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

187 lines
7.1 KiB
Plaintext

/// If a beat is missed, how long to give before the next is missed
#define MANUAL_HEART_GRACE_PERIOD 2 SECONDS
/**
* Manual heart pumping component. Requires the holder to pump their heart manually every
* so often or die.
*
* Mainly used by the cursed heart.
*/
/datum/component/manual_heart
/// The action for pumping your heart
var/datum/action/cooldown/manual_heart/pump_action
/// Cooldown before harm is caused to the owner
COOLDOWN_DECLARE(heart_timer)
/// If true, add a screen tint on the next process
var/add_colour = TRUE
/// How long between needed pumps; you can pump one second early
var/pump_delay = 3 SECONDS
/// How much blood volume you lose every missed pump, this is a flat amount not a percentage!
var/blood_loss = BLOOD_VOLUME_NORMAL * 0.2 // 20% of normal volume, missing five pumps is instant death
//How much to heal per pump - negative numbers harm the owner instead
/// The amount of brute damage to heal per pump
var/heal_brute = 0
/// The amount of burn damage to heal per pump
var/heal_burn = 0
/// The amount of oxygen damage to heal per pump
var/heal_oxy = 0
/datum/component/manual_heart/Initialize(pump_delay = 3 SECONDS, blood_loss = BLOOD_VOLUME_NORMAL * 0.2, heal_brute = 0, heal_burn = 0, heal_oxy = 0)
//Non-Carbon mobs can't have hearts, and should never receive this component.
if (!iscarbon(parent))
stack_trace("Manual Heart component added to [parent] ([parent?.type]) which is not a /mob/living/carbon subtype.")
return COMPONENT_INCOMPATIBLE
src.pump_delay = pump_delay
src.blood_loss = blood_loss
src.heal_brute = heal_brute
src.heal_burn = heal_burn
src.heal_oxy = heal_oxy
pump_action = new(src)
/datum/component/manual_heart/Destroy()
QDEL_NULL(pump_action)
return ..()
/datum/component/manual_heart/RegisterWithParent()
RegisterSignal(parent, COMSIG_CARBON_LOSE_ORGAN, PROC_REF(check_removed_organ))
RegisterSignal(parent, COMSIG_CARBON_GAIN_ORGAN, PROC_REF(check_added_organ))
RegisterSignal(parent, COMSIG_HEART_MANUAL_PULSE, PROC_REF(on_pump))
RegisterSignal(parent, COMSIG_LIVING_UPDATE_BLOOD_STATUS, PROC_REF(on_update_blood_status))
pump_action.cooldown_time = pump_delay - (1 SECONDS) //you can pump up to a second early
pump_action.Grant(parent)
var/mob/living/carbon/carbon_parent = parent
var/obj/item/organ/heart/parent_heart = carbon_parent.get_organ_slot(ORGAN_SLOT_HEART)
if(parent_heart && CAN_HAVE_BLOOD(carbon_parent) && carbon_parent.stat != DEAD)
START_PROCESSING(SSdcs, src)
COOLDOWN_START(src, heart_timer, pump_delay)
to_chat(parent, span_userdanger("Your heart no longer beats automatically! You have to pump it manually - otherwise you'll die!"))
/datum/component/manual_heart/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_CARBON_GAIN_ORGAN, COMSIG_CARBON_LOSE_ORGAN, COMSIG_HEART_MANUAL_PULSE, COMSIG_LIVING_REVIVE, COMSIG_LIVING_DEATH, COMSIG_LIVING_UPDATE_BLOOD_STATUS))
to_chat(parent, span_userdanger("You feel your heart start beating normally again!"))
var/mob/living/carbon/carbon_parent = parent
if(istype(carbon_parent))
carbon_parent.remove_client_colour(REF(src))
/datum/component/manual_heart/proc/restart()
SIGNAL_HANDLER
if(!check_valid())
return
COOLDOWN_START(src, heart_timer, pump_delay)
pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS) //make sure the action button always shows as available when it is
START_PROCESSING(SSdcs, src)
/datum/component/manual_heart/proc/pause()
SIGNAL_HANDLER
pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS)
var/mob/living/carbon/carbon_parent = parent
if(istype(carbon_parent))
carbon_parent.remove_client_colour(REF(src)) //prevents red overlay from getting stuck
STOP_PROCESSING(SSdcs, src)
/// Worker proc that checks logic for if a pump can happen, and applies effects from doing so
/datum/component/manual_heart/proc/on_pump(mob/owner)
COOLDOWN_START(src, heart_timer, pump_delay)
playsound(owner,'sound/effects/singlebeat.ogg', 40, TRUE)
var/mob/living/carbon/carbon_owner = owner
if(!CAN_HAVE_BLOOD(carbon_owner))
return
carbon_owner.adjust_blood_volume(blood_loss * 0.5)
carbon_owner.remove_client_colour(REF(src))
add_colour = TRUE
carbon_owner.adjust_brute_loss(-heal_brute)
carbon_owner.adjust_fire_loss(-heal_burn)
carbon_owner.adjust_oxy_loss(-heal_oxy)
/datum/component/manual_heart/process()
var/mob/living/carbon/carbon_parent = parent
//If they aren't connected, don't kill them.
if(!carbon_parent.client)
COOLDOWN_START(src, heart_timer, pump_delay)
return
if(!COOLDOWN_FINISHED(src, heart_timer))
return
carbon_parent.adjust_blood_volume(-blood_loss)
to_chat(carbon_parent, span_userdanger("You have to keep pumping your blood!"))
COOLDOWN_START(src, heart_timer, MANUAL_HEART_GRACE_PERIOD) //give two full seconds before losing more blood
if(add_colour)
carbon_parent.add_client_colour(/datum/client_colour/manual_heart_blood, REF(src))
add_colour = FALSE
/datum/component/manual_heart/proc/on_update_blood_status(datum/source, had_blood, has_blood, new_blood_volume, old_blood_volume)
SIGNAL_HANDLER
if (has_blood)
restart()
else
pause()
///If a new heart is added, start processing.
/datum/component/manual_heart/proc/check_added_organ(mob/organ_owner, obj/item/organ/new_organ)
SIGNAL_HANDLER
var/obj/item/organ/heart/new_heart = new_organ
if(!istype(new_heart) || !check_valid())
return
COOLDOWN_START(src, heart_timer, pump_delay)
pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS)
var/mob/living/carbon/carbon_parent = parent
if(istype(carbon_parent))
carbon_parent.remove_client_colour(REF(src)) //prevents red overlay from getting stuck
START_PROCESSING(SSdcs, src)
///If the heart is removed, stop processing.
/datum/component/manual_heart/proc/check_removed_organ(mob/organ_owner, obj/item/organ/removed_organ)
SIGNAL_HANDLER
var/obj/item/organ/heart/removed_heart = removed_organ
if(istype(removed_heart))
pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS)
STOP_PROCESSING(SSdcs, src)
///Helper proc to check if processing can be restarted.
/datum/component/manual_heart/proc/check_valid()
var/mob/living/carbon/carbon_parent = parent
var/obj/item/organ/heart/parent_heart = carbon_parent.get_organ_slot(ORGAN_SLOT_HEART)
return !isnull(parent_heart) && CAN_HAVE_BLOOD(carbon_parent) && carbon_parent.stat != DEAD
///Action to pump your heart. Cooldown will always be set to 1 second less than the pump delay.
/datum/action/cooldown/manual_heart
name = "Pump your blood"
cooldown_time = 2 SECONDS
check_flags = NONE
button_icon = 'icons/obj/medical/organs/organs.dmi'
button_icon_state = "cursedheart-off"
/datum/action/cooldown/manual_heart/Activate(atom/atom_target)
. = ..()
SEND_SIGNAL(owner, COMSIG_HEART_MANUAL_PULSE)
///The action button is only available when you're a living carbon with blood and a heart.
/datum/action/cooldown/manual_heart/IsAvailable(feedback = FALSE)
var/mob/living/carbon/heart_haver = owner
if(!istype(heart_haver) || !CAN_HAVE_BLOOD(heart_haver) || heart_haver.stat == DEAD)
return FALSE
var/obj/item/organ/heart/heart_havers_heart = heart_haver.get_organ_slot(ORGAN_SLOT_HEART)
if(isnull(heart_havers_heart))
return FALSE
return ..()
#undef MANUAL_HEART_GRACE_PERIOD