Rewrites Saycode and Langchat to add support for multiple languages in
one message, including audible emotes.
<img width="1139" height="338" alt="image"
src="https://github.com/user-attachments/assets/25e26932-7a6e-4c54-ab74-56fffb92ecad"
/>
Here's some samples to explain how to mix languages.
<img width="422" height="26" alt="image"
src="https://github.com/user-attachments/assets/e1b176cc-8625-4dc9-83c8-a053d3f310e6"
/>
`Languages ,2 can be mixed ,3 like this.`
<img width="540" height="21" alt="image"
src="https://github.com/user-attachments/assets/19156c67-4670-4d7a-84d7-26e527de2676"
/>
`!explains, ,2Emotes work too. ,0The text will get auto-quoted.`
<img width="592" height="18" alt="image"
src="https://github.com/user-attachments/assets/cfc31c5c-2383-41c8-82be-b36836339321"
/>
`,3Most languages ,0can be ,2mixed ,1arbitrarily, ,3any number of
,0times.`
<img width="636" height="20" alt="image"
src="https://github.com/user-attachments/assets/388b4f9d-192a-4374-ac31-bbd4e4e5dfe4"
/>
`,2Emotes. ,eAnd he nods. ,3They don't have to come first anymore.`
There are some exceptions. The exceptions are currently anything with
any of the flags `SIGNLANG`, `HIVEMIND`, `PRESSUREPROOF`,
`KNOWONLYHEAR`. Exceptions work the same as current languages do: they
must be the first language in the message. If so, they prevent switching
into any other language mid-message; if they're not first, they just
wont trigger.
They're exceptions currently because there's not really a clean way that
I or the people I asked for help on this one to make them look nice.
`SIGNLANG` for example doesn't scramble text, it shows it's own `
gestures a lengthy message.` text for those that don't understand. Could
we just replace every instance of sign language with that if somebody
doesn't understand? Probably. It would look pretty awful though. e.g.
`Alina Eskelinen says, "Hello." Alina Eskelinen gestures a short
message.`
This definitely needs testmerging because it more or less rewrites the
entire pipeline surrounding `say`. The `say` code itself had to be
rewritten to support the multiple languages, as well as all the existing
plumbing for listeners receiving messages. In return though, it's
significantly more straightforward and hopefully by extension easier for
people to add to in the future.
Primarily, instead of having four different `hear_say`, `hear_radio`,
`hear_sleep`, etc., routes for messages to come through, every single
audible message is received by `hear_message`, which is responsible for
figuring out how clear the message is (is the radio damaged? is it a
whisper we're eavesdropping on?), who needs to receive it in their
chatbox, formatting it correctly for each listener, and finally if any
npc or object within range needs to react to it in some way, like a
parrot or a mech.
changelog:
- rscadd: "Adds code-switching: you can now speak in multiple languages
in the same message."
- rscadd: "Adds audible emotes to the language list. They can be
triggered with ,e."
- rscdel: "Removes SSrunechat."
- refactor: "Rewrote langchat in order to support multiple languages and
partial comprehension."
- refactor: "Rewrote a vast majority of all saycode and the code
responsible for displaying saytext to clients."
- bugfix: "Sleeping mobs are no longer able to understand all
languages."
- bugfix: "Langchat now correctly shows the appropriate comprehension
for all viewers rather than all viewers sharing the comprehension of the
last viewer."
- bugfix: "Languages which are supposed to be invisible when not
understood no longer appear as scrambled overhead text."
Forgive me whoever has to review this. Biggest areas that have room for
error is stuff like a borer inside someone's head, and Dionae stuff. Old
langchat had odd exceptions for those and I was forced to rewrite it
entirely, but I think I got it all back to how it was working before.
Moves all HUD screen object icon files from various scattered locations
to icons/hud. No changes made to any icon_states in this PR, no
player-facing changes. Part of larger icon organization work and in
preparation for action button rework.
As title, requested by Diona lore with the intention of making Geras
more viable fighting simplemobs - particularly if you want to play one
as a miner.
This is the same rank of armour as a Vaurca Bulwark, though missing
their substantive brute modifier. This has been implemented as melee
armour instead of a brute modifier so they aren't any less susceptible
to projectiles.
Doesn't apply to Coeus Dionae.
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Initial experiment
* holy shit the pain of this rabbit hole
* F
* F
* F
* F
* FFF
* FFFF
* FFFFFFFFF
* FFFFFFFFFF
* FF
* ffffff
* ffffffff
* F^F
* FFFFFF
* F
* Robusted
* F
* Some readability, hopefully
* Fear
* Aurora was a mistake
* Horrors beyond our comprehension
* Use the appropriate macro across the tests
* Brah
* FF
* Mute janitors robusting the ling
* Frail doctors revealing to be more trained than a KGB sleeper agent when the crew armory opens
* FFFFFFF
* gujbjh
* Shitcode, shitcode everywhere
* Pain
* Cursed codebase
* Fix AI mask qdel, SQL tests to macro
* Attempt at github grouping
* Take two
* Brah
* Maybe this looks better
* Different formatting
* FFS
* Visuals
* pain
* FFFFF
* hyuh
* fgdsgd
* igyguybujgb
* Just calling the parent here
* dsfs
* fdsaf
* Move more pieces to use the macros
* Finish moving to macro
* gah
* Changelog, some touchups
* Fix another found runtime
* GDI
Diona now feel pain, although they only take 70% of the pain other species experience.
Unathi now get a unique pain message, instead of the dear god one.
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
bugfix: "Fixed teargas doing practically nothing."
bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
bugfix: "Fixed undefined values on the CMC."
bugfix: "Fixed dionae not regenerating damage."
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS.
other changes:
IPCs can now be flashed or flashbanged.
Admin spawn paths have been added for subspecies that did not have them.
IPCs are no longer slowed by being cold.
Changes: Industrial IPC burn modifier changed to 1.1. Baseline IPC burn modifier changed to 1.2. Industrial IPCs should tank more damage, baselines should tank less due to their more agile frame, though brute is still only moderately effective against baselines. They aren't brittle but aren't tanky like industrials. This also makes baselines take a fair bit more damage from remaining in a vacuum, which they took very little before. Industrials were applied this in a bit of an unfair way, however, given they are walking heat sinks and should be treated as such. Both will still get roasted by lasers, the baseline moreso than the industrial.
changes:
Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
Updates the unit tests to reflect our codebase, and not Bay's.
Also disables the indentation test until further notice, because it's dumb in its present form and function. Creates more trouble than it's worth.
Moves the Supply Shuttle and tests air in both locations.
turned the air test into a "helper" proc.
Changed the world.dm message when unit testing is enabled so folks aren't caught off guard when the server shutsdown after testing.