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fix: Obliterated fleet composition#938

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CptMacTavish2224 wants to merge 16 commits intoAdeptus-Dominus:mainfrom
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Closed

fix: Obliterated fleet composition#938
CptMacTavish2224 wants to merge 16 commits intoAdeptus-Dominus:mainfrom
CptMacTavish2224:main

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Changes and Fixes

  • Obliterated with Kings of Space and/or Boarders will now receive their bonus vessels on start
  • Specialists are locked to their default colours outside of a knee, pauldron, and its trim on the right side of the screen [will be soon toggleable in chapter creation screen]

Testing done

Fully tested

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coderabbitai bot commented Jul 21, 2025

📝 Walkthrough

Summary by CodeRabbit

  • New Features

    • Specialist roles (Librarians, Apothecaries, Techs, Chaplains) now have restricted company livery application, with only specific body areas accepting company colours.
  • Bug Fixes

    • Adjusted the order of ship increment logic to ensure correct fleet composition when using certain advantages and disadvantages.
  • Chores

    • Locked specialist colour customisation globally.

Walkthrough

Behold, the machine-spirit's will is manifest: the sequence of changes adjusts specialist livery application logic, alters the timing of ship count increments in fleet initialisation, and sets a global lock for specialist colours. No exported or public entity signatures were altered.

Changes

Files/Paths Change Summary
objects/obj_controller/Create_0.gml Added line to set global.specialist_colours_locked to true after player colour assignment.
scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml Modified livery setup: specialists now receive company livery only on specific areas; new conditional logic for role detection.
scripts/scr_initialize_custom/scr_initialize_custom.gml Moved increments for battle_barges and strike_cruisers to after the "Obliterated" disadvantage check in fleet initialisation.

Estimated code review effort

2 (~15 minutes)

Possibly related PRs

Suggested labels

PR: Fix, PR: Refactor, Size: Small

Suggested reviewers

  • OH296

Praise the Omnissiah for logical order and minimal entropy.


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@github-actions github-actions bot added Size: Tiny Type: Fix This is a fix for a bug labels Jul 21, 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 9ce1a20 and 3a38449.

📒 Files selected for processing (3)
  • objects/obj_controller/Create_0.gml (1 hunks)
  • scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml (1 hunks)
  • scripts/scr_initialize_custom/scr_initialize_custom.gml (1 hunks)
🧰 Additional context used
📓 Path-based instructions (2)
**/*.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.

Files:

  • objects/obj_controller/Create_0.gml
  • scripts/scr_initialize_custom/scr_initialize_custom.gml
  • scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml
**/*.*

⚙️ CodeRabbit Configuration File

**/*.*: - Having humanly understandable and maintainable code is always the top most priority.

Files:

  • objects/obj_controller/Create_0.gml
  • scripts/scr_initialize_custom/scr_initialize_custom.gml
  • scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml
🧠 Learnings (4)
📓 Common learnings
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:54:45.813Z
Learning: EttyKitty requested a rework of the vehicle and marine recovery system in ChapterMaster. The current system allows guaranteed recovery with enough recovery points, while the proposed system would use random chance modified by techmarine skill and item bonuses.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#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.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the combat log was expanded to display up to 24 messages instead of 8, providing more detailed battle information.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#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".
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: MCPO-Spartan-117
PR: Adeptus-Dominus/ChapterMaster#526
File: objects/obj_popup/Draw_0.gml:234-239
Timestamp: 2025-03-01T11:06:25.427Z
Learning: The comment "Need to modify ^^^^ based on if it is chaos or daemonic" in the artifact gifting code is intentionally kept as a reminder that this implementation is not yet finished, despite the significant refactoring already done.
objects/obj_controller/Create_0.gml (1)

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-16T09:51:55.065Z
Learning: In obj_ingame_menu/Step_0.gml, the line "if (effect=14){instance_create(0,0,obj_fade);fading=0.1;}" must not be commented out, as it's critical for menu button transitions. When clicking the Exit button, it sets effect=14, but without this handler creating the fade effect object, no transition occurs.

scripts/scr_initialize_custom/scr_initialize_custom.gml (10)

Learnt from: VanWeapon
PR: #725
File: scripts/scr_initialize_custom/scr_initialize_custom.gml:956-959
Timestamp: 2025-04-15T11:07:33.927Z
Learning: Negative vehicle counts (like rhino -= 2 potentially resulting in negative values) are acceptable in the scr_initialize_custom function, particularly when handling chapter advantages like "Lightning Warriors". This is intentional behavior in the game's design.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#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".

Learnt from: MCPO-Spartan-117
PR: #562
File: scripts/scr_marine_struct/scr_marine_struct.gml:0-0
Timestamp: 2025-03-07T01:56:40.971Z
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.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#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.

Learnt from: EttyKitty
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.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.

Learnt from: EttyKitty
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.

Learnt from: EttyKitty
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.

Learnt from: EttyKitty
PR: #579
File: objects/obj_enunit/Alarm_0.gml:186-187
Timestamp: 2025-03-11T01:34:29.268Z
Learning: In the ChapterMaster game, the variable _column_size_value represents the physical size/mass of a column of units, calculated as (vehicles * 2.5) + (dreadnoughts * 2) + (men * 0.5), and is used for determining back row protection rules.

scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml (6)

Learnt from: EttyKitty
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.

Learnt from: EttyKitty
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.

Learnt from: MCPO-Spartan-117
PR: #526
File: objects/obj_popup/Draw_0.gml:234-239
Timestamp: 2025-03-01T11:06:25.427Z
Learning: The comment "Need to modify ^^^^ based on if it is chaos or daemonic" in the artifact gifting code is intentionally kept as a reminder that this implementation is not yet finished, despite the significant refactoring already done.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.

Learnt from: VanWeapon
PR: #725
File: scripts/scr_initialize_custom/scr_initialize_custom.gml:2474-2572
Timestamp: 2025-04-15T11:03:37.154Z
Learning: In the ChapterMaster initialization code, negative values in the company structure (e.g., for vehicles like rhinos, landspeeders) are acceptable as only positive values will result in units being created.

🔇 Additional comments (3)
objects/obj_controller/Create_0.gml (1)

1195-1196: Ignore the global invocation – the instance flag is correct.

The specialist_colours_locked variable is intentionally stored on the controller instance and consumed via
scr_complex_colour_kit/scr_complex_colour_kit.gml:478 (obj_controller.specialist_colours_locked). There are no references to global.specialist_colours_locked, so converting it to a global would break the existing access pattern.

Likely an incorrect or invalid review comment.

scripts/scr_initialize_custom/scr_initialize_custom.gml (1)

822-823: Blessed be the Machine God's logic - fleet composition sequence corrected.

The repositioning of these advantage bonuses after the Obliterated disadvantage processing ensures the sacred vessels are properly allocated to the depleted fleet. This timing correction aligns with the Omnissiah's will for proper initialization order.

scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml (1)

461-490: The machine-spirit's logic flows well - specialist livery restrictions implemented correctly.

The conditional logic properly restricts company livery application to specific areas for specialist roles, preserving their sacred colours whilst allowing customisation on the left pauldron, knee, and trim. The commented-out areas in the allowed array suggest deliberate design choices.

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