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

317 lines
13 KiB
Plaintext

//His Grace is a very special weapon granted only to traitor chaplains.
//When awakened, He thirsts for blood and begins ticking a "bloodthirst" counter.
//The wielder of His Grace is immune to stuns and gradually heals.
//If the wielder fails to feed His Grace in time, He will devour them and become incredibly aggressive.
//Leaving His Grace alone for some time will reset His thirst and put Him to sleep.
//Using His Grace effectively requires extreme speed and care.
/obj/item/his_grace
name = "artistic toolbox"
desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
icon = 'icons/obj/storage/toolbox.dmi'
icon_state = "green"
inhand_icon_state = "toolbox_green"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
w_class = WEIGHT_CLASS_GIGANTIC
force = 12
demolition_mod = 1.25
attack_verb_continuous = list("robusts")
attack_verb_simple = list("robust")
hitsound = 'sound/items/weapons/smash.ogg'
drop_sound = 'sound/items/handling/toolbox/toolbox_drop.ogg'
pickup_sound = 'sound/items/handling/toolbox/toolbox_pickup.ogg'
gender = MALE
var/awakened = FALSE
var/bloodthirst = HIS_GRACE_SATIATED
var/prev_bloodthirst = HIS_GRACE_SATIATED
var/force_bonus = 0
var/ascended = FALSE
var/victims_needed = 25
var/ascend_bonus = 15
/obj/item/his_grace/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(istype(tool,/obj/item/slimepotion/genderchange))
var/turf/T = get_turf(src)
var/mob/living/holder
if(istype(loc, /mob/living))
holder = loc
if(gender == MALE)
gender = FEMALE
if(awakened)
name = "Her Grace"
else if (!ascended)
desc = "A toolbox painted bright pink. Looking at it makes you feel uneasy."
icon_state = "pink"
inhand_icon_state = "toolbox_pink"
T.visible_message(span_boldwarning("[src] starts to look a little... girly?"))
else if(gender == FEMALE)
gender = MALE
if(awakened)
name = "His Grace"
else if (!ascended)
desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
icon_state = "green"
inhand_icon_state = "toolbox_green"
T.visible_message(span_boldwarning("[src] begins to look a little more... manly?"))
if(holder)
holder.remove_status_effect(/datum/status_effect/his_grace)
qdel(tool)
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/his_grace/Initialize(mapload)
. = ..()
START_PROCESSING(SSprocessing, src)
SSpoints_of_interest.make_point_of_interest(src)
RegisterSignal(src, COMSIG_MOVABLE_POST_THROW, PROC_REF(move_gracefully))
update_appearance()
/obj/item/his_grace/Destroy()
STOP_PROCESSING(SSprocessing, src)
for(var/mob/living/L in src)
L.forceMove(get_turf(src))
return ..()
/obj/item/his_grace/update_icon_state()
if(ascended)
icon_state = "gold"
inhand_icon_state = "toolbox_gold"
else if(gender == MALE)
icon_state = "green"
inhand_icon_state = "toolbox_green"
else if(gender == FEMALE)
icon_state = "pink"
inhand_icon_state = "toolbox_pink"
return ..()
/obj/item/his_grace/update_overlays()
. = ..()
if(ascended)
. += "triple_latch"
else if(awakened)
. += "single_latch_open"
else
. += "single_latch"
/obj/item/his_grace/attack_self(mob/living/user)
if(!awakened)
INVOKE_ASYNC(src, PROC_REF(awaken), user)
/obj/item/his_grace/attack(mob/living/M, mob/user)
if(awakened && M.stat)
if(gender == FEMALE)
var/dx = M.x - user.x
var/dy = M.y - user.y
if(dx && dy)
var/obj/item/reagent_containers/spray/chemsprayer/party/party_popper = new /obj/item/reagent_containers/spray/chemsprayer/party(get_turf(user))
dx = dx / abs(dx)
dy = dy / abs(dy)
party_popper.spray(locate(M.x + dx * 2, M.y + dy * 2, M.z), user)
qdel(party_popper)
consume(M)
else
..()
/obj/item/his_grace/item_ctrl_click(mob/user)
//you can't pull his grace
return NONE
/obj/item/his_grace/examine(mob/user)
. = ..()
if(awakened)
switch(bloodthirst)
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
. += span_his_grace("[src] isn't very hungry. Not yet.")
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
. += span_his_grace("[src] would like a snack.")
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
. += span_his_grace("[src] is quite hungry now.")
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
. += span_his_grace("[src] is openly salivating at the sight of you. Be careful.")
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
. += "<span class='his_grace bold'>You walk a fine line. [src] is very close to devouring you.</span>"
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
. += "<span class='his_grace bold'>[src] is shaking violently and staring directly at you.</span>"
else
. += span_his_grace("[src] is latched closed.")
/obj/item/his_grace/relaymove(mob/living/user, direction) //Allows changelings, etc. to climb out of Him after they revive, provided He isn't active
if(!awakened)
user.forceMove(get_turf(src))
user.visible_message(span_warning("[user] scrambles out of [src]!"), span_notice("You climb out of [src]!"))
/obj/item/his_grace/process(seconds_per_tick)
if(!bloodthirst)
drowse()
return
if(bloodthirst < HIS_GRACE_CONSUME_OWNER && !ascended)
adjust_bloodthirst((1 + FLOOR(LAZYLEN(contents) * 0.5, 1)) * seconds_per_tick) //Maybe adjust this?
else
adjust_bloodthirst(1 * seconds_per_tick) //don't cool off rapidly once we're at the point where His Grace consumes all.
var/mob/living/master = get_atom_on_turf(src, /mob/living)
if(!isnull(master) && (src in master.held_items))
switch(bloodthirst)
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
master.visible_message(span_boldwarning("[src] turns on [master]!"), "<span class='his_grace big bold'>[src] turns on you!</span>")
do_attack_animation(master, null, src)
master.emote("scream")
master.remove_status_effect(/datum/status_effect/his_grace)
REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
master.Paralyze(60)
master.adjust_brute_loss(master.maxHealth)
playsound(master, 'sound/effects/splat.ogg', 100, FALSE)
else
master.apply_status_effect(/datum/status_effect/his_grace,gender)
return
forceMove(get_turf(src)) //no you can't put His Grace in a locker you just have to deal with Him
if(bloodthirst < HIS_GRACE_CONSUME_OWNER)
return
if(bloodthirst >= HIS_GRACE_FALL_ASLEEP)
drowse()
return
var/list/targets = list()
for(var/mob/living/L in oview(2, src))
targets += L
if(!LAZYLEN(targets))
return
var/mob/living/L = pick(targets)
step_to(src, L)
if(Adjacent(L))
if(!L.stat)
L.visible_message(span_warning("[src] lunges at [L]!"), "<span class='his_grace big bold'>[src] lunges at you!</span>")
do_attack_animation(L, null, src)
playsound(L, 'sound/items/weapons/smash.ogg', 50, TRUE)
playsound(L, 'sound/effects/desecration/desecration-01.ogg', 50, TRUE)
L.adjust_brute_loss(force)
adjust_bloodthirst(-5) //Don't stop attacking they're right there!
else
consume(L)
/obj/item/his_grace/proc/awaken(mob/user) //Good morning, Mr. Grace.
if(awakened)
return
awakened = TRUE
user.visible_message(span_boldwarning("[src] begins to rattle. [p_They()] thirsts."), span_his_grace("You flick [src]'s latch up. You hope this is a good idea."))
name = p_Their() + " Grace"
desc = "A bloodthirsty artifact created by a profane rite."
adjust_bloodthirst(1)
force_bonus = HIS_GRACE_FORCE_BONUS * LAZYLEN(contents)
notify_ghosts(
"[user.real_name] has awoken [src]!",
source = src,
header = "All Hail [src]!",
)
playsound(user, 'sound/effects/pope_entry.ogg', 100)
update_appearance()
move_gracefully()
/obj/item/his_grace/proc/move_gracefully()
SIGNAL_HANDLER
if(!awakened)
return
spasm_animation()
/obj/item/his_grace/proc/drowse() //Good night, Mr. Grace.
if(!awakened || ascended)
return
var/turf/T = get_turf(src)
T.visible_message(span_boldwarning("[src] slowly stops rattling and falls still, [p_Their()] latch snapping shut."))
playsound(loc, 'sound/items/weapons/batonextend.ogg', 100, TRUE)
name = initial(name)
if(gender == MALE)
desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
else if (gender == FEMALE)
desc = "A toolbox painted bright pink. Looking at it makes you feel uneasy."
animate(src, transform=matrix())
force = initial(force)
force_bonus = initial(force_bonus)
awakened = FALSE
bloodthirst = 0
update_appearance()
/obj/item/his_grace/proc/consume(mob/living/meal) //Here's your dinner, Mr. Grace.
if(!meal)
return
var/victims = 0
meal.visible_message(span_warning("[src] swings open and devours [meal]!"), "<span class='his_grace big bold'>[src] consumes you!</span>")
meal.adjust_brute_loss(200)
playsound(meal, 'sound/effects/desecration/desecration-02.ogg', 75, TRUE)
playsound(src, 'sound/items/eatfood.ogg', 100, TRUE)
meal.forceMove(src)
force_bonus += HIS_GRACE_FORCE_BONUS
prev_bloodthirst = bloodthirst
if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER)
bloodthirst = max(LAZYLEN(contents), 1) //Never fully sated, and His hunger will only grow.
else
bloodthirst = HIS_GRACE_CONSUME_OWNER
for(var/mob/living/C in contents)
if(C.mind)
victims++
if(victims >= victims_needed)
ascend()
update_stats()
/obj/item/his_grace/proc/adjust_bloodthirst(amt)
prev_bloodthirst = bloodthirst
if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER && !ascended)
bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_SATIATED, HIS_GRACE_CONSUME_OWNER)
else if(!ascended)
bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_CONSUME_OWNER, HIS_GRACE_FALL_ASLEEP)
update_stats()
/obj/item/his_grace/proc/update_stats()
REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
var/mob/living/master = get_atom_on_turf(src, /mob/living)
if (isnull(master))
return
switch(bloodthirst)
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
if(HIS_GRACE_CONSUME_OWNER > prev_bloodthirst)
master.visible_message(span_userdanger("[src] enters a frenzy!"))
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
ADD_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
if(HIS_GRACE_STARVING > prev_bloodthirst)
master.visible_message(span_boldwarning("[src] is starving!"), "<span class='his_grace big'>[src]'s bloodlust overcomes you. [src] must be fed, or you will become [p_Their()] meal.\
[force_bonus < 15 ? " And still, [p_Their()] power grows.":""]</span>")
force_bonus = max(force_bonus, 15)
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
ADD_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
if(HIS_GRACE_FAMISHED > prev_bloodthirst)
master.visible_message(span_warning("[src] is very hungry!"), "<span class='his_grace big'>Spines sink into your hand. [src] must feed immediately.\
[force_bonus < 10 ? " [p_Their()] power grows.":""]</span>")
force_bonus = max(force_bonus, 10)
if(prev_bloodthirst >= HIS_GRACE_STARVING)
master.visible_message(span_warning("[src] is now only very hungry!"), "<span class='his_grace big'>Your bloodlust recedes.</span>")
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
if(HIS_GRACE_HUNGRY > prev_bloodthirst)
master.visible_message(span_warning("[src] is getting hungry."), "<span class='his_grace big'>You feel [src]'s hunger within you.\
[force_bonus < 5 ? " [p_Their()] power grows.":""]</span>")
force_bonus = max(force_bonus, 5)
if(prev_bloodthirst >= HIS_GRACE_FAMISHED)
master.visible_message(span_warning("[src] is now only somewhat hungry."), span_his_grace("[src]'s hunger recedes a little..."))
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
if(HIS_GRACE_PECKISH > prev_bloodthirst)
master.visible_message(span_warning("[src] is feeling snackish."), span_his_grace("[src] begins to hunger."))
if(prev_bloodthirst >= HIS_GRACE_HUNGRY)
master.visible_message(span_warning("[src] is now only a little peckish."), "<span class='his_grace big'>[src]'s hunger recedes somewhat...</span>")
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
if(prev_bloodthirst >= HIS_GRACE_PECKISH)
master.visible_message(span_warning("[src] is satiated."), "<span class='his_grace big'>[src]'s hunger recedes...</span>")
force = initial(force) + force_bonus
/obj/item/his_grace/proc/ascend()
if(ascended)
return
var/mob/living/carbon/human/master = loc
force_bonus += ascend_bonus
desc = "A legendary toolbox and a distant artifact from The Age of Three Powers. On its three latches engraved are the words \"The Sun\", \"The Moon\", and \"The Stars\". The entire toolbox has the words \"The World\" engraved into its sides."
ascended = TRUE
update_appearance()
playsound(src, 'sound/effects/his_grace/his_grace_ascend.ogg', 100)
if(istype(master))
master.update_held_items()
master.visible_message("<span class='his_grace big bold'>Gods will be watching.</span>")
name = "[master]'s mythical toolbox of three powers"
master.client?.give_award(/datum/award/achievement/misc/ascension, master)