[MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)

* Removes final remnants of 'targetted' (#79626)

## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑

* Removes final remnants of 'targetted'

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-11-11 14:11:32 +01:00
committed by GitHub
parent 72b4f37476
commit 2f4010c992
32 changed files with 56 additions and 56 deletions

View File

@@ -65,8 +65,8 @@
#define BB_BASIC_MOB_FLEE_DISTANCE "BB_basic_flee_distance"
#define DEFAULT_BASIC_FLEE_DISTANCE 9
/// Generic key for a non-specific targetted action
#define BB_TARGETTED_ACTION "BB_targetted_action"
/// Generic key for a non-specific targeted action
#define BB_TARGETED_ACTION "BB_TARGETED_action"
/// Generic key for a non-specific action
#define BB_GENERIC_ACTION "BB_generic_action"

View File

@@ -663,7 +663,7 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_TENTACLE_IMMUNE "tentacle_immune"
/// Currently under the effect of overwatch
#define TRAIT_OVERWATCHED "watcher_overwatched"
/// Cannot be targetted by watcher overwatch
/// Cannot be targeted by watcher overwatch
#define TRAIT_OVERWATCH_IMMUNE "overwatch_immune"
//non-mob traits

View File

@@ -90,7 +90,7 @@ GLOBAL_LIST_INIT(wound_severities_chronological, list(
// "Where" a specific biostate is within a given limb
// Interior is hard shit, the last line, shit like bones
// Exterior is soft shit, targetted by slashes and pierces (usually), protects exterior
// Exterior is soft shit, targeted by slashes and pierces (usually), protects exterior
// A limb needs both mangled interior and exterior to be dismembered, but slash/pierce must mangle exterior to attack the interior
// Not having exterior/interior counts as mangled exterior/interior for the purposes of dismemberment
/// The given biostate is on the "interior" of the limb - hard shit, protected by exterior

View File

@@ -37,7 +37,7 @@
var/list/turfs = get_line(owner, target_turf) - get_turf(owner)
INVOKE_ASYNC(src, PROC_REF(progressive_fire_line), turfs)
/// Creates fire with a delay on the list of targetted turfs
/// Creates fire with a delay on the list of targeted turfs
/datum/action/cooldown/mob_cooldown/fire_breath/proc/progressive_fire_line(list/burn_turfs)
if (QDELETED(owner) || owner.stat == DEAD)
return

View File

@@ -5,7 +5,7 @@
/datum/ai_behavior/basic_melee_attack/setup(datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key)
. = ..()
if(!controller.blackboard[targeting_strategy_key])
CRASH("No target datum was supplied in the blackboard for [controller.pawn]")
CRASH("No targeting strategy was supplied in the blackboard for [controller.pawn]")
//Hiding location is priority
var/atom/target = controller.blackboard[hiding_location_key] || controller.blackboard[target_key]

View File

@@ -1,7 +1,7 @@
/// Attempts to use a mob ability on a target
/datum/ai_planning_subtree/targeted_mob_ability
/// Blackboard key for the ability
var/ability_key = BB_TARGETTED_ACTION
var/ability_key = BB_TARGETED_ACTION
/// Blackboard key for where the target ref is stored
var/target_key = BB_BASIC_MOB_CURRENT_TARGET
/// Behaviour to perform using ability

View File

@@ -1,6 +1,6 @@
/**
* Simple behaviours which simply try to use an ability whenever it is available.
* For something which wants a target try `targetted_mob_ability`.
* For something which wants a target try `targeted_mob_ability`.
*/
/datum/ai_planning_subtree/use_mob_ability
/// Blackboard key for the ability

View File

@@ -25,7 +25,7 @@ First, let's look at the blackboard.
```dm
/datum/ai_controller/basic/cow
blackboard = list(
BB_TARGETTING_DATUM = new /datum/targetting_datum/basic/allow_items(),
BB_TARGETING_STRATEGY = new /datum/targeting_strategy/basic/allow_items(),
BB_BASIC_MOB_TIP_REACTING = FALSE,
BB_BASIC_MOB_TIPPER = null,
)
@@ -81,7 +81,7 @@ Okay, so we have blackboard variables, which are considered by subtrees to plan
//now we know we have a target but should let a hostile subtree plan attacking humans. let's check if it's actually food
if(target in wanted)
controller.queue_behavior(/datum/ai_behavior/basic_melee_attack, BB_BASIC_MOB_CURRENT_TARGET, BB_TARGETTING_DATUM, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION)
controller.queue_behavior(/datum/ai_behavior/basic_melee_attack, BB_BASIC_MOB_CURRENT_TARGET, BB_TARGETING_STRATEGY, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION)
return SUBTREE_RETURN_FINISH_PLANNING //this prevents further subtrees from planning since we want to focus on eating the food
```
@@ -94,7 +94,7 @@ And one of those behaviors, `basic_melee_attack`. As I have been doing so far, I
//flag tells the AI it needs to have a movement target to work, and since it doesn't have "AI_BEHAVIOR_MOVE_AND_PERFORM", it won't call perform() every 0.6 seconds until it is in melee range. Smart!
behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT
/datum/ai_behavior/basic_melee_attack/setup(datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key)
/datum/ai_behavior/basic_melee_attack/setup(datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key)
. = ..()
//all this is doing in setup is setting the movement target. setup is called once when the behavior is first planned, and returning FALSE can cancel the behavior if something isn't right.
@@ -107,20 +107,20 @@ And one of those behaviors, `basic_melee_attack`. As I have been doing so far, I
controller.current_movement_target = target
///perform will run every "action_cooldown" deciseconds as long as the conditions are good for it to do so (we set "AI_BEHAVIOR_REQUIRE_MOVEMENT", so it won't perform until in range).
/datum/ai_behavior/basic_melee_attack/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key)
/datum/ai_behavior/basic_melee_attack/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key)
. = ..()
var/mob/living/basic/basic_mob = controller.pawn
//targetting datum will kill the action if not real anymore
//targeting strategy will kill the action if not real anymore
var/datum/weakref/weak_target = controller.blackboard[target_key]
var/atom/target = weak_target?.resolve()
var/datum/targetting_datum/targetting_datum = controller.blackboard[targetting_datum_key]
var/datum/targeting_strategy/targeting_strategy = controller.blackboard[targeting_strategy_key]
if(!targetting_datum.can_attack(basic_mob, target))
if(!targeting_strategy.can_attack(basic_mob, target))
///We have a target that is no longer valid to attack. Remember that returning doesn't end the behavior, JUST this single performance. So we call "finish_action" with whether it succeeded in doing what it wanted to do (it didn't, so FALSE) and the blackboard keys passed into this behavior.
finish_action(controller, FALSE, target_key)
return //don't forget to end the performance too
var/hiding_target = targetting_datum.find_hidden_mobs(basic_mob, target) //If this is valid, theyre hidden in something!
var/hiding_target = targeting_strategy.find_hidden_mobs(basic_mob, target) //If this is valid, theyre hidden in something!
controller.blackboard[hiding_location_key] = hiding_target
@@ -131,7 +131,7 @@ And one of those behaviors, `basic_melee_attack`. As I have been doing so far, I
basic_mob.melee_attack(target)
///and so the action has ended. we can now clean up the AI's blackboard based on the success of the action, and the keys passed in.
/datum/ai_behavior/basic_melee_attack/finish_action(datum/ai_controller/controller, succeeded, target_key, targetting_datum_key, hiding_location_key)
/datum/ai_behavior/basic_melee_attack/finish_action(datum/ai_controller/controller, succeeded, target_key, targeting_strategy_key, hiding_location_key)
. = ..()
///if the behavior failed, the target is no longer valid, so we should lose aggro of them. We remove the target_key (which could be anything, it's whatever key was passed into the behavior by the subtree) from the blackboard. Couldn't do THAT with normal variables!
if(!succeeded)

View File

@@ -102,11 +102,11 @@
* # Pet Command: Use ability
* Use an an ability that does not require any targets
*/
/datum/pet_command/untargetted_ability
///untargetted ability we will use
/datum/pet_command/untargeted_ability
///untargeted ability we will use
var/ability_key
/datum/pet_command/untargetted_ability/execute_action(datum/ai_controller/controller)
/datum/pet_command/untargeted_ability/execute_action(datum/ai_controller/controller)
var/datum/action/cooldown/ability = controller.blackboard[ability_key]
if(!ability?.IsAvailable())
return
@@ -158,7 +158,7 @@
return SUBTREE_RETURN_FINISH_PLANNING
/**
* # Pet Command: Targetted Ability
* # Pet Command: targeted Ability
* Tells a pet to use some kind of ability on the next thing you point at
*/
/datum/pet_command/point_targeting/use_ability

View File

@@ -7,7 +7,7 @@
* cuffsnapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting
* armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage.
*
* Requires the cutter_user to be aiming for either leg zone, which will be targetted specifically. They will than have a 3-second long
* Requires the cutter_user to be aiming for either leg zone, which will be targeted specifically. They will than have a 3-second long
* do_after before executing the attack.
*
* cuffsnapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg.

View File

@@ -7,7 +7,7 @@
* Kneecapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting
* armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage.
*
* Requires the attacker to be aiming for either leg zone, which will be targetted specifically. They will than have a 3-second long
* Requires the attacker to be aiming for either leg zone, which will be targeted specifically. They will than have a 3-second long
* do_after before executing the attack.
*
* Kneecapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg.

View File

@@ -1025,7 +1025,7 @@ GLOBAL_LIST_INIT(malf_modules, subtypesof(/datum/ai_module))
say_name = params["name"]
/datum/ai_module/utility/emag
name = "Targetted Safeties Override"
name = "Targeted Safeties Override"
description = "Allows you to disable the safeties of any machinery on the station, provided you can access it."
cost = 20
power_type = /datum/action/innate/ai/ranged/emag
@@ -1033,7 +1033,7 @@ GLOBAL_LIST_INIT(malf_modules, subtypesof(/datum/ai_module))
unlock_sound = SFX_SPARKS
/datum/action/innate/ai/ranged/emag
name = "Targetted Safeties Override"
name = "Targeted Safeties Override"
desc = "Allows you to effectively emag anything you click on."
button_icon = 'icons/obj/card.dmi'
button_icon_state = "emag"

View File

@@ -115,7 +115,7 @@
voice = target.voice
voice_filter = target.voice_filter
/// Make the targetted human look like this
/// Make the targeted human look like this
/datum/human_appearance_profile/proc/apply_to(mob/living/carbon/human/target)
target.real_name = name
target.age = age

View File

@@ -441,13 +441,13 @@
//Fish breeding stops if fish count exceeds this.
#define AQUARIUM_MAX_BREEDING_POPULATION 20
/obj/item/fish/proc/ready_to_reproduce(being_targetted = FALSE)
/obj/item/fish/proc/ready_to_reproduce(being_targeted = FALSE)
var/obj/structure/aquarium/aquarium = loc
if(!istype(aquarium))
return FALSE
if(being_targetted && HAS_TRAIT(src, TRAIT_FISH_NO_MATING))
if(being_targeted && HAS_TRAIT(src, TRAIT_FISH_NO_MATING))
return FALSE
if(!being_targetted && length(aquarium.get_fishes()) >= AQUARIUM_MAX_BREEDING_POPULATION)
if(!being_targeted && length(aquarium.get_fishes()) >= AQUARIUM_MAX_BREEDING_POPULATION)
return FALSE
return aquarium.allow_breeding && health >= initial(health) * 0.8 && stable_population > 1 && world.time >= breeding_wait

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@@ -48,7 +48,7 @@
/// Returns a list of abilities that we should add.
/mob/living/basic/heretic_summon/raw_prophet/proc/get_innate_abilities()
var/list/returnable_list = innate_abilities.Copy()
returnable_list += list(/datum/action/cooldown/spell/pointed/blind/eldritch = BB_TARGETTED_ACTION)
returnable_list += list(/datum/action/cooldown/spell/pointed/blind/eldritch = BB_TARGETED_ACTION)
return returnable_list
/*
@@ -79,7 +79,7 @@
/mob/living/basic/heretic_summon/raw_prophet/ruins/get_innate_abilities()
var/list/returnable_list = innate_abilities.Copy()
returnable_list += list(/datum/action/cooldown/mob_cooldown/watcher_gaze = BB_TARGETTED_ACTION)
returnable_list += list(/datum/action/cooldown/mob_cooldown/watcher_gaze = BB_TARGETED_ACTION)
return returnable_list
/// Walk and attack people, blind them when we can

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@@ -20,7 +20,7 @@
var/static/list/grantable_spells = list(
/datum/action/cooldown/spell/aoe/rust_conversion/small = BB_GENERIC_ACTION,
/datum/action/cooldown/spell/basic_projectile/rust_wave/short = BB_TARGETTED_ACTION,
/datum/action/cooldown/spell/basic_projectile/rust_wave/short = BB_TARGETED_ACTION,
)
grant_actions_by_list(grantable_spells)

View File

@@ -42,8 +42,8 @@
/datum/pet_command/idle,
/datum/pet_command/free,
/datum/pet_command/follow,
/datum/pet_command/untargetted_ability/blood_rain,
/datum/pet_command/untargetted_ability/summon_toad,
/datum/pet_command/untargeted_ability/blood_rain,
/datum/pet_command/untargeted_ability/summon_toad,
/datum/pet_command/point_targeting/attack,
/datum/pet_command/point_targeting/use_ability/flop,
/datum/pet_command/point_targeting/use_ability/bubble,

View File

@@ -55,7 +55,7 @@
speech_commands = list("bubble", "shoot")
pet_ability_key = BB_LEAPER_BUBBLE
/datum/pet_command/untargetted_ability/blood_rain
/datum/pet_command/untargeted_ability/blood_rain
command_name = "Blood Rain"
command_desc = "Let it rain poisonous blood!"
radial_icon = 'icons/effects/effects.dmi'
@@ -64,7 +64,7 @@
ability_key = BB_LEAPER_VOLLEY
/datum/pet_command/untargetted_ability/summon_toad
/datum/pet_command/untargeted_ability/summon_toad
command_name = "Summon Toads"
command_desc = "Summon crazy suicide frogs!"
radial_icon = 'icons/mob/simple/animal.dmi'

View File

@@ -175,14 +175,14 @@
. = ..()
AddElement(/datum/element/lifesteal, 5)
var/static/list/innate_actions = list(
/datum/action/cooldown/vine_tangle = BB_TARGETTED_ACTION,
/datum/action/cooldown/vine_tangle = BB_TARGETED_ACTION,
)
grant_actions_by_list(innate_actions)
/mob/living/basic/venus_human_trap/RangedAttack(atom/victim)
if(!combat_mode)
return
var/datum/action/cooldown/mob_cooldown/tangle_ability = ai_controller.blackboard[BB_TARGETTED_ACTION]
var/datum/action/cooldown/mob_cooldown/tangle_ability = ai_controller.blackboard[BB_TARGETED_ACTION]
if(!istype(tangle_ability))
return
tangle_ability.Trigger(target = victim)

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@@ -41,7 +41,7 @@
AddElement(/datum/element/footstep, FOOTSTEP_MOB_CLAW)
beam = new(src)
beam.Grant(src)
ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, beam)
ai_controller.set_blackboard_key(BB_TARGETED_ACTION, beam)
/mob/living/basic/mining/brimdemon/RangedAttack(atom/target, modifiers)
beam.Trigger(target = target)

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@@ -28,7 +28,7 @@
if (!succeeded)
return
var/mob/living/target = controller.blackboard[target_key]
var/datum/action/cooldown/ability = controller.blackboard[BB_TARGETTED_ACTION]
var/datum/action/cooldown/ability = controller.blackboard[BB_TARGETED_ACTION]
if(!ability?.IsAvailable())
return
ability.InterceptClickOn(caller = controller.pawn, target = target)

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@@ -1,7 +1,7 @@
/// Place some grappling tentacles underfoot
/datum/action/cooldown/mob_cooldown/goliath_tentacles
name = "Unleash Tentacles"
desc = "Unleash burrowed tentacles at a targetted location, grappling targets after a delay."
desc = "Unleash burrowed tentacles at a targeted location, grappling targets after a delay."
button_icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
button_icon_state = "goliath_tentacle_wiggle"
background_icon_state = "bg_demon"
@@ -59,7 +59,7 @@
/// Summon a line of tentacles towards the target
/datum/action/cooldown/mob_cooldown/tentacle_grasp
name = "Tentacle Grasp"
desc = "Unleash burrowed tentacles in a line towards a targetted location, grappling targets after a delay."
desc = "Unleash burrowed tentacles in a line towards a targeted location, grappling targets after a delay."
button_icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
button_icon_state = "goliath_tentacle_wiggle"
background_icon_state = "bg_demon"

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@@ -36,7 +36,7 @@
AddComponent(/datum/component/appearance_on_aggro, aggro_state = "hivelord_alert")
spawn_brood = new(src)
spawn_brood.Grant(src)
ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, spawn_brood)
ai_controller.set_blackboard_key(BB_TARGETED_ACTION, spawn_brood)
/mob/living/basic/mining/hivelord/Destroy()
QDEL_NULL(spawn_brood)

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@@ -41,7 +41,7 @@
var/datum/action/cooldown/mob_cooldown/skull_launcher/skull_launcher = new(src)
skull_launcher.Grant(src)
skull_launcher.spawn_type = brood_type
ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, skull_launcher)
ai_controller.set_blackboard_key(BB_TARGETED_ACTION, skull_launcher)
/// Create what we want to drop on death, in proc form so we can always return a static list
/mob/living/basic/mining/legion/proc/get_loot_list()

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@@ -57,7 +57,7 @@
return
return ..()
/// Turn the targetted mob into one of us
/// Turn the targeted mob into one of us
/mob/living/basic/legion_brood/proc/infest(mob/living/target)
visible_message(span_warning("[name] burrows into the flesh of [target]!"))
var/spawn_type = get_legion_type(target)

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@@ -44,7 +44,7 @@
)
charge = new(src)
charge.Grant(src)
ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, charge)
ai_controller.set_blackboard_key(BB_TARGETED_ACTION, charge)
/mob/living/basic/mining/lobstrosity/Destroy()
QDEL_NULL(charge)

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@@ -55,7 +55,7 @@
flee_behaviour = /datum/ai_behavior/run_away_from_target/lobster
/datum/ai_planning_subtree/flee_target/lobster/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
var/datum/action/cooldown/using_action = controller.blackboard[BB_TARGETTED_ACTION]
var/datum/action/cooldown/using_action = controller.blackboard[BB_TARGETED_ACTION]
if (using_action?.IsAvailable())
return
return ..()

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@@ -10,7 +10,7 @@
var/obj/item/bodypart/affecting = get_bodypart(check_zone(def_zone))
if(affecting)
return check_armor(affecting, type)
//If a specific bodypart is targetted, check how that bodypart is protected and return the value.
//If a specific bodypart is targeted, check how that bodypart is protected and return the value.
//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
for(var/X in bodyparts)

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@@ -2562,7 +2562,7 @@ GLOBAL_LIST_EMPTY(fire_appearances)
/mob/living/proc/compare_sentience_type(compare_type)
return FALSE
/// Proc called when targetted by a lazarus injector
/// Proc called when TARGETED by a lazarus injector
/mob/living/proc/lazarus_revive(mob/living/reviver, malfunctioning)
revive(HEAL_ALL)
befriend(reviver)

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@@ -30,19 +30,19 @@
if(proximity_flag)
if(isgun(target))
. |= AFTERATTACK_PROCESSED_ITEM
var/obj/item/gun/targetted_gun = target
var/obj/item/firing_pin/old_pin = targetted_gun.pin
var/obj/item/gun/targeted_gun = target
var/obj/item/firing_pin/old_pin = targeted_gun.pin
if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable))
if(Adjacent(user))
user.put_in_hands(old_pin)
else
old_pin.forceMove(targetted_gun.drop_location())
old_pin.forceMove(targeted_gun.drop_location())
old_pin.gun_remove(user)
if(!targetted_gun.pin)
if(!targeted_gun.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return .
if(gun_insert(user, targetted_gun))
if(gun_insert(user, targeted_gun))
if(old_pin)
balloon_alert(user, "swapped firing pin")
else

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@@ -121,7 +121,7 @@
* Cooldown proc variant for using do_afters between activations instead of timers
* Example of usage is mech drills, rcds
* arguments:
* * target: targetted atom for action activation
* * target: targeted atom for action activation
* * user: occupant to display do after for
* * interaction_key: interaction key to pass to [/proc/do_after]
*/

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@@ -13,7 +13,7 @@
* where they target the "dangerous" modules
*/
/// tries to damage mech equipment depending on damage and where is being targetted
/// tries to damage mech equipment depending on damage and where is being targeted
/obj/vehicle/sealed/mecha/proc/try_damage_component(damage, def_zone)
if(damage < component_damage_threshold)
return