Files
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

156 lines
7.5 KiB
Plaintext

/datum/unit_test/harm_punch/Run()
var/mob/living/carbon/human/puncher = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
// Avoid all randomness in tests
ADD_TRAIT(puncher, TRAIT_PERFECT_ATTACKER, INNATE_TRAIT)
puncher.set_combat_mode(TRUE)
victim.attack_hand(puncher, list(RIGHT_CLICK = FALSE))
TEST_ASSERT(victim.get_brute_loss() > 0, "Victim took no brute damage after being punched")
/datum/unit_test/harm_melee/Run()
var/mob/living/carbon/human/tider = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox)
tider.put_in_active_hand(toolbox, forced = TRUE)
tider.set_combat_mode(TRUE)
victim.attackby(toolbox, tider)
TEST_ASSERT(victim.get_brute_loss() > 0, "Victim took no brute damage after being hit by a toolbox")
/datum/unit_test/harm_different_damage/Run()
var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
var/obj/item/weldingtool/welding_tool = allocate(/obj/item/weldingtool)
attacker.put_in_active_hand(welding_tool, forced = TRUE)
attacker.set_combat_mode(TRUE)
welding_tool.attack_self(attacker) // Turn it on
victim.attackby(welding_tool, attacker)
TEST_ASSERT_EQUAL(victim.get_brute_loss(), 0, "Victim took brute damage from a lit welding tool")
TEST_ASSERT(victim.get_fire_loss() > 0, "Victim took no burn damage after being hit by a lit welding tool")
/datum/unit_test/attack_chain
var/attack_hit
var/post_attack_hit
var/pre_attack_hit
/datum/unit_test/attack_chain/proc/attack_hit()
SIGNAL_HANDLER
attack_hit = TRUE
/datum/unit_test/attack_chain/proc/post_attack_hit()
SIGNAL_HANDLER
post_attack_hit = TRUE
/datum/unit_test/attack_chain/proc/pre_attack_hit()
SIGNAL_HANDLER
pre_attack_hit = TRUE
/datum/unit_test/attack_chain/Run()
var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox)
RegisterSignal(toolbox, COMSIG_ITEM_PRE_ATTACK, PROC_REF(pre_attack_hit))
RegisterSignal(toolbox, COMSIG_ITEM_ATTACK, PROC_REF(attack_hit))
RegisterSignal(toolbox, COMSIG_ITEM_AFTERATTACK, PROC_REF(post_attack_hit))
attacker.put_in_active_hand(toolbox, forced = TRUE)
attacker.set_combat_mode(TRUE)
toolbox.melee_attack_chain(attacker, victim)
TEST_ASSERT(pre_attack_hit, "Pre-attack signal was not fired")
TEST_ASSERT(attack_hit, "Attack signal was not fired")
TEST_ASSERT(post_attack_hit, "Post-attack signal was not fired")
/datum/unit_test/disarm/Run()
var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox)
victim.put_in_active_hand(toolbox, forced = TRUE)
var/obj/structure/barricade/dense_object = allocate(/obj/structure/barricade)
// Attacker --> Victim --> Empty space --> Wall
attacker.forceMove(run_loc_floor_bottom_left)
victim.forceMove(locate(run_loc_floor_bottom_left.x + 1, run_loc_floor_bottom_left.y, run_loc_floor_bottom_left.z))
dense_object.forceMove(locate(run_loc_floor_bottom_left.x + 3, run_loc_floor_bottom_left.y, run_loc_floor_bottom_left.z))
// First disarm, world should now look like:
// Attacker --> Empty space --> Victim --> Wall
victim.attack_hand(attacker, list(RIGHT_CLICK = TRUE))
TEST_ASSERT_EQUAL(victim.loc.x, run_loc_floor_bottom_left.x + 2, "Victim wasn't moved back after being pushed")
TEST_ASSERT(!victim.has_status_effect(/datum/status_effect/incapacitating/knockdown), "Victim was knocked down despite not being against a wall")
TEST_ASSERT_EQUAL(victim.get_active_held_item(), toolbox, "Victim dropped toolbox despite not being against a wall")
attacker.forceMove(get_step(attacker, EAST))
// Second disarm, victim was against wall and should be down
victim.attack_hand(attacker, list(RIGHT_CLICK = TRUE))
TEST_ASSERT_EQUAL(victim.loc.x, run_loc_floor_bottom_left.x + 2, "Victim was moved after being pushed against a wall")
TEST_ASSERT(victim.has_status_effect(/datum/status_effect/incapacitating/knockdown), "Victim was not knocked down after being pushed against a wall")
TEST_ASSERT_EQUAL(victim.get_active_held_item(), null, "Victim didn't drop toolbox after being pushed against a wall")
/// Tests you can punch yourself
/datum/unit_test/self_punch
/datum/unit_test/self_punch/Run()
var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
ADD_TRAIT(dummy, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS)
dummy.set_combat_mode(TRUE)
dummy.ClickOn(dummy)
TEST_ASSERT_NOTEQUAL(dummy.get_brute_loss(), 0, "Dummy took no brute damage after self-punching")
/// Tests handcuffed (HANDS_BLOCKED) mobs cannot punch
/datum/unit_test/handcuff_punch
/datum/unit_test/handcuff_punch/Run()
var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
ADD_TRAIT(attacker, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS)
ADD_TRAIT(attacker, TRAIT_HANDS_BLOCKED, TRAIT_SOURCE_UNIT_TESTS)
attacker.set_combat_mode(TRUE)
attacker.ClickOn(victim)
TEST_ASSERT_EQUAL(victim.get_brute_loss(), 0, "Victim took brute damage from being punched by a handcuffed attacker")
attacker.next_move = -1
attacker.next_click = -1
attacker.ClickOn(attacker)
TEST_ASSERT_EQUAL(attacker.get_brute_loss(), 0, "Attacker took brute damage from self-punching while handcuffed")
/// Tests handcuffed (HANDS_BLOCKED) monkeys can still bite despite being cuffed
/datum/unit_test/handcuff_bite
/datum/unit_test/handcuff_bite/Run()
var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
ADD_TRAIT(attacker, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS)
ADD_TRAIT(attacker, TRAIT_HANDS_BLOCKED, TRAIT_SOURCE_UNIT_TESTS)
attacker.set_combat_mode(TRUE)
attacker.set_species(/datum/species/monkey)
attacker.ClickOn(victim)
TEST_ASSERT_NOTEQUAL(victim.get_brute_loss(), 0, "Victim took no brute damage from being bit by a handcuffed monkey, which is incorrect, as it's a bite attack")
/// Tests that soundbang_act (and therefore sound_damage) works correctly
/datum/unit_test/soundbang
/datum/unit_test/soundbang/Run()
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
victim.soundbang_act(intensity = SOUNDBANG_NORMAL, damage_pwr = 10, deafen_pwr = 20 SECONDS)
TEST_ASSERT_EQUAL(victim.get_organ_loss(ORGAN_SLOT_EARS), 10, "victim didn't take the right amount of ears damage")
TEST_ASSERT(HAS_TRAIT_FROM(victim, TRAIT_DEAF, EAR_DAMAGE), "victim wasn't temporarily deafened")
var/obj/item/organ/ears/ears = victim.get_organ_slot(ORGAN_SLOT_EARS)
ears.adjust_temporary_deafness(-20 SECONDS)
TEST_ASSERT(!HAS_TRAIT_FROM(victim, TRAIT_DEAF, EAR_DAMAGE), "victim hasn't recovered from temprorary deafness")
victim.equip_to_slot_if_possible(new /obj/item/clothing/ears/earmuffs, ITEM_SLOT_EARS)
victim.soundbang_act(intensity = SOUNDBANG_NORMAL, deafen_pwr = 20 SECONDS)
TEST_ASSERT(!HAS_TRAIT_FROM(victim, TRAIT_DEAF, EAR_DAMAGE), "victim has been deafened despite wearing earmuffs")