Commit Graph

7 Commits

Author SHA1 Message Date
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
Time-Green 39a2434c06 Voidwalker Rework | Basic Mob Edition + Bonus Antag (#91646)
## About The Pull Request

Reworks the Voidwalker into a basic mob, including a lot of the balance
and mechanics!

Old (left), new (right)

![image](https://github.com/user-attachments/assets/5583db66-6025-4874-95dd-938aa828634c)![image](https://github.com/user-attachments/assets/2785c5cc-ccda-4ffd-bc1c-5bb278873d9b)


https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf

(little outdated)
https://youtu.be/cp1E3qPJGX4 (high res mirror)

**🟨Voidwalker mob changes🟨**
No longer a human species and no more void eater. Instead deals damage
by simple unarmed attacks.
Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to
knock out) with left-click, and slight brute on right click. Non-human
mobs automatically take brute damage instead of oxygen damage.

150 HP
33% burn armor

Yes it has hands, but it can only pick up and drop stuff

**🟨Window phase🟨**

![image](https://github.com/user-attachments/assets/82a330ee-16f8-46e4-a325-c894fc8931d6)
Instead of needing to smash a window with the void eater, moving through
windows simply leaves them passable for 5 seconds. Makes kidnapping a
lot easier, but also makes it easier for people to chase you

People who used the voided skull also leave windows passable for a short
bit.

**🟩Cosmic Charge🟩**
Standard charge ability, but only lets you charge towards space and
works while dragging people

**🟩The Vomitwalker🟩**
People you kidnapped now occasionally do the nebula vomit, which
voidwalkers can use to dive from and into

![image](https://github.com/user-attachments/assets/e483a0d2-a418-479e-89e5-1dcd71165140)
Diving into it is very fast but also removes the nebula vomit. You can
also kidnap people into the vomit (this doesn't remove the vomit).

There is also a little UI for tracking this. Clicking it while in space
dive teleports you to the next nebula vomit, if there are any.


![image](https://github.com/user-attachments/assets/8907f261-6395-44fb-86ea-0ed548aca3ab)

**🟨Voided people changes🟨**
Kidnapped people and people that used the cosmic skull are no longer
muted, but take 10% extra brute and occasionally leave behind glass
shards when taking a lot of damage.

Are no longer obliterated on a second encounter with voidwalkers.
Voidwalkers can't hurt people they've already voided (unless they really
want to), but instead just knock them out for 30s

Also the kidnapped do space vomit as I said earlier.

**🟩Sunwalker🟩**
Voidwalker variant made for pure murderbone. Has no camo and kindap
mechanics, but has a fiery charge, loads of damage and area igniting and
people ignition. It's admin, but I might change this later once I've had
some more time to think about it.

![image](https://github.com/user-attachments/assets/2383dc6e-2173-4449-b71b-367e81c55f88)

Other changes: 
- Voidwindows no longer need to be space adjacent
- Unsettle works faster but can't be used in combat anymore
- Space camo now grants complete space invisibility
- Makes a lot of aspects easily moddable, so we can easily mod it into a
moistwalker in-game
- Taking a cosmic skull when you already used one gives you the old
voidwalker void eater arm. Additional uses just gives you more void
eater arms until you run out of hands
- I definitely forgot a lot more
- I made a cool voidwalker hud! It even has a unique space camo toggle
## Why It's Good For The Game

<details>
  <summary>Lot of text</summary>
  
Voidwalker was basically a snowflaked toghether human species because I
didn't know how to sprite, but I was able to work with species and
visual effects. Then I realized I can just commission sprites!

This also let me just cut out a lot of the snowflake code, because it's
no longer a human so half the things I didn't want them to be able to
do, they just literally cannot do.

Voidwalkers were in a bit of strange spot with kidnapping? There was
essentially no incentive, other than "smash spaceman = funny". They also
had issues doing, anything? There's surprisingly little space on a space
station, especially maps such as tram. Making the voided victims have
nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving
them a way to appear basically anywhere on the station. I don't think
it's too overpowered. Voided people don't vomit that much, it's easily
cleanable and diving into it removes them, so they're limited usability.

Replacing the brute damage with oxygen damage also kinda... just makes
sense? I seriously contemplated letting them do stamina damage for the
first iteration, but opted not to do it because stamina damage has so
many hooks attached. Oxygen damage doesn't! It's also just incredibly
thematic, let's them bypass most armor and makes them more suited to
non-letha kidnappings.

Space camo making them completely invisible was also long overdue. It
was literally just urging people to turn up their gamma and turn down
their parallax settings. I thought it was an interesting mechanic, but
it's just straight up unfair and doesn't belong in a multiplayer game.
They now more frequently leave behind little glass shards, leave
particles from nebula vomit they leave from and have more unique sound
effects, so attentive (and lucky) people can still deduce if an area is
safe-ish.

I removed being able to shatter voided people because the mechanic was
deeply misunderstood. It was intended to give them a means of removing
people if they kept incessently bothering the voidwalker, but people
went out of their way to use this to roundremove people they had already
voided. The 30s sleep conveys my intention a lot better, and fits better
now that the voidwalker benefits from having as many voided people
vomitting all over the place.

The cosmic charge gives them some much needed survivability. My
experiences (in observing voidwalkers, I can never get the roll ;_;) is
that they're constantly one mistake away from complete obliteration. The
cosmic charge let's them get out quick despite their slow movement speed
in gravity. It also makes them stronger when fighting in space.

They got 33% burn armor so it's a tiny bit harder to wipe them away in a
single laser salvo, while still giving people ample opportunity to fight
them off . Also they're like glass or something so it fits thematically.

I gave them hands because I thought it was cool, might be a mistake idk
  
</details>

## Changelog

🆑 Time-Green, INFRARED_BACON
add: Voidwalker has been throughly reworked! Now you are even less safe!
admin: Adds admin-only Sunwalker mob
fix: Unsettle doesnt work on yourself anymore
fix: Space camo doesnt stop bobbing anymore
fix: Voidwalker windows now recharge on kidnap 
runtime: Fixes healthanalyzers runtiming when scanning mobs without
reagent holders
/🆑
2025-07-01 12:55:31 +01:00
Mothblocks c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
MrMelbert 5bf6d09903 Cuts the number of apply_damage copypaste procs from 3(.5) to 1, fixing a few bugs along the way (#79207)
## About The Pull Request

- `apply_damage` is now uniform, handled, in a single place. At the
living level.
- Fixes people being held at gunpoint from being unable to flinch from
taking damage.
- Fixes a few signals (explodable, glass jaw) of apply damage maybe
potentially not having effects if the passed hit zone was a bodypart and
not a def zone.
- Fixes regenerator component always halting regeneration no matter what
damage taken.
- Fixes pressure damage being unaffected by `brute_mod` despite what
documentation claims.
- Signalizes the `check_species_weakness` proc on species. 

## Why It's Good For The Game

The copy+paste of this proc made it awful, awful to maintain or add
features to. And also made it very bug prone.

This just takes a step forward in making sustaining damage a lot more
consistent, not only across all mobs, but across all methods of...
taking damage. Unarmed attacks, hulk, item attacks, etc.

## Changelog

🆑 Melbert
fix: People held at gunpoint can now flinch when being hit. 
fix: Regenerating mobs no longer stop regenerating no matter hit with
what.
fix: Pressure damage is now properly modified by a mob's brute damage
modifier.
fix: Fixes some occasions which some effects (glass jaw, explodable worn
items) won't respond to hits.
refactor: Refactored core code related to mobs sustaining damage. 
/🆑
2023-10-27 18:55:30 +00:00
MrMelbert 9420370cd1 Zombies use the regenerator component (#79208)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/79207#discussion_r1368165636

Simple enough, just moves zombie regeneration to the regenerator
component.

Adapts the component slightly to support it. Minor code cleanup, etc
etc.

## Why It's Good For The Game

Besides more consistent behavior, it gives a lot more user feedback on
how zombie regeneration works.

Makes 'em glow green and gives a visible message when it starts, rather
than just needing to guess (as it is currently).

## Changelog

🆑 Melbert
refactor: Refactored zombies to use the regenerator component. Now
they'll have a slight glow/animation when the regeneration actually
kicks in.
/🆑
2023-10-23 23:50:58 -06:00
oranges 4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
Jacquerel f47b29a392 Basic Mob Carp Part II: Regenerator (#71437)
## About The Pull Request

<details>
  <summary>Video</summary>
  

https://user-images.githubusercontent.com/7483112/203324325-5bf46e0f-b294-4832-9016-aec275036ca9.mp4

</details>


Adds a "Regenerator" component, applies it to carp, and removes the
previous implementation from megacarp.
The function of this component is that any time you take damage a timer
is reset, when that timer expires you will begin regenerating health and
display an animated border for visual feedback.
This was previously a function of mega carp but was extremely obscure
because there was _no_ feedback, so it would only be visible that it was
happening if you were wearing a medical hud.

Additionally because mega carp will pursue a target until it dies you
probably wouldn't notice it even then, it had to survive a fight in
order to gain any value from this.
This will still be true for all carp until AI changes are pushed, so
until then this isn't going to do very much for NPCs but might be a
small buff to player controlled carp (though those can all retreat to a
carp rift for a similar effect).

This also modifies a few "defence" procs which were either directly
setting HP or neglecting to call signals from a base proc, as they would
bypass triggering the effect. This should make them more reliable for
other things which rely on those signals too.

## Why It's Good For The Game

Gives an iconic creature some more unique behaviour than "moves directly
towards you and bites".
Gives visual feedback to some behaviour which has existed invisibly for
a long time.

## Changelog
🆑
add: All Space Carp will now start regenerating health after 6 seconds
of not taking any damage, until they're back to full health. This
behaviour was previously unique to mega carp.
/🆑
2022-11-23 09:40:59 -08:00