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fix: Marines not aging#562

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Rathowm wants to merge 3 commits intoAdeptus-Dominus:mainfrom
Rathowm:Marine-age
Closed

fix: Marines not aging#562
Rathowm wants to merge 3 commits intoAdeptus-Dominus:mainfrom
Rathowm:Marine-age

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@Rathowm
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@Rathowm Rathowm commented Mar 7, 2025

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

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coderabbitai bot commented Mar 7, 2025

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📝 Walkthrough

Summary by CodeRabbit

  • New Features
    • Improved the marine character age calculation by integrating a dynamic time progression mechanism. This update ensures that the age now reflects accumulated time adjustments under specific in-game conditions, offering a more realistic and immersive gameplay experience.

Walkthrough

The update modifies the logic of the age function within the TTRPG_stats constructor in the marine structure script. When an obj_controller instance is present, the function now calculates the marine's real age by adding its base age, derived from the obj_ini structure, the product of the millennium and 1000, and the current year, then subtracting 41735. In the absence of an obj_controller instance, the previous behaviour is maintained, simply returning the age from obj_ini. The exported function signature remains unchanged, though the internal computation has been enhanced to include a time progression mechanism in the presence of the controller.

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PR: Fix

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  • OH296

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@github-actions github-actions bot added Size: Tiny Type: Fix This is a fix for a bug labels Mar 7, 2025
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Actionable comments posted: 1

📜 Review details

Configuration used: CodeRabbit UI
Review profile: ASSERTIVE
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 538549f and 31c5e87.

📒 Files selected for processing (1)
  • scripts/scr_marine_struct/scr_marine_struct.gml (1 hunks)
🔇 Additional comments (1)
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 the assign_reactionary_traits function in scripts/scr_marine_struct/scr_marine_struct.gml now correctly utilises the refined age() 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.

Comment on lines 964 to +971
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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⚠️ Potential issue

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;

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@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.

@Rathowm Rathowm marked this pull request as draft March 7, 2025 01:13
@Rathowm Rathowm marked this pull request as ready for review March 7, 2025 01:18
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MCPO-Spartan-117 commented Mar 7, 2025

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;

@Rathowm Rathowm marked this pull request as draft March 7, 2025 01:28
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MCPO-Spartan-117 commented Mar 7, 2025

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 year_fraction for marines as well if you wanted to be extremely accurate.

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github-actions bot commented Apr 6, 2025

This PR is marked as stale, because it has been open for 7 days with no activity.

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2 participants