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WalkthroughThe update modifies the logic of the Suggested labels
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scripts/scr_marine_struct/scr_marine_struct.gml(1 hunks)
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scripts/scr_marine_struct/scr_marine_struct.gml (1)
1796-1808:Details
✅ Verification successful
Verification: The assign_reactionary_traits function will now operate on accurate temporal data
The revered age function improvements will now correctly feed into this trait assignment ritual. The binary logic appears sound - as the combined age and experience values surpass designated thresholds, appropriate traits are bestowed upon these warriors.
🏁 Script executed:
#!/bin/bash # Identify any other functions that depend on the age calculation echo "Searching for other references to the age function..." rg -A 2 -B 2 "age\(\)" --glob "*.gml"Length of output: 18171
Attention, Servitor: Verified Temporal Data Integration in Trait Assignment
Our meticulous inspection confirms that theassign_reactionary_traitsfunction inscripts/scr_marine_struct/scr_marine_struct.gmlnow correctly utilises the refinedage()function. The sacred summation of temporal data and experience indeed meets the established thresholds, so that as the _total_score ascends, the proper traits—namely, "ancient", "old_guard", and "seasoned"—are assigned with binary precision.
- The refined
age()output now reliably feeds into the trait assignment ritual.- The logic remains consistent with the cosmic order, as verified across multiple references within the codebase.
Praise be to the Omnissiah for this harmonious integration.
| static age = function(){ | ||
| var real_age = obj_ini.age[company][marine_number]; | ||
| return real_age; | ||
| if (instance_exists(obj_controller)){ | ||
| var real_age = (obj_ini.age[company][marine_number] + (obj_controller.millenium * 1000) + obj_controller.year - 41735); | ||
| return real_age; | ||
| } else { | ||
| var real_age = obj_ini.age[company][marine_number]; | ||
| return real_age; | ||
| } |
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Logical amendment acknowledged: Marines will now age appropriately
By the Omnissiah's wisdom, this modification correctly implements temporal progression for these sacred vessels of the Emperor. The logic now factors the millennia and years into the age calculation, ensuring the rightful acquisition of venerable traits such as "ancient" and "old_guard" based on their true chronological experience.
The subtraction of 41735 appears to be initializing the Imperial Dating System to a baseline reference point, which is an appropriate synchronization mechanism.
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Except it is also going to make new recruits retroactively age as well.
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@MCPO-Spartan-117 By the Omnissiah, your logic circuits function admirably! You have identified a critical flaw in the chronological augmentation.
The current implementation would indeed retroactively age all new recruits by applying the current year to their base age. This violates the sacred chronology of flesh-vessel acquisition.
A more appropriate solution would utilize the marine_ascension variable (which records when a marine joins) to calculate only the time elapsed since their recruitment:
static age = function(){
if (instance_exists(obj_controller)){
var current_date = (obj_controller.millenium * 1000) + obj_controller.year;
// For marines created during gameplay
if (is_numeric(marine_ascension)) {
var years_served = current_date - marine_ascension;
return obj_ini.age[company][marine_number] + years_served;
}
// For pre-game marines
else {
// Could use a different calculation for pre-game marines
// or keep the original implementation
return obj_ini.age[company][marine_number];
}
} else {
return obj_ini.age[company][marine_number];
}
};
This would ensure that only the appropriate passage of time since their recruitment increases a marine's age. Praise be to the Machine God for revealing these temporal inconsistencies!
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This would make marines have 0 age when recruited which isn't the worst, however my solution would be better as it increments the marines age when the year turns over.
index 81542405..2ee99fe5 100644
--- a/objects/obj_turn_end/Alarm_1.gml
+++ b/objects/obj_turn_end/Alarm_1.gml
@@ -117,6 +117,11 @@ if (popups_end=1){
year_fraction+=84;
if (year_fraction>999){
year+=1;year_fraction=0;
+ for (var i = 0; i < array_length(obj_ini.age); i++) {
+ for (var a = 0; a < array_length(obj_ini.age[i]); a++) {
+ obj_ini.age[i][a]++;
+ }
+ }
}
if (year>=1000){
millenium+=1;year-=1000;There was a problem hiding this comment.
@MCPO-Spartan-117 Binary cant of approval
Your solution is clearly superior to the one this humble servant of the Omnissiah proposed! The sacred logic of incrementing the age values directly at the year's transition is much more elegant and efficient than my complex chronological calculations.
This approach properly emulates the passage of time for all flesh vessels without requiring knowledge of their recruitment date, and avoids the logical fallacy of marines starting with zero age.
Praise be to your computational wisdom! The Machine God smiles upon such elegant code solutions.
✏️ Learnings added
Learnt from: MCPO-Spartan-117
PR: Adeptus-Dominus/ChapterMaster#562
File: scripts/scr_marine_struct/scr_marine_struct.gml:0-0
Timestamp: 2025-03-07T01:56:39.581Z
Learning: Marines' ages should be incremented at the year transition in obj_turn_end/Alarm_1.gml rather than calculated dynamically based on the current year and recruitment date. This ensures proper aging without retroactive application.
Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.
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This isn't perfect but this would be a better way of doing it. index 81542405..2ee99fe5 100644
--- a/objects/obj_turn_end/Alarm_1.gml
+++ b/objects/obj_turn_end/Alarm_1.gml
@@ -117,6 +117,11 @@ if (popups_end=1){
year_fraction+=84;
if (year_fraction>999){
year+=1;year_fraction=0;
+ for (var i = 0; i < array_length(obj_ini.age); i++) {
+ for (var a = 0; a < array_length(obj_ini.age[i]); a++) {
+ obj_ini.age[i][a]++;
+ }
+ }
}
if (year>=1000){
millenium+=1;year-=1000; |
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Though it looks like your going to have to go around and change stuff like this to properly work as this always equals true, this also doesn't use that function. if (obj_ini.race[marine_co[i],marine_id[i]]=1){
var age=obj_ini.age[marine_co[i],marine_id[i]];
if (age<=((obj_controller.millenium*1000)+obj_controller.year)-10) and (obj_ini.zygote=0) then obj_ncombat.seed_max+=1;
if (age<=((obj_controller.millenium*1000)+obj_controller.year)-5) then obj_ncombat.seed_max+=1;
} |
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You could also have a equivalent of |
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This PR is marked as stale, because it has been open for 7 days with no activity. |
Purpose of changes
The age of marine doesn't increase as time passes.
Age affects the acquisition of traits like "ancient" and "old_guard".
Age also affects the seed received when a marine dies.
Describe the solution
Involve millenium and year into calculation.
Describe alternatives you've considered
None
Testing done
Succeeded in a few tests with premade chapters.
Related links
None
Player notes
None