12 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
SmArtKar 1c6c506936 Raptor Rework - Ranching and Companionship (#93564) 2025-11-01 22:13:29 +11:00
Ben10Omintrix 761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00
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
Jacquerel a1e46c5d31 Basic Guardians/Holoparasites (#79473)
## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-10 21:04:52 -07:00
LemonInTheDark 9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

[Implements the backend required to make targeting datums
global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00
lizardqueenlexi 0c17553a96 Basic Constructs: Artificer (#79015)
## About The Pull Request

Really getting into the meat of the constructs now. Artificers have
become basic mobs.

On the whole, this was a pretty rote conversion, with no significant
gameplay changes other than the switch to using healing hands rather
than a unique heal ability. The player experience as an artificer is
more or less identical.

The _interesting_ part comes with the AI for the seldom-used "hostile"
variant. Hostile artificers, being squishy and laughably weak, are now a
dedicated "medic" role for constructs. They will perform triage, always
seeking the most wounded construct (or shade!) to give healing to. They
will not attack at all, but they _will_ flee with great speed if
attacked and not busy healing. If they are healing another construct,
they will remain even if they are beaten to death.

I've added some more AI functionality that may come in handy in the
future, and done some refactoring to keep things from getting out of
hand:
- A planning subtree for finding targets that will always select the
most heavily wounded living target that the mob can see (or rather, the
one with the least health). Useful again for medical triage, or for
making a particularly cruel mob that always attacks whoever is easiest
to kill. I plan to use this for NPC wraith constructs when I convert
them.
- Targeting datums can now check a blackboard key to see if they should
only target wounded mobs. This is particularly useful for "medic" type
mobs such as this one.
- I've refactored the "minimum stat" behavior of targeting datums to be
stored in a blackboard key. This removes the need to have unique
subtypes for each different minimum stat we might want. Which... for the
most part, weren't even used, leading to proliferation of several
completely identical targeting datums in a bunch of different files.
Hopefully this change will make things cleaner.

In addition, this PR fixes a pair of bugs from #78807 that I didn't
catch:
- Healing constructs can now actually heal shades. Turns out I forgot to
add the correct biotype.
- Healing hands, when set to print the target's remaining health, no
longer does so as a visible message.

The one thing I didn't do that I kind of wanted to is make NPC
artificers heal themselves when wounded and not busy doing something
else, but it ended up being kind of annoying to make a mob willingly
target itself. NPC artificers never had this behavior before, so I
consider it okay, but maybe I'll circle back to it later.
## Why It's Good For The Game

Another basic conversion, another 5 items off the checklist. Very little
should change in-game, though I think the new NPC AI could make for
interesting challenges in ruins or bitrunning or something.
## Changelog
🆑
refactor: Artificer constructs have been converted to the basic mob
framework. This should change very little about them, but please report
any bugs. NPC artificers are now smarter, and will focus on healing
nearby wounded constructs - if you see them, take them out first!
/🆑
2023-10-19 23:03:27 -06:00
lizardqueenlexi ec4defe598 Basic Constructs: parent type + Harvester (#78807)
## About The Pull Request

I kind of hate cult as a whole, but I like these little guys. Let's
basic-ize them.

This PR begins the process with the harbinger of the Red Harvest, the
Harvester! Their actual capabilities have been changed very little,
except that most of their unique properties have been moved to
components and elements. The basic parent type of constructs has also
been set up to make the next bunch of conversions easier.

- Constructs capable of repair now receive the healing hands component.
Healing hands has been extended, to allow the healing particles to come
in custom colors, and to allow it to print the target's health if the
target is not a carbon.
- Repairing constructs also receive a new element: Structure repair is a
lighter-weight variant on healing hands that allows repairing clicked-on
atoms of specified types.
- Constructs capable of damaging walls, meanwhile, receive the wall
smasher element.

Harvesters in specific have two special elements: 
- The existing "amputating limbs" element, making them instantly rip a
limb off of any carbon they attack. As before, if they attempt this on a
carbon with no arms or legs, the harvester will hear Nar'Sie's call to
bring the victim to her.
- A new "wall walker" element, allowing them to walk through walls of
specified type (cult walls for harvesters) and allowing them to drag any
atom through as well.

Other than laying the groundwork, there's not much else here. I started
with Harvesters specifically because they are only ever
player-controlled, which makes things easy.

I'm not completely happy with the use of healing hands here - it gets
the job done, but currently loses a bit of the previous flavor (a
healing beam as a visual; printing the target's health in cult span). I
may extend it further to allow this behavior.

I've included an UpdatePaths script, even if these things shouldn't be
mapped, just in case something fucky is going on on a downstream. You
never know.
## Why It's Good For The Game

Constructs, currently, occupy _19_ spots on the simple animal list. This
is something close to 10% of all the remaining ones. Also, like
everything to do with cult, construct code is janky, old, and
desperately in need of updating. This is the first step.
## Changelog
🆑
refactor: Harvester constructs have been updated to the basic mob
framework. This should have very little impact on their behavior, but
please report any issues.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-10 15:55:09 -06:00
LemonInTheDark ed0999e4ea Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request

You shouldn't ever qdel a callback. If you don't want to own it free
your ref (remove it from a list/set it to null). When all refs are
cleared it'll get cleaned up by byond itself
2023-08-22 21:32:30 -05:00
Jacquerel a0881f897c Lightgeist AI (#77287)
## About The Pull Request

The lightgeist AI controller was marked as "these aren't intended to
exist outside of player control" but this is actually untrue.
Lightgiests can appear under AI control either from a rare vent clog
event or in the "patch of eden" lavaland ruin.

As they heal things by "attacking" them, I made it so that they will
target wounded creatures to "attack" them, though they will only heal
them quite slowly, significantly less efficiently or effectively than a
medibot (for example).
While making this change I also added a couple more parameters to their
"healing hands" component, now they can no longer repair beepsky or heal
cyborg limbs. It's fleshies only.

Lightgeists will attempt to heal _anything_ they can see which is both
injured and has healable damage, which is notable because while this
makes the "Patch of Eden" ruin a nice place of respite for a wounded
miner you should be careful to let them finish up before you leave.
If they follow you out, they will attempt to heal any of the fauna that
you are attacking. Worse still, most Lavaland mobs are not signatories
of the Geneva convention and have no compunctions against killing field
medics.

The majority of listed file changes in this PR is that I made some
attempt at splitting our massive list of blackboard keys across several
files, in order to cause myself a headache based on which of my (or
other people's) open basic mob AI PRs gets merged first.
Also I fixed a bug where the goliath attack forecast would runtime if it
killed a mob which qdels itself on death (guess how I found that out).

## Why It's Good For The Game

Adds a bit more character to a lavaland area and rare event.

## Changelog

🆑
add: Lightgeists under AI control will selflessly heal any wounded
creature that they see.
balance: Lightgeists can no longer repair non-organic tissue.
/🆑
2023-08-04 12:35:53 -06:00
Jacquerel 7867d14fd4 Lightgeists won't try to heal toxin damage (#73467)
## About The Pull Request

Fixes #73439
Lightgeists use `heal_overall_damage` to heal, but despite the name that
actually only heals burn, brute, and stamina damage.
It will now prompt an error message if you try to heal someone who
doesn't have any of those damage types.
Simpler mobs can't take toxin or oxyloss damage so this has no effect on
spiders (the other user of this component).

Also during my conversion I forgot to set the lightgeist healing time to
0, so I did that too.

I thought about maybe changing this so that they _can_ heal toxin damage
but they've existed without being able to do it for so long that I don't
think it would be a "bug fix" at that point, I'll maybe adjust the
component behaviour further (to use `heal_ordered_damage` instead
probably) after this month. Until then I technically can't do it without
affecting Spider balance a little bit.

## Why It's Good For The Game

Makes it a _little_ clearer why someone's health doesn't increase when
they are clicked on.
Restores lost functionality.

## Changelog

🆑
fix: Lightgeists won't try to heal any damage which isn't burn or brute,
because they can't.
fix: Lightgeists don't need to perform an action bar in order to heal
someone, which was added by mistake.
/🆑
2023-02-17 15:03:57 -07:00
Jacquerel 3335b5e59f Basic Mob Spiders II: Elements (#73202)
## About The Pull Request

This PR elementises two kinds of spider behaviour in preparation for
making them into Basic Mobs, which in turn will solve a bug with
Araneus.
This will probably conflict with my other PR but I'll deal with it.

The Nurse Spider and Flesh Spider healing abilities which were similar
but not _quite_ the same now share the same component.
Also Lightgeists because they also did this.
I'll be honest I think Flesh Spider would be better off with the
"Regenerator" component instead but that would be a balance change so I
can't do that right now.

The Tarantula "slower when not on webs" passive is also now an element.
This will make my third PR (to be opened when these two are merged)
easier.

Also I noticed we were using the same colour for spawning a particle in
a few places so I moved that hash into the colours define file.

ALSO while making this the linter identified that a shitload of procs
were passing `required_bodytype` to `heal_overall_damage` as if it was
`stamina` which probably caused some bugs. Don't know which though!


https://user-images.githubusercontent.com/7483112/217679050-b728ee98-3ba1-4663-bb6b-75295d5f9a6a.mp4

## Why It's Good For The Game

Reduces amount of duplicated code, making it easier to maintain.
Elements can be reused for other things later, like the infuser?

## Changelog

🆑
refactor: Spider healing abilities have been refactored to reuse the
same code rather than reimplement it across two different mobs, it
should work the same as it used to. This is also used by Lightgeists.
fix: Mob biotype on `heal_overall_damage` should be applied more
consistently. This might mean that some things which were previously
healing prosthetic limbs have stopped doing that.
/🆑
2023-02-10 12:40:31 -07:00