fix: plasma pistol ammo bug#1056
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Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
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Important Review skippedAuto incremental reviews are disabled on this repository. Please check the settings in the CodeRabbit UI or the You can disable this status message by setting the 📝 WalkthroughSummary by CodeRabbitRelease Notes
WalkthroughThis transmission inscribes the integration of ancient Dreadnought weaponry into the Chapter's armoury. Two Contemptor-pattern weapon sprites are archived; the Volkite Culverin reference undergoes nomenclature reformation. Weapon data structures, visual mappings, and commerce inventories are accordingly expanded to manifest these new implements of war. Changes
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~25 minutes
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The archives have been consulted, Tech-Priest. Proceed with verification of these engravings upon the Chapter's sacred roster. Pre-merge checks❌ Failed checks (2 warnings)
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Actionable comments posted: 2
📜 Review details
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Review profile: ASSERTIVE
Plan: Pro
⛔ Files ignored due to path filters (6)
sprites/spr_Contemptor_Conversion_Beamer/cdc4c2e7-a824-4a45-8406-fe470c6eae31.pngis excluded by!**/*.pngsprites/spr_Contemptor_Conversion_Beamer/layers/cdc4c2e7-a824-4a45-8406-fe470c6eae31/af2cc7f4-f5e3-470f-aa0e-ad3ebfbba808.pngis excluded by!**/*.pngsprites/spr_Contemptor_assault_cannon/1b47a347-6927-4943-981c-dfba95287448.pngis excluded by!**/*.pngsprites/spr_Contemptor_assault_cannon/layers/1b47a347-6927-4943-981c-dfba95287448/719740c0-402f-4dc6-af3e-0d8475287311.pngis excluded by!**/*.pngsprites/spr_Volkite_Culverins/d532989d-6b36-48dc-9ccb-1daf433cbb1f.pngis excluded by!**/*.pngsprites/spr_Volkite_Culverins/layers/d532989d-6b36-48dc-9ccb-1daf433cbb1f/1f3e5664-e536-47f4-b0bf-214e1fd9c23a.pngis excluded by!**/*.png
📒 Files selected for processing (9)
ChapterMaster.yyp(3 hunks)objects/obj_shop/Create_0.gml(1 hunks)scripts/scr_culture_visuals/scr_culture_visuals.gml(2 hunks)scripts/scr_ruins_reward/scr_ruins_reward.gml(1 hunks)scripts/scr_ui_display_weapons/scr_ui_display_weapons.gml(1 hunks)scripts/scr_weapon/scr_weapon.gml(5 hunks)sprites/spr_Contemptor_Conversion_Beamer/spr_Contemptor_Conversion_Beamer.yy(1 hunks)sprites/spr_Contemptor_assault_cannon/spr_Contemptor_assault_cannon.yy(1 hunks)sprites/spr_Volkite_Culverins/spr_Volkite_Culverins.yy(5 hunks)
🧰 Additional context used
📓 Path-based instructions (3)
**/*.*
⚙️ CodeRabbit configuration file
**/*.*: - Having humanly understandable and maintainable code is the top most priority.
- DRY (Don't repeat yourself) principle is also very important.
- If a TODO comment is added, ask the user if you should create a GitHub issue for this TODO.
- If a TODO comment is deleted, remind the user if there is an active GitHub issue related to that comment.
Files:
sprites/spr_Contemptor_Conversion_Beamer/spr_Contemptor_Conversion_Beamer.yysprites/spr_Contemptor_assault_cannon/spr_Contemptor_assault_cannon.yysprites/spr_Volkite_Culverins/spr_Volkite_Culverins.yyscripts/scr_ui_display_weapons/scr_ui_display_weapons.gmlscripts/scr_ruins_reward/scr_ruins_reward.gmlChapterMaster.yypobjects/obj_shop/Create_0.gmlscripts/scr_culture_visuals/scr_culture_visuals.gmlscripts/scr_weapon/scr_weapon.gml
**/*.yy
⚙️ CodeRabbit configuration file
**/*.yy: - When any script or sprite .yy files are deleted, their paths should also be deleted from the project .yyp file, otherwise the game will crash.
- When any script or sprite .yy files are created, their paths should be added to the project .yyp file, otherwise they'll fail.
Files:
sprites/spr_Contemptor_Conversion_Beamer/spr_Contemptor_Conversion_Beamer.yysprites/spr_Contemptor_assault_cannon/spr_Contemptor_assault_cannon.yysprites/spr_Volkite_Culverins/spr_Volkite_Culverins.yy
**/*.gml
⚙️ CodeRabbit configuration file
**/*.gml: - Macro constants require a space between the constant name and value. Without it, the compiler will throw an error. I.e.#macro ARR_body_parts["arm"]will crash the game, because there is no space between the array and the name of the macro.
- Color codes in the code shouldn't have any spaces in their id. I.e., color code
# 80bf40will crash the game.- All code should comply with the main GML documentation: https://manual.gamemaker.io/beta/en/GameMaker_Language/GML_Reference/GML_Reference.htm
Files:
scripts/scr_ui_display_weapons/scr_ui_display_weapons.gmlscripts/scr_ruins_reward/scr_ruins_reward.gmlobjects/obj_shop/Create_0.gmlscripts/scr_culture_visuals/scr_culture_visuals.gmlscripts/scr_weapon/scr_weapon.gml
🧠 Learnings (6)
📓 Common learnings
Learnt from: EttyKitty
Repo: Adeptus-Dominus/ChapterMaster PR: 647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
📚 Learning: 2025-06-16T17:12:13.045Z
Learnt from: EttyKitty
Repo: Adeptus-Dominus/ChapterMaster PR: 878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Applied to files:
scripts/scr_ui_display_weapons/scr_ui_display_weapons.gmlChapterMaster.yypscripts/scr_culture_visuals/scr_culture_visuals.gmlscripts/scr_weapon/scr_weapon.gml
📚 Learning: 2025-03-29T10:30:25.598Z
Learnt from: EttyKitty
Repo: Adeptus-Dominus/ChapterMaster PR: 647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Applied to files:
scripts/scr_ui_display_weapons/scr_ui_display_weapons.gmlscripts/scr_ruins_reward/scr_ruins_reward.gmlscripts/scr_culture_visuals/scr_culture_visuals.gmlscripts/scr_weapon/scr_weapon.gml
📚 Learning: 2025-03-20T22:22:57.319Z
Learnt from: EttyKitty
Repo: Adeptus-Dominus/ChapterMaster PR: 0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the "Psyker Abundance" advantage was renamed to "Warp Touched", "Daemon Binders" advantage was removed, and "Warp Touched" disadvantage was renamed to "Warp Tainted".
Applied to files:
ChapterMaster.yyp
📚 Learning: 2025-03-20T22:22:57.319Z
Learnt from: EttyKitty
Repo: Adeptus-Dominus/ChapterMaster PR: 0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the psychic power system was changed to be data-driven, with perils now able to occur on both successful and failed casts but with reduced frequency overall.
Applied to files:
ChapterMaster.yyp
📚 Learning: 2025-07-01T20:29:44.075Z
Learnt from: OH296
Repo: Adeptus-Dominus/ChapterMaster PR: 902
File: objects/obj_shop/Create_0.gml:550-655
Timestamp: 2025-07-01T20:29:44.075Z
Learning: In GML shop item initialization code, when setting nobuy flags for shop items, the nobuy[i] = 1 assignment must occur before incrementing the index (i += 1). Setting nobuy after incrementing i will apply the flag to the wrong item, potentially making restricted items purchasable or blocking intended purchasable items.
Applied to files:
objects/obj_shop/Create_0.gml
🔇 Additional comments (9)
scripts/scr_ruins_reward/scr_ruins_reward.gml (1)
176-184: Contemptor salvage branch is coherentTech-Priest, this new salvage litany mirrors the surrounding reward logic and will duly consign Contemptor relics to the armoury without disturbance.
objects/obj_shop/Create_0.gml (1)
678-691: Nobuy sequencing maintained for new forge entriesTech-Priest, the nobuy cogitation is inscribed before advancing the index, averting the catalogue drift we once endured. Based on learnings.
sprites/spr_Volkite_Culverins/spr_Volkite_Culverins.yy (1)
3-75: Sprite rename keeps sanctified references alignedTech-Priest, the identifier, sequence, and frame paths now chant the same volkite designation, ensuring dependent rituals resolve the asset without loss.
sprites/spr_Contemptor_Conversion_Beamer/spr_Contemptor_Conversion_Beamer.yy (1)
1-92: Conversion Beamer sprite metadata alignsTech-Priest, the bounding schema and MarineViewer texture binding match the Contemptor cohort; the machine-spirits of these pixels shall awaken without protest.
scripts/scr_culture_visuals/scr_culture_visuals.gml (1)
2230-2268: Contemptor variants integrated into visual dataTech-Priest, the new variant chants for Heavy Conversion Beamer and Kheres Assault Cannon align with body_type 3 and the consecrated sprites, ensuring the armoury displays them in full glory.
ChapterMaster.yyp (3)
579-581: Acknowledged: IDE version manifest inscription.The Machine Spirit records the IDE version with proper formatting. The data structure remains sanctified.
1120-1120: The machine spirits sing in concordance, Tech-Priest.The sprites referenced within the project manifest have been verified as extant in the material realm. Both spr_Contemptor_assault_cannon and spr_Contemptor_Conversion_Beamer possess their definition files (.yy) and accompanying image assets (PNG) at the prescribed locations. The engine shall not cast the project into the void upon compilation.
The code remains sound.
1719-1719: The ancient designation has been purged entirely, Tech-Priest.All verification criteria have been sanctified:
- The old manifest entry
spr_twl_Volkite_Culverinshas been expunged from ChapterMaster.yyp (no trace remains)- The new entry
spr_Volkite_Culverinsnow resides in the manifest, properly configured- No heretical references to the old designation persist in the codebase
- The sprite file itself has been properly renamed upon the data-streams
The refactoring is executed with complete integrity. Runtime maledictions shall not manifest.
sprites/spr_Contemptor_assault_cannon/spr_Contemptor_assault_cannon.yy (1)
1-92: The data-form structure is sanctified.This sprite asset adheres to the sacred protocols of the GameMaker engine. The frame references align with the sequence keyframes, the texture group assignment to MarineViewer is appropriate, and the dreadnought parent classification is correct. The Machine Spirit finds no corruption in this data-scroll.
| "Twin-linked Volkite Culverins":spr_Volkite_Culverins, | ||
| "Contemptor CCW":spr_contemptor_CCW, | ||
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||
| }; |
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Map new Contemptor weapons within dreadnought components
Tech-Priest, this covenant feeds the marine viewer and loadout panes. Without explicit keys for the freshly forged Heavy Conversion Beamer and Kheres Assault Cannon, the rite returns spr_weapon_blank and the dreadnought appears limbless. Inscribe the missing mappings thus:
"Heavy Conversion Beam Projector": spr_dread_plasma_cannon,
- "Twin-linked Volkite Culverins":spr_Volkite_Culverins,
- "Contemptor CCW":spr_contemptor_CCW,
+ "Twin-linked Volkite Culverins":spr_Volkite_Culverins,
+ "Heavy Conversion Beamer": spr_Contemptor_Conversion_Beamer,
+ "Kheres Assault Cannon": spr_Contemptor_assault_cannon,
+ "Contemptor CCW":spr_contemptor_CCW,📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| "Twin-linked Volkite Culverins":spr_Volkite_Culverins, | |
| "Contemptor CCW":spr_contemptor_CCW, | |
| }; | |
| "Twin-linked Volkite Culverins":spr_Volkite_Culverins, | |
| "Heavy Conversion Beamer": spr_Contemptor_Conversion_Beamer, | |
| "Kheres Assault Cannon": spr_Contemptor_assault_cannon, | |
| "Contemptor CCW":spr_contemptor_CCW, | |
| }; |
🤖 Prompt for AI Agents
In scripts/scr_ui_display_weapons/scr_ui_display_weapons.gml around lines
192-195, the weapons map is missing entries for the new Heavy Conversion Beamer
and Kheres Assault Cannon so they fallback to spr_weapon_blank; add mappings for
the exact display keys to their sprite constants (e.g., "Heavy Conversion
Beamer": spr_Heavy_Conversion_Beamer, "Kheres Assault Cannon":
spr_Kheres_Assault_Cannon) inside the same object, keep the trailing commas and
consistent formatting with the surrounding entries.
| "melee_hands": 0, | ||
| "ranged_hands": 0, | ||
| "ammo": 25, | ||
| "ammo": 25,2 |
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Critical data rune corrupted
Tech-Priest, the ammo field now chants "ammo": 25,2. In GML struct liturgies, the comma already separates fields; the lingering 2 invokes a compiler fault. Excise the stray numeral so only a single literal remains.
- "ammo": 25,2
+ "ammo": 25,📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| "ammo": 25,2 | |
| "ammo": 25, |
🤖 Prompt for AI Agents
In scripts/scr_weapon/scr_weapon.gml around line 2093, the struct field is
corrupted as `"ammo": 25,2` — remove the stray `,2` so the field is a single
valid literal (e.g. `"ammo": 25`) and ensure surrounding field separators/commas
remain correct for the struct literal.
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when you start a new piece of work you need to create a new branch off of main as we I can handle this for you if you like and can explain this more if needed but i thought it would be better for yo to read this and at least try get your head round it rather than steamrolling around you |
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Sorry, I was out from working with git for a while and forgot about that |
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This PR is marked as stale, because it has been open for 7 days with no activity. |
Purpose and Description
Testing done
Related things and/or additional context