AI: Reconnect to last shunt - #5933
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…pped is the "in range of camera"
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Included review availability: Your plan provides up to 2 included reviews per hour; 1 remains after this review. 📝 SummarySummaryAdds an AI action to reconnect to the last shunted chassis or interface. Reconnection bypasses only the camera-range check. User impactAI players can reconnect to a previous shunt after its target moves outside camera range. The action appears as Reconnect Chassis and is granted to AI cores. Notable changes
Risk areas
Guideline gaps
WalkthroughThe AI can reconnect to its last shunted chassis or interface. The system stores and networks the last target, validates it before reconnecting, and bypasses the camera-view check. The reconnect action is granted to ChangesAI shunt reconnect
Estimated code review effort: 3 (Moderate) | ~20 minutes Merge Risk: ⚪ Minimal · up to This change lets the AI reconnect to its last valid shunt target without requiring camera range. No current merge-blocking risk is identified in the supplied evidence. Sequence Diagram(s)sequenceDiagram
participant AI
participant ActionAIReconnectShunt
participant StationAIShuntSystem
participant StationAIShuntableComponent
AI->>ActionAIReconnectShunt: Activate reconnect action
ActionAIReconnectShunt->>StationAIShuntSystem: Raise AIReconnectShuntActionEvent
StationAIShuntSystem->>StationAIShuntableComponent: Read LastShunt
StationAIShuntSystem->>StationAIShuntSystem: Raise AIShuntActionEvent with IgnoreCameraView
StationAIShuntSystem->>StationAIShuntableComponent: Store successful shunt target
🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
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Actionable comments posted: 3
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Inline comments:
In `@Content.Shared/_Starlight/Silicons/Borgs/StationAIShuntSystem.Reconnect.cs`:
- Line 14: Update the borg retargeting paths in SharedBorgSystem.OnInserted and
OnRemoved to assign StationAIShuntableComponent.LastShunt to the current valid
target and mark the component dirty whenever the target changes. Keep Inhabited
synchronized with the same target so StationAIShuntSystem.OnAttemptReconnect no
longer uses a stale or removed shunt.
In `@Resources/Locale/en-US/_Starlight/station-ai/verbs.ftl`:
- Line 3: Update the ai-shunt-reconnect localization entry to use wording that
covers reconnection to either the last chassis or AI interface, such as
“Reconnect Shunt,” while leaving the action behavior unchanged.
In `@Resources/Prototypes/Entities/Mobs/Player/silicon.yml`:
- Line 45: Mark the new ActionAIReconnectShunt entry as Starlight-specific by
adding a # Starlight marker directly to that entry, or enclose it with
Starlight-start and Starlight-end markers; ensure the existing surrounding
comments do not serve as the only markers.
🪄 Autofix
Fix all unresolved CodeRabbit comments on this PR:
- Push a commit to this branch (recommended)
- Create a new PR with the fixes
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📒 Files selected for processing (7)
Content.Shared/_Starlight/Silicons/Borgs/StationAIShuntSystem.Reconnect.csContent.Shared/_Starlight/Silicons/Borgs/StationAIShuntSystem.csContent.Shared/_Starlight/Silicons/Borgs/StationAIShuntableComponent.Reconnect.csContent.Shared/_Starlight/Silicons/Borgs/StationAIShuntableComponent.csResources/Locale/en-US/_Starlight/station-ai/verbs.ftlResources/Prototypes/Entities/Mobs/Player/silicon.ymlResources/Prototypes/_Starlight/station_ai.yml
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…ximitron/space-station-14 into AI-reshunt-reconnect-to-borg
Content + Integration Test ResultsFailed Tests
Github Test Reporter by CTRF 💚 🔄 This comment has been updated |
Co-authored-by: mack.wtf <mackamuir@gmail.com>
Co-authored-by: mack.wtf <mackamuir@gmail.com>
…ponent.cs Co-authored-by: mack.wtf <mackamuir@gmail.com>
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@coderabbitai why is this not merging. It has approval, all checks passed. |
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Tip For best results, initiate chat on the files or code changes. 🧩 Analysis chain🏁 Script executed: #!/bin/bash
set -euo pipefail
repo="ss14Starlight/space-station-14"
pr="5933"
echo '=== Pull request summary ==='
gh pr view "$pr" --repo "$repo" --json \
number,url,state,isDraft,mergeable,mergeStateStatus,reviewDecision,baseRefName,headRefName \
--jq '.'
echo
echo '=== Mergeability and branch-protection fields ==='
gh api "repos/$repo/pulls/$pr" \
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echo
echo '=== Reviews ==='
gh pr view "$pr" --repo "$repo" --json reviews \
--jq '.reviews[] | {author: .author.login, state: .state, submittedAt: .submittedAt}'
echo
echo '=== Status checks ==='
gh pr checks "$pr" --repo "$repo" || true
echo
echo '=== Open review threads ==='
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set -euo pipefail
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branch="starlight-dev"
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echo '=== Branch protection ==='
gh api "repos/$repo/branches/$branch/protection" 2>&1 || true
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echo '=== Repository rulesets ==='
gh api "repos/$repo/rulesets?includes_parents=true" \
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echo
echo '=== Pull request merge requirements ==='
gh api graphql -F owner="ss14Starlight" -F name="space-station-14" -F number="$pr" -f query='
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}' --jq '.data.repository.pullRequest'Length of output: 2819 🏁 Script executed: #!/bin/bash
set -euo pipefail
repo="ss14Starlight/space-station-14"
pr="5933"
echo '=== Active dev ruleset ==='
gh api "repos/$repo/rulesets/7106217" 2>&1 || true
echo
echo '=== Pull request merge and queue state ==='
gh api graphql -F owner="ss14Starlight" -F name="space-station-14" -F number="$pr" -f query='
query($owner: String!, $name: String!, $number: Int!) {
repository(owner: $owner, name: $name) {
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The ruleset requires:
The checks pass and the threads are resolved. However, GitHub reports Request an approval from a member of the required reviewer team, or ask a maintainer to verify that You are interacting with an AI system. |
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a maintainer needs to review it. of one hasn't yet. (Mack is not a maintaer) maintainers are Me, Rinary, and RedMushie, (and Darkrel of course) |
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I see, i didn't know. In that case, please review. |
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@walksanatora could you please review this? |
Co-authored-by: mack.wtf <mackamuir@gmail.com>
Co-authored-by: mack.wtf <mackamuir@gmail.com>
Short description
This simply adds a new ability to the AI to reconnect to the last shunt or ai interface they where connected to before.
The only check that gets skipped doing that, is if that shunt is in camera range.
Why we need to add this
If you ever played AI you know how frustrating it is to have to quickly go out of a shunt to do something. Because chances are that you never see that shunt again in that round. Probably outside camera range, maybe somewhere you don't remember or just moved a little by someone, because they wanted to be helpful.
Media (Video/Screenshots)
Ai.Reshunt.Reconnect.To.Borg_Compressed.mp4
Checks
Changelog
🆑 Floximo