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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.