Merge remote-tracking branch 'bay12-upstream/master' into development

This commit is contained in:
skull132
2016-10-07 00:58:39 +03:00
1594 changed files with 53994 additions and 48590 deletions
+1 -1
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@@ -25,7 +25,7 @@
speech_verb = "says"
whisper_verb = "whispers"
key = "0"
flags = RESTRICTED | COMMON_VERBS
flags = RESTRICTED
syllables = list("blah","blah","blah","bleh","meh","neh","nah","wah")
//TODO flag certain languages to use the mob-type specific say_quote and then get rid of these.
+46 -22
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@@ -5,21 +5,21 @@
*/
/datum/language
var/name = "an unknown language" // Fluff name of language if any.
var/desc = "A language." // Short description for 'Check Languages'.
var/speech_verb = "says" // 'says', 'hisses', 'farts'.
var/ask_verb = "asks" // Used when sentence ends in a ?
var/exclaim_verb = "exclaims" // Used when sentence ends in a !
var/whisper_verb // Optional. When not specified speech_verb + quietly/softly is used instead.
var/signlang_verb = list() // list of emotes that might be displayed if this language has NONVERBAL or SIGNLANG flags
var/colour = "body" // CSS style to use for strings in this language.
var/key = "x" // Character used to speak in language eg. :o for Unathi.
var/flags = 0 // Various language flags.
var/native // If set, non-native speakers will have trouble speaking.
var/list/syllables // Used when scrambling text for a non-speaker.
var/list/space_chance = 55 // Likelihood of getting a space in the random scramble string.
var/name = "an unknown language" // Fluff name of language if any.
var/desc = "A language." // Short description for 'Check Languages'.
var/speech_verb = "says" // 'says', 'hisses', 'farts'.
var/ask_verb = "asks" // Used when sentence ends in a ?
var/exclaim_verb = "exclaims" // Used when sentence ends in a !
var/whisper_verb = "whispers" // Optional. When not specified speech_verb + quietly/softly is used instead.
var/signlang_verb = list("signs") // list of emotes that might be displayed if this language has NONVERBAL or SIGNLANG flags
var/colour = "body" // CSS style to use for strings in this language.
var/key = "x" // Character used to speak in language eg. :o for Unathi.
var/flags = 0 // Various language flags.
var/native // If set, non-native speakers will have trouble speaking.
var/list/syllables // Used when scrambling text for a non-speaker.
var/list/space_chance = 55 // Likelihood of getting a space in the random scramble string
/datum/language/proc/get_random_name(var/gender, name_count=2, syllable_count=4)
/datum/language/proc/get_random_name(var/gender, name_count=2, syllable_count=4, syllable_divisor=2)
if(!syllables || !syllables.len)
if(gender==FEMALE)
return capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
@@ -31,7 +31,7 @@
for(var/i = 0;i<name_count;i++)
new_name = ""
for(var/x = rand(Floor(syllable_count/2),syllable_count);x>0;x--)
for(var/x = rand(Floor(syllable_count/syllable_divisor),syllable_count);x>0;x--)
new_name += pick(syllables)
full_name += " [capitalize(lowertext(new_name))]"
@@ -101,11 +101,24 @@
log_say("[key_name(speaker)] : ([name]) [message]")
if(!speaker_mask) speaker_mask = speaker.name
var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> [format_message(message, get_spoken_verb(message))]</span></i>"
message = format_message(message, get_spoken_verb(message))
for(var/mob/player in player_list)
if(istype(player,/mob/dead) || ((src in player.languages) && check_special_condition(player)))
player << msg
player.hear_broadcast(src, speaker, speaker_mask, message)
/mob/proc/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
if((language in languages) && language.check_special_condition(src))
var/msg = "<i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> [message]</span></i>"
src << msg
/mob/new_player/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
return
/mob/dead/observer/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
if(speaker.name == speaker_name || antagHUD)
src << "<i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> ([ghost_follow_link(speaker, src)]) [message]</span></i>"
else
src << "<i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> [message]</span></i>"
/datum/language/proc/check_special_condition(var/mob/other)
return 1
@@ -142,9 +155,20 @@
// Can we speak this language, as opposed to just understanding it?
/mob/proc/can_speak(datum/language/speaking)
return (universal_speak || (speaking && speaking.flags & INNATE) || speaking in src.languages)
/mob/proc/get_language_prefix()
if(client && client.prefs.language_prefixes && client.prefs.language_prefixes.len)
return client.prefs.language_prefixes[1]
return config.language_prefixes[1]
/mob/proc/is_language_prefix(var/prefix)
if(client && client.prefs.language_prefixes && client.prefs.language_prefixes.len)
return prefix in client.prefs.language_prefixes
return prefix in config.language_prefixes
//TBD
/mob/verb/check_languages()
set name = "Check Known Languages"
@@ -155,7 +179,7 @@
for(var/datum/language/L in languages)
if(!(L.flags & NONGLOBAL))
dat += "<b>[L.name] (:[L.key])</b><br/>[L.desc]<br/><br/>"
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
return
@@ -169,9 +193,9 @@
for(var/datum/language/L in languages)
if(!(L.flags & NONGLOBAL))
if(L == default_language)
dat += "<b>[L.name] (:[L.key])</b> - default - <a href='byond://?src=\ref[src];default_lang=reset'>reset</a><br/>[L.desc]<br/><br/>"
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b> - default - <a href='byond://?src=\ref[src];default_lang=reset'>reset</a><br/>[L.desc]<br/><br/>"
else
dat += "<b>[L.name] (:[L.key])</b> - <a href='byond://?src=\ref[src];default_lang=\ref[L]'>set default</a><br/>[L.desc]<br/><br/>"
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b> - <a href='byond://?src=\ref[src];default_lang=\ref[L]'>set default</a><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
+52 -14
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@@ -1,5 +1,5 @@
/datum/language/diona
name = "Rootspeak"
name = LANGUAGE_ROOTSPEAK
desc = "A creaking, subvocal language spoken instinctively by the Dionaea. Due to the unique makeup of the average Diona, a phrase of Rootspeak can be a combination of anywhere from one to twelve individual voices and notes."
speech_verb = "creaks and rustles"
ask_verb = "creaks"
@@ -15,7 +15,7 @@
return new_name
/datum/language/unathi
name = "Sinta'unathi"
name = LANGUAGE_UNATHI
desc = "The common language of Moghes, composed of sibilant hisses and rattles. Spoken natively by Unathi."
speech_verb = "hisses"
ask_verb = "hisses"
@@ -23,17 +23,19 @@
colour = "soghun"
key = "o"
flags = WHITELISTED
syllables = list("ss","ss","ss","ss","skak","seeki","resh","las","esi","kor","sh")
/datum/language/unathi/get_random_name()
var/new_name = ..()
while(findtextEx(new_name,"sss",1,null))
new_name = replacetext(new_name, "sss", "ss")
return capitalize(new_name)
space_chance = 40
syllables = list(
"za", "az", "ze", "ez", "zi", "iz", "zo", "oz", "zu", "uz", "zs", "sz",
"ha", "ah", "he", "eh", "hi", "ih", "ho", "oh", "hu", "uh", "hs", "sh",
"la", "al", "le", "el", "li", "il", "lo", "ol", "lu", "ul", "ls", "sl",
"ka", "ak", "ke", "ek", "ki", "ik", "ko", "ok", "ku", "uk", "ks", "sk",
"sa", "as", "se", "es", "si", "is", "so", "os", "su", "us", "ss", "ss",
"ra", "ar", "re", "er", "ri", "ir", "ro", "or", "ru", "ur", "rs", "sr",
"a", "a", "e", "e", "i", "i", "o", "o", "u", "u", "s", "s"
)
/datum/language/tajaran
name = "Siik'maas"
name = LANGUAGE_SIIK_MAAS
desc = "The traditionally employed tongue of Ahdomai, composed of expressive yowls and chirps. Native to the Tajaran."
speech_verb = "mrowls"
ask_verb = "mrowls"
@@ -56,7 +58,7 @@
return new_name
/datum/language/skrell
name = "Skrellian"
name = LANGUAGE_SKRELLIAN
desc = "A melodic and complex language spoken by the Skrell of Qerrbalak. Some of the notes are inaudible to humans."
speech_verb = "warbles"
ask_verb = "warbles"
@@ -131,13 +133,13 @@
return 0
/datum/language/human
name = "Sol Common"
name = LANGUAGE_SOL_COMMON
desc = "A bastardized hybrid of informal English and elements of Mandarin Chinese; the common language of the Sol system."
speech_verb = "says"
whisper_verb = "whispers"
colour = "solcom"
key = "1"
flags = RESTRICTED
flags = WHITELISTED
//syllables are at the bottom of the file
@@ -158,6 +160,42 @@
else
return ..()
/datum/language/machine
name = LANGUAGE_EAL
desc = "A language of encoded tones that allow for IPCs to communicate auditorily between each other in a manner that allows for easier transfer of information."
speech_verb = "beeps"
ask_verb = "beeps"
exclaim_verb = "loudly beeps"
colour = "changeling"
key = "6"
flags = RESTRICTED | NO_STUTTER
syllables = list("beep","beep","beep","beep","beep","boop","boop","boop","bop","bop","dee","dee","doo","doo","hiss","hss","buzz","buzz","bzz","ksssh","keey","wurr","wahh","tzzz")
space_chance = 10
/datum/language/machine/get_random_name()
if(prob(70))
return "[pick(list("PBU","HIU","SINA","ARMA","OSI"))]-[rand(100, 999)]"
return pick(ai_names)
/datum/language/resomi
name = LANGUAGE_RESOMI
desc = "A trilling language spoken by the diminutive Resomi."
speech_verb = "chirps"
ask_verb = "chirrups"
exclaim_verb = "trills"
colour = "alien"
key = "v"
flags = WHITELISTED
space_chance = 50
syllables = list(
"ca", "ra", "ma", "sa", "na", "ta", "la", "sha", "scha", "a", "a",
"ce", "re", "me", "se", "ne", "te", "le", "she", "sche", "e", "e",
"ci", "ri", "mi", "si", "ni", "ti", "li", "shi", "schi", "i", "i"
)
/datum/language/resomi/get_random_name(gender)
return ..(gender, 1, 4, 1.5)
//Syllable Lists
/*
This list really long, mainly because I can't make up my mind about which mandarin syllables should be removed,
+2 -2
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@@ -24,14 +24,14 @@
for (var/mob/M in dead_mob_list)
if(!istype(M,/mob/new_player) && !istype(M,/mob/living/carbon/brain)) //No meta-evesdropping
M.show_message("[message_start] [message_body]", 2)
M.show_message("[message_start] ([ghost_follow_link(speaker, M)]) [message_body]", 2)
for (var/mob/living/S in living_mob_list)
if(drone_only && !istype(S,/mob/living/silicon/robot/drone))
continue
else if(istype(S , /mob/living/silicon/ai))
message_start = "<i><span class='game say'>[name], <a href='byond://?src=\ref[S];track2=\ref[S];track=\ref[speaker];trackname=[html_encode(speaker.name)]'><span class='name'>[speaker.name]</span></a>"
message_start = "<i><span class='game say'>[name], <a href='byond://?src=\ref[S];track2=\ref[S];track=\ref[speaker];trackname=[html_encode(speaker.name)]'><span class='name'>[speaker.name]</span></a></span></i>"
else if (!S.binarycheck())
continue