Commit Graph
7 Commits
Author SHA1 Message Date
Joshua KidderandGitHub 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
MrMelbertandGitHub 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
GhomandGitHub 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
DrTuxedoandGitHub 796e8c7a97 New shove sound (#84555)
## About The Pull Request

New more meaty shove sound effects to give better feedback. Made using
sound effects already in-game files (pillowhit and thudwoosh)


https://github.com/tgstation/tgstation/assets/42353186/7f5d516e-36e5-4d7d-8272-a24c842e962c

Used in:
- Random scary maints sounds
- Ling tentacle hitting someone
- Wrestling off slimes
- Shoving (duh)
## Why It's Good For The Game

Shoving shares the same sound with two other intents - Grabbing and
Hugging.
This makes it more different from those two and gives better feedback.
Shoving someone wouldn't just make a "woosh" as you apply hefty kinetic
force to their body, so slight punchiness to it is good.
After brawlening has been merged shoves have become even more dangerous,
even if not against the wall.

Fights should sound more violent.
## Changelog
🆑 DrDiasyl aka DrTuxedo
sound: Shoves now produce more meaty sound!
/🆑
2024-07-02 19:20:03 +02:00
MrMelbertandGitHub 080f165687 Fix slime check_item_passthrough effect (#82484)
## About The Pull Request

This proc expects a user but is not passed one. 

## Changelog

🆑 Melbert
fix: Items will properly pass through slime on occasion
/🆑
2024-04-06 15:14:00 -06:00
ProfakosandGitHub b20c982404 Converts slimes to basic mobs (#82176)
## About The Pull Request

After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.

General

- 	The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.

Actions
- 	Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.

Hunger 

- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.

Environment

- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.

AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- 	Slimes faces are a bit more randomly picked now.

## Why It's Good For The Game

- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.

also
fixes #81463

## Changelog

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
2024-03-27 16:40:52 -06:00