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fix: Buying two ships crash#946

Merged
OH296 merged 2 commits intoAdeptus-Dominus:mainfrom
OH296:buying_two_ships_crash
Jul 26, 2025
Merged

fix: Buying two ships crash#946
OH296 merged 2 commits intoAdeptus-Dominus:mainfrom
OH296:buying_two_ships_crash

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@OH296
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@OH296 OH296 commented Jul 26, 2025

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 26, 2025

📝 Walkthrough

Summary by CodeRabbit

  • Bug Fixes

    • Corrected shop comparison logic and improved string handling in the warships shop interface.
    • Fixed event addition logic and ensured correct handling of event durations.
    • Improved decrement logic for construction progress.
  • Refactor

    • Enhanced code clarity and formatting in shop and event management features.
    • Removed unused variables and improved conditional structures for better readability.

Walkthrough

By the Omnissiah's will, this update brings forth minor refactoring and syntax corrections to the warships shop's drawing and purchasing logic, adjusts conditional decrement logic in construction tracking, and enhances the event insertion routine with default duration and optimised loop control. No external interfaces or exported entities have been altered.

Changes

Files/Paths Change Summary
objects/obj_shop/Draw_0.gml Refactored conditionals, corrected equality checks, clarified alpha calculation, improved string handling, and removed unused code.
objects/obj_shop/Step_0.gml Replaced single-line conditional decrement with a multi-line block for construction_started.
scripts/scr_event_code/scr_event_code.gml Ensured default event duration assignment and optimised event insertion with early loop exit.

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~7 minutes

Suggested labels

Type: Fix, Size: Small

Suggested reviewers

  • Blogaugis

Note

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📜 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 f4ffbcb and c397516.

📒 Files selected for processing (3)
  • objects/obj_shop/Draw_0.gml (2 hunks)
  • objects/obj_shop/Step_0.gml (1 hunks)
  • scripts/scr_event_code/scr_event_code.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_shop/Step_0.gml
  • scripts/scr_event_code/scr_event_code.gml
  • objects/obj_shop/Draw_0.gml
**/*.*

⚙️ CodeRabbit Configuration File

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

  • DRY (Don't repeat yourself) principle is also very important.
  • Ensure that the code is compliant with the CODE_STYLE.MD: https://github.com/Adeptus-Dominus/ChapterMaster/blob/main/docs/CODE_STYLE.md
  • 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:

  • objects/obj_shop/Step_0.gml
  • scripts/scr_event_code/scr_event_code.gml
  • objects/obj_shop/Draw_0.gml
🧠 Learnings (3)
📓 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: 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.
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.
objects/obj_shop/Step_0.gml (5)

Learnt from: EttyKitty
PR: #474
File: scripts/scr_buttons/scr_buttons.gml:153-201
Timestamp: 2025-02-24T17:50:27.583Z
Learning: For consistency in GML code, prefer multi-line conditions with brackets over single-line conditions.

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: #649
File: objects/obj_enunit/Alarm_0.gml:289-291
Timestamp: 2025-03-31T15:41:45.611Z
Learning: GameMaker Studio's function action_if_variable(image_index, -500, 0) is auto-generated code from GameMaker's visual Drag and Drop system. It checks if image_index equals -500. In ChapterMaster, this was being used as a special flag for enemy unit movement, but wasn't triggering consistently, causing enemies to move only every other turn. The refactored code replaced this with direct function calls at specific combat stages.

Learnt from: OH296
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.

Learnt from: EttyKitty
PR: #474
File: scripts/scr_buttons/scr_buttons.gml:153-201
Timestamp: 2025-02-24T17:50:27.583Z
Learning: In GML, single-line condition checks require the then keyword, e.g. if (condition) then action;

objects/obj_shop/Draw_0.gml (10)

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: 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: #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: #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: OH296
PR: #646
File: objects/obj_pnunit/Alarm_5.gml:84-91
Timestamp: 2025-03-31T23:32:30.003Z
Learning: In obj_pnunit/Alarm_5.gml, the function get_armour_data("maintenance") will always return a numeric value (at minimum 0), making null/undefined checks unnecessary.

Learnt from: OH296
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.

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: #649
File: objects/obj_enunit/Alarm_0.gml:289-291
Timestamp: 2025-03-31T15:41:45.611Z
Learning: GameMaker Studio's function action_if_variable(image_index, -500, 0) is auto-generated code from GameMaker's visual Drag and Drop system. It checks if image_index equals -500. In ChapterMaster, this was being used as a special flag for enemy unit movement, but wasn't triggering consistently, causing enemies to move only every other turn. The refactored code replaced this with direct function calls at specific combat stages.

🔇 Additional comments (10)
scripts/scr_event_code/scr_event_code.gml (2)

5-7: By the Omnissiah's wisdom, this failsafe protocol is most logical.

Adding default duration prevents potential runtime anomalies when event data lacks this sacred parameter.


13-13: Efficiency subroutine implemented correctly.

The break statement optimises the insertion ritual by terminating the loop once the event is properly positioned in the array.

objects/obj_shop/Step_0.gml (1)

10-12: Ritual formatting protocols adhered to.

The refactoring from single-line conditional to multi-line block follows established coding doctrines and improves maintainability.

objects/obj_shop/Draw_0.gml (7)

29-29: Critical logic malformation detected and corrected.

The assignment operator was causing the condition to always evaluate as true. The sacred comparison operator restores proper conditional flow.


31-32: Code clarity enhancement sanctified.

Splitting the alpha calculation into separate lines improves readability whilst maintaining identical functionality.


35-35: String ritual optimised per the machine-spirit's guidance.

The interpolation syntax with embedded newlines is more efficient than concatenation operations.


158-158: Conditional check corrected to prevent logic corruption.

The double equals operator ensures proper comparison rather than assignment, preventing potential runtime anomalies in the warships purchasing subroutine.


161-166: Duration assignment protocols clarified.

The explicit if-else blocks improve code comprehension over ternary operations, making the ship construction timing logic more maintainable.


171-171: Arithmetic formatting standardised.

Proper spacing around the subtraction operator adheres to coding doctrines and improves readability.


176-176: Syntax corruption purged successfully.

The closing brace and semicolon restore proper struct literal syntax, preventing compilation failures in the event creation ritual.


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@github-actions github-actions bot added Size: Tiny Type: Fix This is a fix for a bug labels Jul 26, 2025
@OH296 OH296 merged commit 0bd2fcb into Adeptus-Dominus:main Jul 26, 2025
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