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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! /🆑
89 lines
3.1 KiB
Plaintext
89 lines
3.1 KiB
Plaintext
/// Pretty simple mob which creates areas of rust and has a rust-creating projectile spell
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/mob/living/basic/heretic_summon/rust_walker
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name = "\improper Rust Walker"
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real_name = "Rusty"
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desc = "A grinding, clanking construct which leaches life from its surroundings with every armoured step."
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icon_state = "rust_walker_s"
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base_icon_state = "rust_walker"
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icon_living = "rust_walker_s"
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maxHealth = 100
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health = 100
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melee_damage_lower = 15
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melee_damage_upper = 20
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sight = SEE_TURFS
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speed = 1
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ai_controller = /datum/ai_controller/basic_controller/rust_walker
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/mob/living/basic/heretic_summon/rust_walker/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/footstep, FOOTSTEP_MOB_RUST)
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var/static/list/grantable_spells = list(
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/datum/action/cooldown/spell/aoe/rust_conversion = BB_GENERIC_ACTION,
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/datum/action/cooldown/spell/basic_projectile/rust_wave/short = BB_TARGETED_ACTION,
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)
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grant_actions_by_list(grantable_spells)
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/mob/living/basic/heretic_summon/rust_walker/setDir(newdir)
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. = ..()
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update_appearance(UPDATE_ICON_STATE)
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/mob/living/basic/heretic_summon/rust_walker/update_icon_state()
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. = ..()
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if(stat == DEAD) // We usually delete on death but just in case
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return
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if(dir & NORTH)
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icon_state = "[base_icon_state]_n"
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else if(dir & SOUTH)
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icon_state = "[base_icon_state]_s"
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icon_living = icon_state
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/mob/living/basic/heretic_summon/rust_walker/Life(seconds_per_tick = SSMOBS_DT, times_fired)
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. = ..()
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if(!.) //dead or deleted
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return
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var/turf/our_turf = get_turf(src)
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if(HAS_TRAIT(our_turf, TRAIT_RUSTY))
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adjust_brute_loss(-3 * seconds_per_tick)
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return ..()
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/// Converts unconverted terrain, sprays pocket sand around
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/datum/ai_controller/basic_controller/rust_walker
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
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)
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk/rust
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planning_subtrees = list(
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/datum/ai_planning_subtree/escape_captivity,
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/datum/ai_planning_subtree/use_mob_ability/rust_walker,
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/targeted_mob_ability,
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/datum/ai_planning_subtree/attack_obstacle_in_path,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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)
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/// Moves a lot if healthy and on rust (to find more tiles to rust) or unhealthy and not on rust (to find healing rust)
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/// Still moving in random directions though we're not really seeking it out
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/datum/idle_behavior/idle_random_walk/rust
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/datum/idle_behavior/idle_random_walk/rust/perform_idle_behavior(seconds_per_tick, datum/ai_controller/controller)
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var/mob/living/our_mob = controller.pawn
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var/turf/our_turf = get_turf(our_mob)
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if (HAS_TRAIT(our_turf, TRAIT_RUSTY))
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walk_chance = (our_mob.health < our_mob.maxHealth) ? 10 : 50
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else
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walk_chance = (our_mob.health < our_mob.maxHealth) ? 50 : 10
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return ..()
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/// Use if we're not stood on rust right now
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/datum/ai_planning_subtree/use_mob_ability/rust_walker
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/datum/ai_planning_subtree/use_mob_ability/rust_walker/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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var/turf/our_turf = get_turf(controller.pawn)
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if (HAS_TRAIT(our_turf, TRAIT_RUSTY))
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return
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return ..()
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