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Batrachophreno af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00

434 lines
15 KiB
Plaintext

#define SCRAMBLE_CACHE_LEN 20
/*
Datum based languages. Easily editable and modular.
*/
/datum/language
/// Fluff name of language if any.
var/name = "an unknown language"
/// a shortened name, for use when languages need to be identified
var/short
/// Short description for 'Check Languages'.
var/desc = "A language."
/// 'says', 'hisses', 'farts'.
var/list/speech_verb = list("says")
/// Used when sentence ends in a ?
var/list/ask_verb = list("asks")
/// Used when sentence ends in a !
var/list/exclaim_verb = list("exclaims")
/// Used when a sentence ends in !!
var/list/shout_verb = list("shouts", "yells", "screams")
/// Optional. When not specified speech_verb + quietly/softly is used instead.
var/list/whisper_verb = null
/// list of emotes that might be displayed if this language has NONVERBAL or SIGNLANG flags
var/list/signlang_verb = list("signs")
/// The verb displayed when a user sings their message
var/list/sing_verb = list("sings")
/// 5 messages changing depending on the length of the signed language. A space should be added before the sentence as shown
var/list/sign_adv_length = list(" briefly", " a short message", " a message", " a lengthy message", " a very lengthy message")
/// CSS style to use for strings in this language.
var/colour = "body"
/// CSS style used when writing language down, can't be written if null
var/written_style
/// Character used to speak in language eg. :o for Unathi.
var/key = "x"
/// Various language flags.
var/flags = 0
/// If set, non-native speakers will have trouble speaking.
var/native
/// Used when scrambling text for a non-speaker.
var/list/syllables
/// Likelihood of getting a period and a space in the random scramble string
var/period_chance = 5
/// Likelihood of getting a space in the random scramble string
var/space_chance = 55
/// List of languages that can /somehwat/ understand it, format is: name = chance of understanding a word
var/list/partial_understanding
/// Whether machines can parse and understand this language
var/machine_understands = TRUE
/// Whether the accent tag will display when this language is used
var/allow_accents = FALSE
/// forces the language to parse for language keys even when a default is set
var/always_parse_language = FALSE
/// A map of unscrambled words -> scrambled words, for scrambling.
var/list/scramble_cache = list()
/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(GLOB.first_names_female)) + " " + capitalize(pick(GLOB.last_names))
else
return capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names))
var/full_name = ""
var/new_name = ""
for(var/i = 0;i<name_count;i++)
new_name = ""
for(var/x = rand(FLOOR(syllable_count/syllable_divisor, 1),syllable_count);x>0;x--)
new_name += pick(syllables)
full_name += " [capitalize(lowertext(new_name))]"
return "[trim(full_name)]"
/// Scrambles the spoken line by looping through every word in the line, calling scramble_word, and then returning the final result
/datum/language/proc/scramble(var/input, var/list/known_languages)
// the chance that someone will recognize one of the words
var/understand_chance = 0
for(var/datum/language/L in known_languages)
if(LAZYACCESS(partial_understanding, L.name))
understand_chance += partial_understanding[L.name]
// singing automatically adds musical notes to the line, we don't want to scramble those
var/static/list/music_notes = list("\u2669", "\u266A", "\u266B")
// splits the line into a list of words
var/list/words_in_line = splittext(input, " ")
// this list will be populated by the word created below
var/list/scrambled_text = list()
// marks the start of a new sentence in the for loop
var/new_sentence = FALSE
// 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
var/word_index = 1
for(var/word in words_in_line)
var/list/scramble_results = process_word_prescramble(word, "[word] ", word_index, new_sentence, understand_chance, music_notes)
var/new_word = scramble_results[1]
new_sentence = scramble_results[2]
scrambled_text += new_word
word_index++
. = jointext(scrambled_text, null)
. = capitalize(.)
. = trim(.)
/// 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
/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)
var/input_ending = copytext(original_word, length(original_word))
var/ends_sentence = findtext(".?!", input_ending)
if(!prob(understand_chance) && !(original_word in music_notes))
new_word = scramble_word(original_word)
if(new_sentence)
new_word = capitalize(new_word)
new_sentence = FALSE
if(ends_sentence)
new_word = trim(new_word)
new_word = "[new_word][input_ending] "
if(ends_sentence)
new_sentence = TRUE
return list(new_word, new_sentence)
/// Scrambles one single word by using the syllables within the syllable list to construct a new word of approximately the same length
/datum/language/proc/scramble_word(var/input)
if(!length(syllables))
return stars(input)
// If the input is cached already, move it to the end of the cache and return it
if(input in scramble_cache)
var/n = scramble_cache[input]
scramble_cache -= input
scramble_cache[input] = n
return n
var/input_size = length(input)
var/input_size_required = scrambled_word_size_requirement(input_size)
var/scrambled_text = ""
var/capitalize = FALSE
// loops until the size of the text we've constructed is bigger than the word we're scrambling
while(length(scrambled_text) < input_size_required)
// selects one of the syllables out of the syllable list
var/next = pick(syllables)
// if we're starting a new sentence, capitalize the first word
if(capitalize)
next = capitalize(next)
capitalize = FALSE
// adds the picked syllable to the scramble list
scrambled_text += next
// we don't want to add any additional text if it pushes us over the size of the word itself,
// otherwise the next word won't be capitalized, or will have a double space in front of itself
if(length(scrambled_text) < input_size_required - 2)
// returns a value between 1 and 100, which will be used to determine if we should add a period and start a new word
var/chance = rand(100)
// adds a period and starts a new sentence
if(chance <= period_chance)
scrambled_text += ". "
capitalize = TRUE
// just adds a space
else if(chance <= space_chance)
scrambled_text += " "
// Add it to cache, cutting old entries if the list is too long
scramble_cache[input] = scrambled_text
if(length(scramble_cache) > SCRAMBLE_CACHE_LEN)
scramble_cache.Cut(1, length(scramble_cache) - (SCRAMBLE_CACHE_LEN - 1))
return scrambled_text
/datum/language/proc/scrambled_word_size_requirement(var/input_size)
return input_size
/datum/language/proc/format_message(message, verb)
return "[verb], <span class='message'><span class='[colour]'>\"[capitalize(message)]\"</span></span>"
/datum/language/proc/format_message_plain(message, verb)
return "[verb], \"[capitalize(message)]\""
/datum/language/proc/format_message_radio(message, verb)
return "[verb], <span class='[colour]'>\"[capitalize(message)]\"</span>"
/datum/language/proc/get_talkinto_msg_range(message)
// if you yell, you'll be heard from two tiles over instead of one
return (copytext(message, length(message)) == "!") ? 2 : 1
/datum/language/proc/broadcast(var/mob/living/speaker, var/message, var/speaker_mask)
log_say("[key_name(speaker)] : ([name]) [message]")
if(!speaker_mask)
speaker_mask = speaker.name
message = format_message(message, get_spoken_verb(message))
for(var/mob/player in GLOB.player_list)
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>"
to_chat(src, msg)
/mob/abstract/new_player/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
return
/mob/abstract/ghost/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
if(speaker.name == speaker_name || antagHUD)
to_chat(src, "[ghost_follow_link(speaker, src)] <i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> [message]</span></i>")
else
to_chat(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
/datum/language/proc/get_spoken_verb(var/msg_end, var/pre_end, var/singing = FALSE, var/whisper = FALSE)
var/chosen_verb = speech_verb
if(singing)
return pick(sing_verb)
if(whisper)
return pick(whisper_verb)
switch(msg_end)
if("!")
if(pre_end == "!" || pre_end == "?")
chosen_verb = shout_verb
else
chosen_verb = exclaim_verb
if("?")
if(pre_end == "!")
chosen_verb = shout_verb
else
chosen_verb = ask_verb
else
chosen_verb = speech_verb
return pick(chosen_verb)
/datum/language/proc/handle_message_mode(var/message_mode)
return list(src, message_mode)
/**
* Checks if a language with special physical requirements can be spoken by a mob
* Returns `TRUE` if allowed to, `FALSE` otherwise
*
* * speaker - A `mob` to check for the ability to speak the language
*/
/datum/language/proc/check_speech_restrict(mob/speaker)
SHOULD_NOT_SLEEP(TRUE)
return TRUE
/**
* Adds a language to the known ones for the mob, returns `TRUE` if added successfully, `FALSE` otherwise
*
* Does NOT make it the default language
*
* * 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
*/
/mob/proc/add_language(language)
SHOULD_NOT_SLEEP(TRUE)
var/datum/language/new_language
if(istype(language, /datum/language))
new_language = language
else
new_language = GLOB.all_languages[language]
if(!istype(new_language) || !new_language)
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.")
if(new_language in languages)
return FALSE
languages.Add(new_language)
return TRUE
/**
* Set default language for a `/mob/living`, return `TRUE` if set successfully, `FALSE` otherwise
*
* * 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`,
* or `null` to remove the default language
*/
/mob/living/proc/set_default_language(language)
SHOULD_NOT_SLEEP(TRUE)
var/datum/language/new_default_language
if(istype(language, /datum/language))
new_default_language = language
else
new_default_language = GLOB.all_languages[language]
if(!isnull(new_default_language) && !istype(new_default_language))
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.")
return FALSE
if(!isnull(new_default_language) && !(new_default_language in languages))
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!")
return FALSE
default_language = new_default_language
return TRUE
//Silicons can only speak languages listed in the `speech_synthesizer_langs`, even if they can understand more
/mob/living/silicon/set_default_language(language)
//Return FALSE if they can't speak this language
if(!(language in speech_synthesizer_langs))
return FALSE
. = ..()
/mob/proc/remove_language(var/rem_language)
var/datum/language/L = GLOB.all_languages[rem_language]
. = (L in languages)
languages.Remove(L)
/mob/living/remove_language(rem_language)
var/datum/language/L = GLOB.all_languages[rem_language]
if(default_language == L)
default_language = null
return ..()
/**
* Check if the language can be spoken by the mob,
* not the same thing as understood (you can understand a language without speaking it)
*
* * speaking - The `/datum/language` to check against, if the mob can speak it
*
* Returns `TRUE` if the mob speaks the language, `FALSE` otherwise
*/
/mob/proc/can_speak(datum/language/speaking)
SHOULD_NOT_SLEEP(TRUE)
SHOULD_BE_PURE(TRUE)
if(!istype(speaking))
stack_trace("No language supplied to check if it can be spoken!")
return FALSE
return (speaking.check_speech_restrict(src) && (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 GLOB.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 GLOB.config.language_prefixes
/mob/verb/check_languages()
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