImplant entity definition:"
rg --type yaml -g '*.yml' -n 'id:\s*HardlightSpearImplant'

echo "Searching for usages of HardlightSpearImplanter:"
rg --type yaml -g '*.yml' -n 'HardlightSpearImplanter'

echo "Searching for usages of HardlightSpearImplant:"
rg --type yaml -g '*.yml' -n 'HardlightSpearImplant'

Length of output: 1977

🧰 Tools
🪛 yamllint

[error] 7-7: no new line character at the end of file

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

Content.Server/_White/Throwing/ThrowingItemModifierComponent.cs (1)

4-5: LGTM! Class definition is well-structured.

The class definition for ThrowingItemModifierComponent is well-structured:

  • It's public, allowing usage throughout the codebase.
  • It's sealed, preventing inheritance which is often a good practice for components.
  • It's partial, allowing potential extension in other files.
  • It correctly inherits from Component.
Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemComponent.cs (2)

1-8: LGTM! Well-structured component.

The DespawnOnLandItemComponent is well-structured and follows good practices:

  • Proper namespace organization
  • Correct use of [RegisterComponent] attribute
  • Sealed and partial class definition for performance and extensibility
  • Use of [DataField] attribute for data-driven configuration

1-8: Clarify the relationship to the hardlight spear implanter.

While this component provides a useful mechanism for despawning items after they land, its specific relationship to the hardlight spear implanter mentioned in the PR objectives is not immediately clear. Could you please clarify:

  1. How is this component used in the context of the hardlight spear implanter?
  2. Are there any specific requirements or considerations for the TimeDespawnOnLand value in relation to the hardlight spear?

This information would help in understanding the component's role in the larger feature and ensure it meets the requirements for the hardlight spear implanter.

To help clarify the usage, could you run the following script to find where this component is being used?

Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (3)

1-2: LGTM: Entity type and inheritance are correctly defined.

The entity type and inheritance from BaseSubdermalImplant are appropriate for a subdermal implant entity.


3-6: Verify the noSpawn property setting.

The identifier, name, and description are clear and appropriate. However, please confirm that setting noSpawn: true is intentional. This property prevents the entity from spawning automatically in the game world.

To ensure this setting is consistent with other similar entities, you can run the following command:

✅ Verification successful

noSpawn Property Verified Successfully

The noSpawn: true setting is consistent with other subdermal implants in the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check noSpawn property for other subdermal implants
# Expected result: Similar subdermal implants should have the same noSpawn setting

rg --type yaml 'parent:\s*BaseSubdermalImplant' -A 10 | rg 'noSpawn:'

Length of output: 2251


7-11: Verify referenced action and entity exist.

The components SubdermalImplant and SpawnImplant are appropriate for this entity. However, please ensure that:

  1. The ActivateHardlightSpearImplant action exists and is properly implemented.
  2. The HardlightSpear entity exists in the game's entity definitions.

To verify these references, you can run the following commands:

✅ Verification successful

Verification Successful

The references ActivateHardlightSpearImplant and HardlightSpear exist in the codebase.

  • ActivateHardlightSpearImplant is defined in Resources/Prototypes/_White/Actions/types.yml and used in Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml.
  • HardlightSpear entity is defined in Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for the existence of ActivateHardlightSpearImplant action and HardlightSpear entity
# Expected result: Both should be defined somewhere in the codebase

echo "Checking for ActivateHardlightSpearImplant action:"
rg --type yaml 'ActivateHardlightSpearImplant'

echo "Checking for HardlightSpear entity:"
rg --type yaml 'id:\s*HardlightSpear'

Length of output: 770

🧰 Tools
🪛 yamllint

[error] 11-11: no new line character at the end of file

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

Resources/Prototypes/_White/Actions/types.yml (2)

1-5: LGTM: Entity metadata is well-defined.

The entity metadata is correctly structured and provides clear information about the hardlight spear implant activation action. The use of noSpawn: true is appropriate for this type of entity.


6-14: LGTM: Components are well-defined, with minor suggestions.

The components for the hardlight spear implant activation are correctly structured. The use of InstantAction, icon definition, and event triggering are appropriate.

However, consider the following suggestions:

  1. Verify if the useDelay of 1.5 seconds is balanced for gameplay.
  2. Confirm if the priority of -20 is intentional and how it affects the action order.

To verify the uniqueness and consistency of the useDelay and priority values, run the following script:

🧰 Tools
🪛 yamllint

[error] 14-14: no new line character at the end of file

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

Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (1)

13-13: LGTM: New entry for hardlight spear implant name.

The new localization entry for the hardlight spear implant name is consistent with the existing naming convention and provides an accurate Russian translation.

Content.Server/_White/Implants/Spawn/SpawnImplantSystem.cs (2)

1-10: LGTM: Proper namespace and class declaration.

The namespace structure and class declaration follow good practices. The class is correctly sealed and inherits from EntitySystem, which aligns with the game's architecture.


1-34: LGTM: Well-designed and structured class.

The SpawnImplantSystem class is well-designed and follows good software engineering principles:

  1. It adheres to the Single Responsibility Principle, focusing solely on handling spawn implants.
  2. It integrates seamlessly with existing game systems through dependency injection.
  3. The code is concise, well-organized, and easy to understand.

Overall, this implementation is a solid addition to the game's systems.

Content.Server/_White/DespawnOnLandItem/DespawnOnLandItemSystem.cs (2)

7-9: LGTM: Namespace and class declaration are well-structured.

The namespace Content.Server._White.DespawnOnLandItem is appropriately structured, and the DespawnOnLandItemSystem class is correctly declared as public and sealed, inheriting from EntitySystem. This follows good practices for system implementation in the game's architecture.


1-33: Overall assessment: Well-implemented system with minor suggestions for improvement.

The DespawnOnLandItemSystem is a well-structured and valuable addition to the game's mechanics. It provides a clean and efficient way to manage the automatic despawning of items after specific interactions (dropping, handing, or inserting into containers). The code follows good practices, such as using sealed classes, proper event subscriptions, and concise methods.

The suggested improvements, including the extraction of common logic into a separate method and minor formatting changes, would further enhance the code's readability and maintainability. These changes are relatively minor and do not detract from the overall quality of the implementation.

Great job on this new system! It should integrate well with the existing game architecture and provide useful functionality for managing item lifetimes.

Resources/Prototypes/_White/Entities/Objects/Weapons/Melee/spear.yml (5)

1-5: LGTM: Entity definition and basic properties are well-defined.

The entity definition for the hardlight spear is clear and consistent. The inheritance from the "Spear" parent class is appropriate, and the unique ID follows a good naming convention. The description accurately conveys the nature of the item.


21-26: LGTM: Wieldable and damage increase components are well-implemented.

The Wieldable component and the IncreaseDamageOnWield component work well together to add depth to the weapon. The additional damage when wielded is consistent with the previously defined damage types, which is good for maintaining clarity and balance.


27-39: LGTM: Well-implemented throwable weapon behavior. Clarification needed on one property.

The combination of Destructible, EmbeddableProjectile, DespawnOnLandItem, and ThrowingItemModifier components creates a cohesive behavior for a throwable weapon that doesn't persist in the game world. This is good for both gameplay and performance.

However, could you clarify the purpose of the deleteOnRemove: true property in the EmbeddableProjectile component? It's not immediately clear what this property does in the context of a despawning item.


40-43: LGTM: Light emission properties are appropriate. Consider in-game testing.

The PointLight component is well-implemented and appropriate for a "hardlight" weapon. The radius, energy, and color values seem reasonable. However, to ensure the best player experience, it would be beneficial to test these values in-game to confirm they create the desired visual effect without being overpowering or too subtle.


44-57: ⚠️ Potential issue

Fix YAML formatting and consider testing physics properties.

The Fixtures component defines appropriate physical properties for the spear. However, there are two YAML formatting issues to address:

  1. The indentation on line 49 (and subsequent lines in the vertices list) should be adjusted to match the expected 10 spaces instead of 12.
  2. Add a new line at the end of the file (after line 57).

Additionally, while the physics properties (density, restitution, friction) appear reasonable, it would be beneficial to test them in-game to ensure they provide the desired behavior for the hardlight spear.

Here's a fix for the YAML formatting:

   fixtures:
     fix1:
       shape: !type:PolygonShape
         vertices:
-            - -0.20,-0.10
-            - -0.10,-0.20
-            - 0.40,0.30
-            - 0.30,0.40
+          - -0.20,-0.10
+          - -0.10,-0.20
+          - 0.40,0.30
+          - 0.30,0.40
       density: 20
       mask:
       - Opaque
       restitution: 0.3
       friction: 0.2
+

Would you like assistance in setting up in-game tests for the physics properties?

🧰 Tools
🪛 yamllint

[warning] 49-49: wrong indentation: expected 10 but found 12

(indentation)


[error] 57-57: no new line character at the end of file

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

Resources/Prototypes/_White/Catalog/uplink_catalog.yml (1)

Line range hint 1-65: Overall changes look good and align with PR objectives.

The modifications to this file successfully implement the new hardlight spear implanter and adjust existing items. The changes maintain consistency with the existing structure and appear to be well-balanced.

Key points:

  1. Removal of outdated listings (not shown in the diff but mentioned in the summary).
  2. Addition of conditions and sale limit to UplinkMiniEbow.
  3. Introduction of the new UplinkHardlightSpearImplanter listing.

These changes enhance the game's content and provide new options for players, as intended by the PR objectives.

🧰 Tools
🪛 yamllint

[warning] 47-47: wrong indentation: expected 4 but found 2

(indentation)


[warning] 49-49: wrong indentation: expected 4 but found 2

(indentation)


[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 66-66: wrong indentation: expected 4 but found 2

(indentation)

Content.Shared/Implants/Components/SubdermalImplantComponent.cs (1)

93-93: Verify related changes for the spawn implant feature

The addition of ActivateSpawnImplantEvent suggests the introduction of a new spawn implant feature, which aligns with the PR objective of implementing a hardlight spear implanter. To ensure complete implementation:

  1. Verify that corresponding changes have been made in other files to handle this new event.
  2. Check for the addition of a new implant type in the implant system.
  3. Ensure that the action system is updated to work with this new event.

To help verify the implementation, you can run the following script:

This script will help identify related changes and ensure that the new spawn implant feature is fully implemented across the codebase.

✅ Verification successful

Spawn Implant Feature Implementation Verified

All related changes for the ActivateSpawnImplantEvent have been successfully identified:

  1. References to ActivateSpawnImplantEvent are present in multiple files, ensuring the event is integrated appropriately.
  2. New implant types, such as SpawnImplant, have been added to the implant system.
  3. Action system modifications related to implants are in place, supporting the new spawn implant feature.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for related changes to the spawn implant feature

# Search for references to ActivateSpawnImplantEvent
echo "Searching for references to ActivateSpawnImplantEvent:"
rg "ActivateSpawnImplantEvent"

# Search for new implant types or modifications to existing implant systems
echo "Searching for new implant types or modifications:"
rg -i "spawn.*implant"

# Search for modifications to the action system related to implants
echo "Searching for action system modifications related to implants:"
rg -i "implant.*action"

Length of output: 6962

Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml (2)

Line range hint 169-178: Approved: Radiation damage added to uranium spear

Radiation damage of 8 has been added to both the MeleeWeapon and DamageOtherOnHit components. This change introduces a new damage type that aligns with the uranium theme.

To ensure the radiation damage is working as intended, please verify the following:

  1. Check if the game has a radiation damage system in place.
  2. Test the uranium spear in-game to confirm the radiation damage is applied correctly.
  3. Verify any visual effects or UI indicators for radiation damage are functioning.

Run the following script to check for other radiation damage implementations:

#!/bin/bash
# Description: Check for other entities using Radiation damage type

# Test: Search for other entities using Radiation damage
rg --type yaml 'Radiation:' Resources/Prototypes/Entities

25-25: Approved: Mask updated for thrown item interaction

The change from ItemMask to ThrownItem aligns with the PR's objective of refactoring spear mechanics. This modification will likely affect how the spear interacts when thrown.

To ensure this change doesn't unintentionally affect other items, please run the following script:

Resources/Prototypes/Entities/Objects/Fun/darts.yml (5)

Line range hint 93-100: LGTM: Addition of DartBlue entity.

The DartBlue entity is a well-structured color variant of the base Dart entity. It correctly inherits from Dart and only modifies the necessary components (Sprite and Item) to change its appearance.


Line range hint 102-109: LGTM: Addition of DartPurple entity.

The DartPurple entity is correctly implemented as another color variant of the base Dart entity. It follows the same structure as DartBlue, ensuring consistency across color variants.


Line range hint 120-132: LGTM: Addition of HypoDart entity. Verify gameplay balance.

The HypoDart entity is well-structured and correctly inherits from the base Dart entity. The modifications to the solution-related components (increasing maximum volume and transfer amount to 7) suggest that this dart is designed to deliver a larger payload.

Please verify that this change doesn't unbalance the gameplay. Consider the following:

  1. How does the increased payload affect the dart's effectiveness compared to other weapons or items?
  2. Are there any existing game mechanics that might be overpowered when combined with the HypoDart's larger payload?

You may want to playtest scenarios involving the HypoDart to ensure it fits well within the game's balance.


Line range hint 134-196: LGTM: Addition of TargetDarts entity. Verify destruction thresholds.

The TargetDarts entity is well-implemented with comprehensive components covering physics, interaction, and damage aspects. The use of DamageRandomPopup adds a fun, game-like element to hitting the dartboard.

The destruction thresholds (300 and 500 damage) seem quite high. While this might be intentional to make the dartboard durable, please verify that these values align with the intended gameplay experience. Consider the following:

  1. How much damage do darts typically do?
  2. How many hits would it take to trigger the first and second destruction thresholds?
  3. Are these thresholds consistent with other destructible objects in the game?

You may want to playtest scenarios involving the dartboard to ensure the destruction mechanics feel balanced and appropriate within the game context.


24-24: Verify the impact of changing the Fixtures mask to ThrownItem.

The mask property in the Fixtures component has been changed from ItemMask to ThrownItem. This modification may affect how the dart interacts with other game elements when thrown, potentially impacting physics simulation and collision detection.

To ensure this change doesn't introduce unintended behavior, please run the following verification:

Review the results to confirm that this change aligns with the intended behavior for thrown items and doesn't conflict with existing game mechanics.

✅ Verification successful

Change from ItemMask to ThrownItem Verified

The modification of the mask property from ItemMask to ThrownItem in Resources/Prototypes/Entities/Objects/Fun/darts.yml is isolated and does not impact other entities or game mechanics. No conflicts or unintended behaviors were detected based on the current codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for other entities using ThrownItem mask
rg --type yaml 'mask:.*ThrownItem' -g '!Resources/Prototypes/Entities/Objects/Fun/darts.yml'

# Search for references to ItemMask
rg --type yaml 'ItemMask'

Length of output: 3283

Resources/Prototypes/Entities/Objects/Materials/shards.yml (2)

44-44: LGTM: Collision mask updated for thrown shards.

The change from ItemMask to ThrownItem for the mask property in the Fixtures component is appropriate. This modification allows shards to interact with other objects when thrown, which aligns with the PR's objective of enhancing throwing mechanics.

To ensure this change works as intended, please verify the following:

  1. Shards can be thrown and interact correctly with other objects.
  2. The collision behavior of shards when not thrown remains unchanged.
✅ Verification successful

Collision mask usage verified.
No other entities are using ItemMask for shards.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify that no other entities are using ItemMask for shards
rg --type yaml 'mask:.*ItemMask' Resources/Prototypes/Entities/Objects/Materials/

Length of output: 197


Script:

#!/bin/bash
# Verify that no other entities are using ItemMask for shards
rg --type yaml 'mask:.*ItemMask' Resources/Prototypes/Entities/Objects/Materials/

Length of output: 83


Line range hint 65-67: LGTM: Step trigger group added for shards.

The addition of the triggerGroups property with the Shard type in the StepTrigger component is a good enhancement. This change allows for more specific handling of stepping on shards, potentially improving gameplay mechanics.

To ensure this change works as intended, please verify the following:

  1. Stepping on shards triggers the appropriate effects (e.g., damage, sound).
  2. The behavior is consistent across all shard types.
  3. Other step trigger behaviors in the game are not unintentionally affected.
Content.Shared/Throwing/ThrownItemSystem.cs (1)

Line range hint 1-214: Overall: Improved throwing system with enhanced collision handling.

The changes to the ThrownItemSystem class improve the throwing mechanics by introducing more specific collision handling and preventing duplicate processing of entities. These modifications align well with the PR objectives of refactoring and enhancing the game's mechanics, potentially supporting the implementation of the hardlight spear.

To ensure these changes don't introduce any unintended side effects, consider the following:

  1. Verify that the new Fixture1 constant is used consistently across the codebase.
  2. Test various throwing scenarios to confirm that the enhanced collision handling works as expected.
  3. Check for any performance impacts, especially in scenarios with multiple thrown objects.

To help with this verification, let's search for other files that might be affected by these changes:

#!/bin/bash
# Search for files related to throwing mechanics
rg --type csharp "ThrownItemComponent|ThrownItemSystem" -l | xargs -I {} echo "File: {}"

This will help identify other areas of the codebase that might need to be updated or tested in light of these changes.

Resources/Prototypes/Entities/Objects/Misc/tiles.yml (2)

45-60: Improved physical properties for floor tiles

The addition of the Fixtures component to FloorTileItemBase enhances the physical behavior of all floor tiles. The defined properties, including shape, density, mask, restitution, and friction, seem appropriate for floor tiles and will likely improve their interaction with other objects in the game world.


Line range hint 1-1307: Overall improvement to floor tile system

This update significantly enhances the floor tile system by:

  1. Improving the physical properties of base floor tiles.
  2. Introducing a wide variety of new floor tile types.
  3. Updating sprite states for existing floor tiles.

These changes will likely result in more diverse and visually appealing environments, as well as improved gameplay interactions involving floor tiles. The additions and modifications appear to be well-implemented and consistent with the existing structure.

Minor suggestions for improvement have been made regarding naming conventions and documentation of project-specific changes. These adjustments could further enhance code maintainability and clarity for future development.

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

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Actionable comments posted: 2

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

1-14: Consider adding comments for better clarity and maintainability.

While the code is relatively self-explanatory, adding comments to explain the purpose of certain properties (e.g., noSpawn, useDelay, priority) could improve maintainability for future developers.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 2ba61e9 and 5ec0722.

📒 Files selected for processing (9)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/actions/types.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Prototypes/_White/Actions/types.yml (1 hunks)
  • Resources/Prototypes/_White/Catalog/uplink_catalog.yml (2 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (2 hunks)
🚧 Files skipped from review as they are similar to previous changes (8)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl
  • Resources/Locale/ru-RU/_white/prototypes/actions/types.ftl
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl
  • Resources/Prototypes/_White/Catalog/uplink_catalog.yml
  • Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml
  • Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml
🧰 Additional context used
🪛 yamllint
Resources/Prototypes/_White/Actions/types.yml

[error] 15-15: trailing spaces

(trailing-spaces)

🔇 Additional comments (1)
Resources/Prototypes/_White/Actions/types.yml (1)

1-14: LGTM! The entity definition is well-structured and appropriate.

The ActivateHardlightSpearImplant entity is correctly defined with all necessary properties and components. The use of InstantAction with a short delay and proper icon definition is good for gameplay and UI representation.

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

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Actionable comments posted: 1

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

Incomplete removal of uplink items

The following uplink items are still present in Resources/Prototypes/_White/Catalog/uplink_catalog.yml:

  1. UplinkEmpFlashlight
  2. UplinkExperimentalSyndicateTeleporter
  3. UplinkBetrayalKnife

Please ensure that these items are fully removed to maintain game balance and prevent inconsistencies.

🔗 Analysis chain

Line range hint 1-32: Verify the intentional removal of uplink items

The following uplink items have been removed:

  1. UplinkEmpFlashlight
  2. UplinkExperimentalSyndicateTeleporter
  3. UplinkBetrayalKnife

Please confirm that these removals are intentional and consider their impact on game balance and player strategies.

To ensure no unintended side effects, run the following script to check for any remaining references to these items:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining references to removed uplink items

items=("UplinkEmpFlashlight" "UplinkExperimentalSyndicateTeleporter" "UplinkBetrayalKnife")

for item in "${items[@]}"; do
    echo "Searching for references to $item:"
    rg "$item" --type yaml --type cs
    echo "---"
done

Length of output: 999

🧰 Tools
🪛 yamllint

[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 66-66: wrong indentation: expected 4 but found 2

(indentation)


[warning] 69-69: wrong indentation: expected 8 but found 6

(indentation)

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 5ec0722 and 0db64f4.

📒 Files selected for processing (5)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (2 hunks)
  • Resources/Prototypes/_White/Catalog/uplink_catalog.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (3)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl
🧰 Additional context used
🪛 yamllint
Resources/Prototypes/_White/Catalog/uplink_catalog.yml

[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 66-66: wrong indentation: expected 4 but found 2

(indentation)


[warning] 69-69: wrong indentation: expected 8 but found 6

(indentation)

🔇 Additional comments (3)
Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (2)

14-21: LGTM: New HardlightSpearImplanter entity looks good.

The new HardlightSpearImplanter entity is well-structured and consistent with other implanter entities in the file. It correctly inherits from BaseImplantOnlyImplanterSyndi and specifies the HardlightSpearImplant as its implant type.


Line range hint 1-13: Verify the impact of removing the ImplanterSyndi entity.

The ImplanterSyndi entity has been removed from this file. Please ensure that this removal doesn't break any existing functionality in other parts of the codebase that might have depended on this entity.

Run the following script to check for any remaining references to ImplanterSyndi:

Resources/Prototypes/_White/Catalog/uplink_catalog.yml (1)

Line range hint 33-54: LGTM: UplinkMiniEbow listing update

The changes to the UplinkMiniEbow listing look good. The addition of conditions and a sale limit should help balance the game. The blacklist for the NukeOpsUplink tag appropriately restricts the item's availability for certain player roles.

🧰 Tools
🪛 yamllint

[warning] 52-52: wrong indentation: expected 8 but found 6

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 66-66: wrong indentation: expected 4 but found 2

(indentation)


[warning] 69-69: wrong indentation: expected 8 but found 6

(indentation)

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Actionable comments posted: 0

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

61-68: Fix indentation in UplinkHardlightSpearImplanter listing

There are some minor indentation issues in the new listing. Please apply the following changes to fix the indentation:

  categories:
- - UplinkImplants
+   - UplinkImplants
  conditions:
-  - !type:StoreWhitelistCondition
-    blacklist:
-      tags:
-      - NukeOpsUplink
+   - !type:StoreWhitelistCondition
+     blacklist:
+       tags:
+         - NukeOpsUplink

This will maintain consistency with the rest of the file and improve readability.

🧰 Tools
🪛 yamllint

[warning] 62-62: wrong indentation: expected 4 but found 2

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 67-67: wrong indentation: expected 8 but found 6

(indentation)

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 0db64f4 and 4155ceb.

📒 Files selected for processing (7)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl (1 hunks)
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl (2 hunks)
  • Resources/Prototypes/_White/Catalog/uplink_catalog.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml (1 hunks)
  • Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (6)
  • Resources/Locale/en-US/_white/store/uplink-catalog.ftl
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/implanters.ftl
  • Resources/Locale/ru-RU/_white/prototypes/entities/objects/misc/subdermal_implants.ftl
  • Resources/Locale/ru-RU/_white/store/uplink-catalog.ftl
  • Resources/Prototypes/_White/Entities/Objects/Misc/implanters.yml
  • Resources/Prototypes/_White/Entities/Objects/Misc/subdermal_implants.yml
🧰 Additional context used
🪛 yamllint
Resources/Prototypes/_White/Catalog/uplink_catalog.yml

[warning] 62-62: wrong indentation: expected 4 but found 2

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 67-67: wrong indentation: expected 8 but found 6

(indentation)

🔇 Additional comments (3)
Resources/Prototypes/_White/Catalog/uplink_catalog.yml (3)

Line range hint 33-52: Approve changes to UplinkMiniEbow

The updates to UplinkMiniEbow, including the addition of conditions and a sale limit, look good. These changes should help balance the item's availability and usage in the game.

🧰 Tools
🪛 yamllint

[warning] 50-50: wrong indentation: expected 8 but found 6

(indentation)


[warning] 62-62: wrong indentation: expected 4 but found 2

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 67-67: wrong indentation: expected 8 but found 6

(indentation)


Line range hint 1-32: Verify the intentional removal of uplink items

The following items have been removed from the uplink catalog:

  • UplinkEmpFlashlight
  • UplinkExperimentalSyndicateTeleporter
  • UplinkBetrayalKnife

Please confirm that this removal is intentional and part of the refactoring process. Consider the impact on game balance and existing player strategies that might rely on these items.

To ensure no unintended references remain, run the following script:

#!/bin/bash
# Search for references to removed items
echo "Searching for references to removed items:"
rg -i "UplinkEmpFlashlight|UplinkExperimentalSyndicateTeleporter|UplinkBetrayalKnife" --type yaml --type cs
🧰 Tools
🪛 yamllint

[warning] 50-50: wrong indentation: expected 8 but found 6

(indentation)


[warning] 62-62: wrong indentation: expected 4 but found 2

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 67-67: wrong indentation: expected 8 but found 6

(indentation)


53-69: Approve addition of UplinkHardlightSpearImplanter

The new UplinkHardlightSpearImplanter item has been successfully added to the catalog with appropriate attributes. The categorization, conditions, and sale limit are consistent with other similar items.

Please verify the following aspects:

  1. The cost of 12 Telecrystals is balanced compared to other items.
  2. The sale limit of 1 is appropriate for this item type.
  3. The productEntity "HardlightSpearImplanter" exists and is correctly implemented.

Run the following script to check for the existence of the HardlightSpearImplanter entity:

🧰 Tools
🪛 yamllint

[warning] 62-62: wrong indentation: expected 4 but found 2

(indentation)


[warning] 64-64: wrong indentation: expected 4 but found 2

(indentation)


[warning] 67-67: wrong indentation: expected 8 but found 6

(indentation)

@Remuchi Remuchi merged commit 1336e04 into master Oct 23, 2024
12 checks passed
@Remuchi Remuchi deleted the hardlight-spear branch October 23, 2024 10:20
Spatison pushed a commit that referenced this pull request Oct 23, 2024
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2 participants