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fix: simply adding the ability to check events through log instead of 1 time flash i might have forgot to pull this request#941

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fix: simply adding the ability to check events through log instead of 1 time flash i might have forgot to pull this request#941
Frost-bit-jpg wants to merge 10 commits intoAdeptus-Dominus:mainfrom
Frost-bit-jpg:main

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Purpose and Description

  • Self-descriptive.

Testing done

  • None, and I understand the risks.

Related things and/or additional context

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coderabbitai bot commented Jul 22, 2025

📝 Walkthrough

Summary by CodeRabbit

  • New Features

    • Added event log entries for various in-game events, providing colour-coded notifications alongside existing alerts and pop-ups.
    • Event logs now record promotions, random fun events, warp storms, enemy appearances, diplomatic incidents, tech heresy contacts, and gene-seed harvesting outcomes.
  • Style

    • Minor formatting adjustment with the addition of a newline at the end of a file.

Walkthrough

By the Omnissiah's will, this update augments several scripts to invoke scr_event_log immediately after scr_alert calls. This ensures that significant in-game events are both alerted and systematically logged, without altering existing logic or control flow.

Changes

File(s) Change Summary
scripts/scr_mission_functions/scr_mission_functions.gml Added scr_event_log call after scr_alert in init_marine_acting_strange().
scripts/scr_random_event/scr_random_event.gml Inserted scr_event_log calls in multiple event branches to log messages with appropriate colours.
scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml Appended scr_event_log calls after scr_alert in three event cases, mirroring alert notifications.

Estimated code review effort

1 (~5 minutes)

Possibly related PRs

  • feat: Adding event logs to alerts #866: Implements identical scr_event_log additions after scr_alert calls in the same functions and files—changes are directly related, as if cloned by the Machine Spirit.

Suggested labels

Type: Fix, Size: Medium


📜 Recent review details

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

📥 Commits

Reviewing files that changed from the base of the PR and between ee2c3c5 and 52f339e.

📒 Files selected for processing (3)
  • scripts/scr_mission_functions/scr_mission_functions.gml (2 hunks)
  • scripts/scr_random_event/scr_random_event.gml (5 hunks)
  • scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml (3 hunks)
📓 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:

  • scripts/scr_mission_functions/scr_mission_functions.gml
  • scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml
  • scripts/scr_random_event/scr_random_event.gml
**/*.*

⚙️ CodeRabbit Configuration File

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

Files:

  • scripts/scr_mission_functions/scr_mission_functions.gml
  • scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml
  • scripts/scr_random_event/scr_random_event.gml
🧠 Learnings (4)
📓 Common learnings
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 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.
scripts/scr_mission_functions/scr_mission_functions.gml (4)

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: 2025-04-16T09:51:55.065Z
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.

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.

scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml (2)

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: 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.

scripts/scr_random_event/scr_random_event.gml (1)

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.

🧰 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:

  • scripts/scr_mission_functions/scr_mission_functions.gml
  • scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml
  • scripts/scr_random_event/scr_random_event.gml
**/*.*

⚙️ CodeRabbit Configuration File

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

Files:

  • scripts/scr_mission_functions/scr_mission_functions.gml
  • scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml
  • scripts/scr_random_event/scr_random_event.gml
🧠 Learnings (4)
📓 Common learnings
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 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.
scripts/scr_mission_functions/scr_mission_functions.gml (4)

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: 2025-04-16T09:51:55.065Z
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.

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.

scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml (2)

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: 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.

scripts/scr_random_event/scr_random_event.gml (1)

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.

🔇 Additional comments (7)
scripts/scr_mission_functions/scr_mission_functions.gml (1)

119-119: By the Omnissiah's will, the enhancement is blessed.

The addition of scr_event_log("color",text) alongside the existing alert creates proper event persistence. The machine spirits approve of this systematic logging implementation.

scripts/scr_specialist_point_handler/scr_specialist_point_handler.gml (2)

254-254: The Omnissiah records all heretical observations.

Proper logging of tech heresy concerns ensures the machine spirits maintain vigilance. The event log entry matches the alert parameters correctly.


397-397: Gene-seed operations are now properly chronicled.

All gene-slave and incubator events are systematically logged alongside their alerts. The sacred gene-seed harvest records are blessed by the machine spirits. Parameter consistency is maintained across all logging implementations.

Also applies to: 411-411, 415-415

scripts/scr_random_event/scr_random_event.gml (4)

307-307: Promotion rituals are now properly archived.

The green-coded event log entry for promotions maintains consistency with the celebratory nature of such occasions. The machine spirits approve of recording distinguished service.


665-665: Random facility incidents are systematically catalogued.

The red-coded logging for facility malfunctions ensures proper record-keeping of mechanical anomalies. The Omnissiah sees all irregularities.


699-701: Warp storm logic is blessed by optimization.

The conditional color variable (_col = own == 1 ? "red" : "green") elegantly replaces the previous conditional logic whilst maintaining proper event logging. The machine spirits appreciate efficient code paths.


780-780: Enemy encounters are properly chronicled in red.

Both enemy force appearances and diplomatic incidents are correctly logged with red severity markers. The machine spirits ensure no threat goes unrecorded in the sacred archives.

Also applies to: 856-856


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