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https://github.com/Aurorastation/Aurora.3.git
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11a9a2d644
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.
451 lines
16 KiB
Plaintext
451 lines
16 KiB
Plaintext
#define SCRAMBLE_CACHE_LEN 20
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/*
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Datum based languages. Easily editable and modular.
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*/
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/datum/language
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/// Fluff name of language if any.
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var/name = "an unknown language"
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/// a shortened name, for use when languages need to be identified
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var/short
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/// Short description for 'Check Languages'.
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var/desc = "A language."
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/// 'says', 'hisses', 'farts'.
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var/list/speech_verb = list("says")
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/// Used when sentence ends in a ?
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var/list/ask_verb = list("asks")
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/// Used when sentence ends in a !
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var/list/exclaim_verb = list("exclaims")
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/// Used when a sentence ends in !!
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var/list/shout_verb = list("shouts", "yells", "screams")
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/// Optional. When not specified speech_verb + quietly/softly is used instead.
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var/list/whisper_verb = null
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/// list of emotes that might be displayed if this language has NONVERBAL or SIGNLANG flags
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var/list/signlang_verb = list("signs")
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/// The verb displayed when a user sings their message
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var/list/sing_verb = list("sings")
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/// 5 messages changing depending on the length of the signed language. A space should be added before the sentence as shown
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var/list/sign_adv_length = list(" briefly", " a short message", " a message", " a lengthy message", " a very lengthy message")
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/// CSS style to use for strings in this language.
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var/colour = "body"
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/// CSS style used when writing language down, can't be written if null
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var/written_style
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/// Character used to speak in language eg. :o for Unathi.
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var/key = "x"
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/// Various language flags.
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var/flags = 0
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/// If set, non-native speakers will have trouble speaking.
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var/native
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/// Used when scrambling text for a non-speaker.
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var/list/syllables
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/// Likelihood of getting a period and a space in the random scramble string
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var/period_chance = 5
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/// Likelihood of getting a space in the random scramble string
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var/space_chance = 55
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/// List of languages that can /somehwat/ understand it, format is: name = chance of understanding a word
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var/list/partial_understanding
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/// Whether machines can parse and understand this language
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var/machine_understands = TRUE
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/// Whether the accent tag will display when this language is used
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var/allow_accents = FALSE
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/// forces the language to parse for language keys even when a default is set
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var/always_parse_language = FALSE
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/// A map of unscrambled words -> scrambled words, for scrambling.
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var/list/scramble_cache = list()
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/datum/language/proc/get_random_name(var/gender, name_count=2, syllable_count=4, syllable_divisor=2)
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if(!syllables || !syllables.len)
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if(gender==FEMALE)
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return capitalize(pick(GLOB.first_names_female)) + " " + capitalize(pick(GLOB.last_names))
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else
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return capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names))
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var/full_name = ""
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var/new_name = ""
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for(var/i = 0;i<name_count;i++)
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new_name = ""
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for(var/x = rand(FLOOR(syllable_count/syllable_divisor, 1),syllable_count);x>0;x--)
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new_name += pick(syllables)
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full_name += " [capitalize(lowertext(new_name))]"
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return "[trim(full_name)]"
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/// Scrambles the spoken line by looping through every word in the line, calling scramble_word, and then returning the final result
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/datum/language/proc/scramble(var/input, var/list/known_languages)
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// the chance that someone will recognize one of the words
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var/understand_chance = 0
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for(var/datum/language/L in known_languages)
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if(LAZYACCESS(partial_understanding, L.name))
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understand_chance += partial_understanding[L.name]
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// singing automatically adds musical notes to the line, we don't want to scramble those
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var/static/list/music_notes = list("\u2669", "\u266A", "\u266B")
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// splits the line into a list of words
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var/list/words_in_line = splittext(input, " ")
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// this list will be populated by the word created below
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var/list/scrambled_text = list()
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// marks the start of a new sentence in the for loop
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var/new_sentence = FALSE
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// loop through the list of words, scrambling it if the listener doesn't understand it, just putting it in if they can partially understand it
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var/word_index = 1
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for(var/word in words_in_line)
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var/list/scramble_results = process_word_prescramble(word, "[word] ", word_index, new_sentence, understand_chance, music_notes)
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var/new_word = scramble_results[1]
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new_sentence = scramble_results[2]
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scrambled_text += new_word
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word_index++
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. = jointext(scrambled_text, null)
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. = capitalize(.)
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. = trim(.)
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/// Handles the word before it's scrambled, and then scrambles it if necessary. Returns the new word as the first result, and whether it's a new sentence or not as the second
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/datum/language/proc/process_word_prescramble(var/original_word, var/new_word, var/word_index, var/new_sentence, var/understand_chance, var/list/music_notes)
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var/input_ending = copytext(original_word, length(original_word))
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var/ends_sentence = findtext(".?!", input_ending)
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if(!prob(understand_chance) && !(original_word in music_notes))
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new_word = scramble_word(original_word)
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if(new_sentence)
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new_word = capitalize(new_word)
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new_sentence = FALSE
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if(ends_sentence)
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new_word = trim(new_word)
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new_word = "[new_word][input_ending] "
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if(ends_sentence)
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new_sentence = TRUE
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return list(new_word, new_sentence)
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/// Scrambles one single word by using the syllables within the syllable list to construct a new word of approximately the same length
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/datum/language/proc/scramble_word(var/input)
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if(!length(syllables))
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return stars(input)
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// If the input is cached already, move it to the end of the cache and return it
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if(input in scramble_cache)
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var/n = scramble_cache[input]
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scramble_cache -= input
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scramble_cache[input] = n
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return n
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var/input_size = length(input)
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var/input_size_required = scrambled_word_size_requirement(input_size)
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var/scrambled_text = ""
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var/capitalize = FALSE
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// loops until the size of the text we've constructed is bigger than the word we're scrambling
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while(length(scrambled_text) < input_size_required)
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// selects one of the syllables out of the syllable list
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var/next = pick(syllables)
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// if we're starting a new sentence, capitalize the first word
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if(capitalize)
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next = capitalize(next)
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capitalize = FALSE
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// adds the picked syllable to the scramble list
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scrambled_text += next
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// we don't want to add any additional text if it pushes us over the size of the word itself,
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// otherwise the next word won't be capitalized, or will have a double space in front of itself
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if(length(scrambled_text) < input_size_required - 2)
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// returns a value between 1 and 100, which will be used to determine if we should add a period and start a new word
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var/chance = rand(100)
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// adds a period and starts a new sentence
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if(chance <= period_chance)
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scrambled_text += ". "
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capitalize = TRUE
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// just adds a space
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else if(chance <= space_chance)
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scrambled_text += " "
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// Add it to cache, cutting old entries if the list is too long
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scramble_cache[input] = scrambled_text
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if(length(scramble_cache) > SCRAMBLE_CACHE_LEN)
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scramble_cache.Cut(1, length(scramble_cache) - (SCRAMBLE_CACHE_LEN - 1))
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return scrambled_text
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/datum/language/proc/scrambled_word_size_requirement(var/input_size)
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return input_size
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/datum/language/proc/format_message(message, verb)
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return "[verb], <span class='message'>[colourize("\"[capitalize(message)]\"")]</span>"
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/datum/language/proc/format_message_plain(message, verb)
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return "[verb], \"[capitalize(message)]\""
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/// Wraps text in this language's colour span.
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/datum/language/proc/colourize(message)
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return "<span class='[colour]'>[message]</span>"
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/datum/language/proc/get_talkinto_msg_range(message)
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// if you yell, you'll be heard from two tiles over instead of one
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return (copytext(message, length(message)) == "!") ? 2 : 1
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/datum/language/proc/broadcast(var/mob/living/speaker, var/message, var/speaker_mask)
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log_say("[key_name(speaker)] : ([name]) [message]")
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if(!speaker_mask)
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speaker_mask = speaker.name
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message = format_message(message, get_spoken_verb(message))
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for(var/mob/player in GLOB.player_list)
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player.hear_broadcast(src, speaker, speaker_mask, message)
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/mob/proc/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
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if((language in languages) && language.check_special_condition(src))
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var/msg = "<i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> [message]</span></i>"
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to_chat(src, msg)
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/mob/abstract/new_player/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
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return
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/mob/abstract/ghost/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
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if(speaker.name == speaker_name || antagHUD)
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to_chat(src, "[ghost_follow_link(speaker, src)] <i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> [message]</span></i>")
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else
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to_chat(src, "<i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> [message]</span></i>")
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/datum/language/proc/check_special_condition(var/mob/other)
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return 1
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/datum/language/proc/get_spoken_verb(var/msg_end, var/pre_end, var/singing = FALSE, var/whisper = FALSE)
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var/chosen_verb = speech_verb
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if(singing)
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return pick(sing_verb)
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if(whisper)
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return pick(whisper_verb)
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switch(msg_end)
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if("!")
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if(pre_end == "!" || pre_end == "?")
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chosen_verb = shout_verb
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else
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chosen_verb = exclaim_verb
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if("?")
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if(pre_end == "!")
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chosen_verb = shout_verb
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else
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chosen_verb = ask_verb
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else
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chosen_verb = speech_verb
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return pick(chosen_verb)
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/datum/language/proc/handle_message_mode(var/message_mode)
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return list(src, message_mode)
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/**
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* Checks if a language with special physical requirements can be spoken by a mob
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* Returns `TRUE` if allowed to, `FALSE` otherwise
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*
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* * speaker - A `mob` to check for the ability to speak the language
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*/
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/datum/language/proc/check_speech_restrict(mob/speaker)
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SHOULD_NOT_SLEEP(TRUE)
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return TRUE
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/**
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* Adds a language to the known ones for the mob, returns `TRUE` if added successfully, `FALSE` otherwise
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*
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* Does NOT make it the default language
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*
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* * language - The language to add, can either be a `/datum/language` or a string, see the LANGUAGE_* defines in `code\__DEFINES\species_languages.dm` for the strings
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*/
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/mob/proc/add_language(language)
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SHOULD_NOT_SLEEP(TRUE)
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var/datum/language/new_language
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if(istype(language, /datum/language))
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new_language = language
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else
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new_language = GLOB.all_languages[language]
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if(!istype(new_language) || !new_language)
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crash_with("ERROR: Language [language] not found in list of all languages. The language you're looking for may have been moved, renamed, or removed. Please recheck the spelling of the name.")
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if(new_language in languages)
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return FALSE
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languages.Add(new_language)
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return TRUE
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/**
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* Set default language for a `/mob/living`, return `TRUE` if set successfully, `FALSE` otherwise
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*
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* * language - The language to set as default, can either be a `/datum/language`, a string as per `LANGUAGE_*` defines in `code\__DEFINES\species_languages.dm`,
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* or `null` to remove the default language
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*/
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/mob/living/proc/set_default_language(language)
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SHOULD_NOT_SLEEP(TRUE)
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var/datum/language/new_default_language
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if(istype(language, /datum/language))
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new_default_language = language
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else
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new_default_language = GLOB.all_languages[language]
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if(!isnull(new_default_language) && !istype(new_default_language))
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stack_trace("ERROR: Language [language] not found in list of all languages. The language you're looking for may have been moved, renamed, or removed. Please recheck the spelling of the name.")
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return FALSE
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if(!isnull(new_default_language) && !(new_default_language in languages))
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stack_trace("Trying to set a default language that is not known by the mob! The language must first be added for it to be set as default!")
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return FALSE
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default_language = new_default_language
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return TRUE
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//Silicons can only speak languages listed in the `speech_synthesizer_langs`, even if they can understand more
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/mob/living/silicon/set_default_language(language)
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//Return FALSE if they can't speak this language
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if(!(language in speech_synthesizer_langs))
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return FALSE
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. = ..()
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/mob/proc/remove_language(var/rem_language)
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var/datum/language/L = GLOB.all_languages[rem_language]
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. = (L in languages)
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languages.Remove(L)
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/mob/living/remove_language(rem_language)
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var/datum/language/L = GLOB.all_languages[rem_language]
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if(default_language == L)
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default_language = null
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return ..()
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/**
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* Check if the language can be spoken by the mob,
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* not the same thing as understood (you can understand a language without speaking it)
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*
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* * speaking - The `/datum/language` to check against, if the mob can speak it
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*
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* Returns `TRUE` if the mob speaks the language, `FALSE` otherwise
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*/
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/mob/proc/can_speak(datum/language/speaking)
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SHOULD_NOT_SLEEP(TRUE)
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SHOULD_BE_PURE(TRUE)
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if(!istype(speaking))
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stack_trace("No language supplied to check if it can be spoken!")
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return FALSE
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return (speaking.check_speech_restrict(src) && (universal_speak || (speaking && speaking.flags & INNATE) || (speaking in src.languages)))
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/mob/proc/get_language_prefix()
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if(client && client.prefs.language_prefixes && client.prefs.language_prefixes.len)
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return client.prefs.language_prefixes[1]
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return GLOB.config.language_prefixes[1]
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/mob/proc/is_language_prefix(var/prefix)
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if(client && client.prefs.language_prefixes && client.prefs.language_prefixes.len)
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return prefix in client.prefs.language_prefixes
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return prefix in GLOB.config.language_prefixes
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/// Caches the trigger regex per prefix-set so it isn't rebuilt each message.
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GLOBAL_LIST_EMPTY(language_trigger_regex_cache)
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/// Returns a cached regex matching a language prefix at message start or after whitespace.
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/mob/proc/get_language_trigger_regex()
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var/list/prefixes = (client?.prefs?.language_prefixes?.len) ? client.prefs.language_prefixes : GLOB.config.language_prefixes
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var/cache_key = jointext(prefixes, "")
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. = GLOB.language_trigger_regex_cache[cache_key]
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if(.)
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return
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var/list/escaped = list()
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for(var/prefix in prefixes)
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escaped += "\\[prefix]"
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. = regex("(^|\\s)(\[[jointext(escaped, "")]\])", "g")
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GLOB.language_trigger_regex_cache[cache_key] = .
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/mob/verb/check_languages()
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set name = "Check Known Languages"
|
|
set category = "IC.Language"
|
|
set src = usr
|
|
|
|
var/dat = "<b><font size = 5>Known Languages</font></b><br/><br/>"
|
|
|
|
for(var/datum/language/L in languages)
|
|
if(!(L.flags & NONGLOBAL))
|
|
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b><br/>[L.desc]<br/><br/>"
|
|
if(L.written_style)
|
|
dat += "You can write in this language on papers by writing \[lang=[L.key]\]YourTextHere\[/lang\].<br/><br/>"
|
|
|
|
src << browse(HTML_SKELETON(dat), "window=checklanguage")
|
|
return
|
|
|
|
/mob/living/check_languages()
|
|
var/dat = "<b><font size = 5>Known Languages</font></b><br/><br/>"
|
|
|
|
if(default_language)
|
|
dat += "Current default language: [default_language] - <a href='byond://?src=[REF(src)];default_lang=reset'>reset</a><br/><br/>"
|
|
|
|
for(var/datum/language/L in languages)
|
|
if(!(L.flags & NONGLOBAL))
|
|
if(L == default_language)
|
|
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 if(can_speak(L))
|
|
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/>"
|
|
else
|
|
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b> - cannot speak!<br/>[L.desc]<br/><br/>"
|
|
if(L.written_style)
|
|
dat += "You can write in this language on papers by writing \[lang=[L.key]\]YourTextHere\[/lang\].<br/><br/>"
|
|
|
|
src << browse(HTML_SKELETON(dat), "window=checklanguage")
|
|
|
|
/mob/living/Topic(href, href_list)
|
|
if(href_list["default_lang"])
|
|
if(href_list["default_lang"] == "reset")
|
|
set_default_language(null)
|
|
else
|
|
var/datum/language/L = locate(href_list["default_lang"])
|
|
if(L && (L in languages))
|
|
set_default_language(L)
|
|
check_languages()
|
|
return 1
|
|
else
|
|
return ..()
|
|
|
|
/proc/transfer_languages(var/mob/source, var/mob/target, var/except_flags)
|
|
for(var/datum/language/L in source.languages)
|
|
if(L.flags & except_flags)
|
|
continue
|
|
target.add_language(L.name)
|
|
|
|
#undef SCRAMBLE_CACHE_LEN
|