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## 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! /🆑
129 lines
5.2 KiB
Plaintext
129 lines
5.2 KiB
Plaintext
/datum/action/cooldown/mob_cooldown/fire_breath
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name = "Fire Breath"
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button_icon = 'icons/effects/magic.dmi'
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button_icon_state = "fireball"
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desc = "Breathe a line of flames towards the target."
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cooldown_time = 3 SECONDS
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/// The range of the fire
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var/fire_range = 15
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/// The sound played when you use this ability
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var/fire_sound = 'sound/effects/magic/fireball.ogg'
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/// Time to wait between spawning each fire turf
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var/fire_delay = 1.5 DECISECONDS
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/// How hot is our fire
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var/fire_temperature = DRAKE_FIRE_TEMP
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/// 'How much' fire do we expose the turf to?
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var/fire_volume = DRAKE_FIRE_EXPOSURE
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/// How much damage do you take when engulfed?
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var/fire_damage = 20
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/// How much damage to mechs take when engulfed?
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var/mech_damage = 45
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/datum/action/cooldown/mob_cooldown/fire_breath/Activate(atom/target_atom)
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disable_cooldown_actions()
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attack_sequence(target_atom)
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StartCooldown()
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enable_cooldown_actions()
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return TRUE
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/// Apply our specific fire breathing shape, in proc form so we can override it in subtypes
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/datum/action/cooldown/mob_cooldown/fire_breath/proc/attack_sequence(atom/target)
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playsound(owner.loc, fire_sound, 200, TRUE)
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fire_line(target)
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/// Breathe fire in a line towards the target, optionally rotated at an offset from the target
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/datum/action/cooldown/mob_cooldown/fire_breath/proc/fire_line(atom/target, offset)
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if (isnull(target))
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return
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var/turf/target_turf = get_ranged_target_turf_direct(owner, target, fire_range, offset)
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var/list/turfs = get_line(owner, target_turf) - get_turf(owner)
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INVOKE_ASYNC(src, PROC_REF(progressive_fire_line), turfs)
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/// Creates fire with a delay on the list of targeted turfs
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/datum/action/cooldown/mob_cooldown/fire_breath/proc/progressive_fire_line(list/burn_turfs)
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if (QDELETED(owner) || owner.stat == DEAD)
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return
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// Guys we have already hit, no double dipping
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var/list/hit_list = list(owner) // also don't burn ourselves
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for(var/turf/target_turf in burn_turfs)
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if (target_turf.is_blocked_turf(exclude_mobs = TRUE))
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return
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burn_turf(target_turf, hit_list, owner)
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sleep(fire_delay)
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/// Finally spawn the actual fire, spawns the fire hotspot in case you want to recolour it or something
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/datum/action/cooldown/mob_cooldown/fire_breath/proc/burn_turf(turf/fire_turf, list/hit_list, mob/living/source)
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var/obj/effect/hotspot/fire_hotspot = new /obj/effect/hotspot(fire_turf, fire_volume, fire_temperature)
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fire_turf.hotspot_expose(fire_temperature, fire_volume, TRUE)
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for(var/mob/living/barbecued in fire_turf.contents)
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if(barbecued in hit_list)
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continue
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hit_list |= barbecued
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on_burn_mob(barbecued, source)
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for(var/obj/vehicle/sealed/mecha/robotron in fire_turf.contents)
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if(robotron in hit_list)
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continue
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hit_list |= robotron
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robotron.take_damage(mech_damage, BURN, FIRE)
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return fire_hotspot
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/// Do something unpleasant to someone we set on fire
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/datum/action/cooldown/mob_cooldown/fire_breath/proc/on_burn_mob(mob/living/barbecued, mob/living/source)
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if(fire_temperature <= TCMB)
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barbecued.apply_status_effect(/datum/status_effect/ice_block_talisman, 2 SECONDS)
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to_chat(barbecued, span_userdanger("You're frozen solid by [source]'s icy breath!"))
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else
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to_chat(barbecued, span_userdanger("You are burned by [source]'s fire breath!"))
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barbecued.adjust_fire_loss(fire_damage)
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/// Shoot three lines of fire in a sort of fork pattern approximating a cone
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/datum/action/cooldown/mob_cooldown/fire_breath/cone
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name = "Fire Cone"
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desc = "Breathe several lines of fire directed at a target."
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/// The angles relative to the target that shoot lines of fire
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var/list/angles = list(-40, 0, 40)
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/datum/action/cooldown/mob_cooldown/fire_breath/cone/attack_sequence(atom/target)
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playsound(owner.loc, fire_sound, 200, TRUE)
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for(var/offset in angles)
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fire_line(target, offset)
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/// Shoot fire in a whole bunch of directions
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/datum/action/cooldown/mob_cooldown/fire_breath/mass_fire
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name = "Mass Fire"
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button_icon = 'icons/effects/fire.dmi'
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button_icon_state = "light"
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desc = "Breathe flames in all directions."
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cooldown_time = 10.5 SECONDS
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click_to_activate = FALSE
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/// How many fire lines do we produce to turn a full circle?
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var/sectors = 12
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/// How long do we wait between each spin?
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var/breath_delay = 2.5 SECONDS
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/// How many full circles do we perform?
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var/total_spins = 3
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/datum/action/cooldown/mob_cooldown/fire_breath/mass_fire/Activate(atom/target_atom)
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target_atom = get_step(owner, owner.dir) // Just shoot it forwards, we don't need to click on someone for this one
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return ..()
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/datum/action/cooldown/mob_cooldown/fire_breath/mass_fire/attack_sequence(atom/target)
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var/queued_spins = 0
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for (var/i in 1 to total_spins)
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var/delay = queued_spins * breath_delay
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queued_spins++
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addtimer(CALLBACK(src, PROC_REF(fire_spin), target, queued_spins), delay)
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/// Breathe fire in a circle, with a slight angle offset based on which of our several circles it is
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/datum/action/cooldown/mob_cooldown/fire_breath/mass_fire/proc/fire_spin(target, spin_count)
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if (QDELETED(owner) || owner.stat == DEAD)
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return // Too dead to spin
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playsound(owner.loc, fire_sound, 200, TRUE)
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var/angle_increment = 360 / sectors
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var/additional_offset = spin_count * angle_increment / 2
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for (var/i in 1 to sectors)
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fire_line(target, (angle_increment * i) + (additional_offset))
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