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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

80 lines
2.6 KiB
Plaintext

/**
* ## death drops element!
*
* bespoke element that spawn can spawn one or multiple objects when a mob is killed
*/
/datum/element/death_drops
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// What items the target drops when killed
var/list/loot
/// Should the items not be dropped when gibbed?
var/no_gib_drops
/datum/element/death_drops/Attach(datum/target, list/loot, no_gib_drops = FALSE)
. = ..()
if(!isliving(target))
return ELEMENT_INCOMPATIBLE
if(!loot)
stack_trace("[type] added to [target] with NO LOOT.")
src.loot = loot
src.no_gib_drops = no_gib_drops
RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
/datum/element/death_drops/Detach(datum/target)
. = ..()
UnregisterSignal(target, COMSIG_LIVING_DEATH)
///signal called by the stat of the target changing
/datum/element/death_drops/proc/on_death(mob/living/target, gibbed)
SIGNAL_HANDLER
if (no_gib_drops && gibbed)
return
var/list/spawn_loot = null
if (islist(loot))
spawn_loot = loot.Copy()
else
spawn_loot = list(loot)
var/atom/loot_loc = target.drop_location()
if (SEND_SIGNAL(target, COMSIG_LIVING_DROP_LOOT, spawn_loot, gibbed) & COMPONENT_NO_LOOT_DROP)
return
var/list/all_loot = list()
for(var/thing_to_spawn in spawn_loot)
for(var/i in 1 to (spawn_loot[thing_to_spawn] || 1))
all_loot += create_loot(thing_to_spawn, loot_loc, target, gibbed, spread_px = spawn_loot.len * 3)
list_clear_nulls(all_loot) // in case of gibbed corpses
SEND_SIGNAL(target, COMSIG_LIVING_DROPPED_LOOT, all_loot, gibbed)
/// Handles creating the loots
/datum/element/death_drops/proc/create_loot(typepath, atom/loot_loc, mob/living/dead, gibbed, spread_px = 4)
if(ispath(typepath, /obj/effect/mob_spawn/corpse))
return handle_corpse(typepath, loot_loc, dead, gibbed)
var/drop = new typepath(loot_loc)
if(isitem(drop) && spread_px)
var/obj/item/dropped_item = drop
var/clamped_px = clamp(spread_px, 0, 16)
dropped_item.pixel_x = rand(-clamped_px, clamped_px)
dropped_item.pixel_y = rand(-clamped_px, clamped_px)
return drop
/// Handles snowflake case of mob corpses
/datum/element/death_drops/proc/handle_corpse(typepath, atom/loot_loc, mob/living/dead, gibbed)
var/obj/effect/mob_spawn/corpse/spawner = new typepath(loot_loc, TRUE)
var/mob/living/body = spawner.create()
// done before the gib check so the bodyparts will be damaged
body.set_brute_loss(dead.get_brute_loss())
body.set_fire_loss(dead.get_fire_loss())
// if gibbed, dispose of the body
if(gibbed)
body.gib(DROP_ALL_REMAINS)
return null
// otherwise continue with the rest of the damage types
body.set_tox_loss(dead.get_tox_loss())
body.set_oxy_loss(dead.get_oxy_loss())
return body