Files
Aurora.3/code/modules/mob/abstract/new_player/new_player.dm
T
lewandGitHub 11a9a2d644 Multi-Languages: a complete Saycode rewrite (#22637)
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.
2026-06-11 10:47:26 +00:00

476 lines
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/mob/abstract/new_player
var/ready = 0
var/spawning = 0 //Referenced when you want to delete the new_player later on in the code
var/datum/late_choices/late_choices_ui = null
universal_speak = 1
invisibility = 101
density = FALSE
stat = DEAD
canmove = 0
anchored = 1 // don't get pushed around
simulated = FALSE
var/last_ready_name // This has to be saved because the client is nulled prior to Logout()
INITIALIZE_IMMEDIATE(/mob/abstract/new_player)
/mob/abstract/new_player/Initialize(mapload)
. = ..()
GLOB.dead_mob_list -= src
attempt_moving_new_player_on_marker_turf()
/mob/abstract/new_player/proc/attempt_moving_new_player_on_marker_turf()
//If it's set, move the new_player mob to it, otherwise reschedule to check in a bit
if(istype(GLOB.lobby_mobs_location))
src.forceMove(GLOB.lobby_mobs_location)
else
//Atoms loading have finished supposedly, there should be a marker down for this, if not found throw a stack trace
if(SSATOMS_IS_PROBABLY_DONE)
stack_trace("The map is supposedly loaded, but GLOB.lobby_mobs_location is not set, unable to move the lobby mob!")
return
addtimer(CALLBACK(src, PROC_REF(attempt_moving_new_player_on_marker_turf)), 5 SECONDS, TIMER_STOPPABLE | TIMER_DELETE_ME)
/mob/abstract/new_player/Destroy()
QDEL_NULL(late_choices_ui)
return ..()
/mob/abstract/new_player/get_status_tab_items()
. = ..()
if(!istype(SSticker))
return
if(SSticker.hide_mode == ROUNDTYPE_SECRET)
. += "Game Mode: Secret"
else if (SSticker.hide_mode == ROUNDTYPE_MIXED_SECRET)
. += "Game Mode: Mixed Secret"
else
. += "Game Mode: [GLOB.master_mode]" // Old setting for showing the game mode
if(SSticker.current_state == GAME_STATE_PREGAME)
. += "Time To Start: [SSticker.pregame_timeleft][GLOB.round_progressing ? "" : " (DELAYED)"]"
. += "Players: [length(GLOB.player_list)] Players Ready: [SSticker.total_players_ready]"
if(LAZYLEN(SSticker.ready_player_jobs))
. += ""
. += ""
. += "Group antagonists ready:"
var/list/ready_special_roles = list()
//Get the list of all the players, if they are ready, get their special roles (aka antagonists) preferences and count them up in a list
for(var/mob/abstract/new_player/player in GLOB.player_list)
if(!player.ready)
continue
for(var/special_role in player?.client?.prefs?.be_special_role)
ready_special_roles[special_role] += 1
//Get the list of all antagonist types, if they require more than one person to spawn, check that there's at least one candidate and if so list the number of candidates for it
for(var/antag_type in GLOB.all_antag_types)
var/datum/antagonist/possible_antag_type = GLOB.all_antag_types[antag_type]
if(possible_antag_type.initial_spawn_req > 1)
if(ready_special_roles[possible_antag_type.role_type])
. += "[possible_antag_type.role_text_plural]: [ready_special_roles[possible_antag_type.role_type]]"
. += ""
. += ""
. += "Characters ready:"
for(var/dept in SSticker.ready_player_jobs)
if(LAZYLEN(SSticker.ready_player_jobs[dept]))
. += "[uppertext(dept)]"
for(var/char in SSticker.ready_player_jobs[dept])
. += "[copytext_char(char, 1, 18)]: [SSticker.ready_player_jobs[dept][char]]"
/mob/abstract/new_player/Topic(href, href_list[])
if(!client) return 0
if(href_list["show_preferences"])
client.prefs.ShowChoices(src)
return 1
if(href_list["ready"])
if(SSticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started
// Cannot join without a saved character, if we're on SQL saves.
if (GLOB.config.sql_saves && !client.prefs.current_character)
alert(src, "You have not saved your character yet. Please do so before readying up.")
return
if(client.unacked_warning_count > 0)
alert(src, "You can not ready up, because you have unacknowledged warnings or notifications. Acknowledge them in OOC->Warnings and Notifications.")
return
var/new_ready_state = text2num(href_list["ready"])
if(SSticker.prevent_unready && new_ready_state == FALSE)
tgui_alert(src, "You may not unready during Odyssey setup!", "Odyssey")
return
ready = new_ready_state
else
ready = 0
if(href_list["observe"])
new_player_observe()
return TRUE
if(href_list["late_join"])
if(SSticker.current_state != GAME_STATE_PLAYING)
to_chat(usr, SPAN_WARNING("The round is either not ready, or has already finished..."))
return
// Cannot join without a saved character, if we're on SQL saves.
if (GLOB.config.sql_saves && !client.prefs.current_character)
alert(src, "You have not saved your character yet. Please do so before attempting to join.")
return
if(!check_rights(R_ADMIN, 0))
var/datum/species/S = GLOB.all_species[client.prefs.species]
if((S.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(src, client.prefs.species) && GLOB.config.usealienwhitelist)
to_chat(usr, SPAN_DANGER("You are currently not whitelisted to play [client.prefs.species]."))
return 0
if(!(S.spawn_flags & CAN_JOIN))
to_chat(usr, SPAN_DANGER("Your current species, [client.prefs.species], is not available for play on the [station_name(TRUE)]."))
return 0
LateChoices()
if(href_list["manifest"])
ViewManifest()
if(href_list["ghostspawner"])
if(!ROUND_IS_STARTED)
to_chat(usr, SPAN_WARNING("The round hasn't started yet!"))
return
SSghostroles.ui_interact(usr)
if(href_list["SelectedJob"])
if(!GLOB.config.enter_allowed)
to_chat(usr, SPAN_NOTICE("There is an administrative lock on entering the game!"))
return
else if(SSticker.mode && SSticker.mode.explosion_in_progress)
to_chat(usr, SPAN_DANGER("The [station_name(TRUE)] is currently exploding. Joining would go poorly."))
return
if(client.unacked_warning_count > 0)
alert(usr, "You can not join the game, because you have unacknowledged warnings or notifications. Acknowledge them in OOC->Warnings and Notifications.")
return
var/datum/species/S = GLOB.all_species[client.prefs.species]
if((S.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(src, client.prefs.species) && GLOB.config.usealienwhitelist)
to_chat(usr, SPAN_DANGER("You are currently not whitelisted to play [client.prefs.species]."))
return 0
if(!(S.spawn_flags & CAN_JOIN))
to_chat(usr, SPAN_DANGER("Your current species, [client.prefs.species], is not available for play on the [station_name(TRUE)]."))
return 0
AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint)
return
if(!ready && href_list["preference"])
if(client)
client.prefs.process_link(src, href_list)
if(href_list["showpoll"])
handle_player_polling()
return
if(href_list["showpolllink"])
show_poll_link(href_list["showpolllink"])
return
if(href_list["pollid"])
var/pollid = href_list["pollid"]
if(istext(pollid))
pollid = text2num(pollid)
if(isnum(pollid))
src.poll_player(pollid)
return
if(href_list["votepollid"] && href_list["votetype"])
var/pollid = text2num(href_list["votepollid"])
var/votetype = href_list["votetype"]
switch(votetype)
if("OPTION")
var/optionid = text2num(href_list["voteoptionid"])
vote_on_poll(pollid, optionid)
if("TEXT")
var/replytext = href_list["replytext"]
log_text_poll_reply(pollid, replytext)
if("NUMVAL")
var/id_min = text2num(href_list["minid"])
var/id_max = text2num(href_list["maxid"])
if( (id_max - id_min) > 100 ) //Basic exploit prevention
to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
return
for(var/optionid = id_min; optionid <= id_max; optionid++)
if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
var/rating
if(href_list["o[optionid]"] == "abstain")
rating = null
else
rating = text2num(href_list["o[optionid]"])
if(!isnum(rating))
return
vote_on_numval_poll(pollid, optionid, rating)
if("MULTICHOICE")
var/id_min = text2num(href_list["minoptionid"])
var/id_max = text2num(href_list["maxoptionid"])
if( (id_max - id_min) > 100 ) //Basic exploit prevention
to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
return
for(var/optionid = id_min; optionid <= id_max; optionid++)
if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
vote_on_poll(pollid, optionid, 1)
/mob/abstract/new_player/proc/IsJobAvailable(rank)
var/datum/job/job = SSjobs.GetJob(rank)
// Check if the job is open in-round.
if (!job || !job.is_position_available() \
/* check for job bans */\
|| jobban_isbanned(src,rank) \
/* check for species blacklists */\
|| (job.blacklisted_species && (GLOB.all_species[client.prefs.species].name in job.blacklisted_species)) \
/* check for citizenship restrictions */\
|| job.blacklisted_citizenship && (astype(SSrecords.citizenships[client.prefs.citizenship], /datum/citizenship).name in job.blacklisted_citizenship))
return FALSE
// Checks for faction requirements.
var/datum/faction/faction = SSjobs.name_factions[client.prefs.faction] || SSjobs.default_faction
var/list/faction_allowed_roles = unpacklist(faction.allowed_role_types)
if (!(job.type in faction_allowed_roles) \
|| !faction.can_select(client.prefs,src) \
|| !(client.prefs.GetPlayerAltTitle(job) in client.prefs.GetValidTitles(job)))
return FALSE
// Checks for skill requirements.
for (var/key,value in job.skill_requirements)
if (key && client.prefs.skills[key] < value)
return FALSE
return TRUE
/mob/abstract/new_player/proc/AttemptLateSpawn(rank,var/spawning_at)
if(src != usr)
return 0
if(SSticker.current_state != GAME_STATE_PLAYING)
to_chat(usr, SPAN_WARNING("The round is either not ready, or has already finished..."))
return 0
if(!GLOB.config.enter_allowed)
to_chat(usr, SPAN_NOTICE("There is an administrative lock on entering the game!"))
return 0
if(GLOB.config.sql_saves && !client.prefs.current_character)
alert(usr, "You have not saved your character yet. Please do so before attempting to join.")
return 0
if(!IsJobAvailable(rank))
to_chat(usr, SPAN_NOTICE("[rank] is not available. Please try another."))
return 0
if(!(spawning_at in SSatlas.current_map.allowed_spawns))
to_chat(usr, SPAN_NOTICE("Spawn location [spawning_at] invalid for [SSatlas.current_map]. Defaulting to [SSatlas.current_map.default_spawn]."))
spawning_at = SSatlas.current_map.default_spawn
spawning = 1
close_spawn_windows()
SSjobs.AssignRole(src, rank, 1)
var/mob/living/character = create_character() //creates the human and transfers vars and mind
equip_custom_items(character, body_only = TRUE) // Equips body-related custom items, like augments and prosthetics.
SSjobs.EquipAugments(character, character.client.prefs)
character = SSjobs.EquipRank(character, rank, TRUE, spawning_at) //equips the human
equip_custom_items(character, body_only = FALSE) // Equips all other custom items.
// AIs don't need a spawnpoint, they must spawn at an empty core
if(character.mind.assigned_role == "AI")
character = character.AIize(move=0) // AIize the character, but don't move them yet
// IsJobAvailable for AI checks that there is an empty core available in this list
var/obj/structure/AIcore/deactivated/C = GLOB.empty_playable_ai_cores[1]
GLOB.empty_playable_ai_cores -= C
character.forceMove(C.loc)
character.eyeobj.forceMove(C.loc)
AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
SSticker.mode.handle_latejoin(character)
qdel(C)
qdel(src)
return
//Find our spawning point.
var/join_message = SSjobs.LateSpawn(character, rank)
character.lastarea = get_area(loc)
// Moving wheelchair if they have one
if(character.buckled_to && istype(character.buckled_to, /obj/structure/bed/stool/chair/office/wheelchair))
character.buckled_to.forceMove(character.loc)
character.buckled_to.set_dir(character.dir)
SSticker.mode.handle_latejoin(character)
GLOB.universe.OnPlayerLatejoin(character)
if(SSjobs.ShouldCreateRecords(character.mind))
if(character.mind.assigned_role != "Cyborg")
SSrecords.generate_record(character)
SSticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
//Grab some data from the character prefs for use in random news procs.
AnnounceArrival(character, rank, join_message)
else
AnnounceCyborg(character, rank, join_message)
qdel(src)
/mob/abstract/new_player/proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message)
if (SSticker.current_state == GAME_STATE_PLAYING)
if(character.mind.role_alt_title)
rank = character.mind.role_alt_title
// can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Robot has arrived"/etc.
GLOB.global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the [SSatlas.current_map.station_type]"].", "Arrivals Announcer")
/mob/abstract/new_player/proc/LateChoices()
if(!istype(late_choices_ui))
late_choices_ui = new(src)
else // if the UI exists force refresh it
SStgui.update_uis(late_choices_ui)
late_choices_ui.ui_interact(src)
/mob/abstract/new_player/proc/create_character()
spawning = 1
close_spawn_windows()
var/mob/living/carbon/human/new_character
var/use_species_name
var/datum/species/chosen_species
if(client.prefs.species)
chosen_species = GLOB.all_species[client.prefs.species]
use_species_name = chosen_species.get_station_variant() //Only used by pariahs atm.
if(chosen_species && use_species_name)
// Have to recheck admin due to no usr at roundstart. Latejoins are fine though.
if(is_species_whitelisted(chosen_species) || has_admin_rights())
new_character = new(GLOB.newplayer_start, use_species_name)
if(!new_character)
new_character = new(GLOB.newplayer_start)
new_character.lastarea = get_area(loc)
for(var/lang in client.prefs.alternate_languages)
var/datum/language/chosen_language = GLOB.all_languages[lang]
if(chosen_language)
if(!GLOB.config.usealienwhitelist || !(chosen_language.flags & WHITELISTED) || is_alien_whitelisted(src, lang) || has_admin_rights() \
|| (new_character.species && (chosen_language.name in new_character.species.secondary_langs)))
new_character.add_language(lang)
if(SSticker.random_players)
new_character.gender = pick(MALE, FEMALE)
client.prefs.real_name = random_name(new_character.gender)
client.prefs.randomize_appearance_for(new_character)
else
client.prefs.copy_to(new_character)
client.autohiss_mode = client.prefs.autohiss_setting
src.stop_sound_channel(CHANNEL_LOBBYMUSIC) // MAD JAMS cant last forever yo)
if(mind)
mind.active = 0 //we wish to transfer the key manually
mind.original = new_character
mind.transfer_to(new_character) //won't transfer key since the mind is not active
new_character.name = real_name
new_character.dna.ready_dna(new_character)
new_character.dna.b_type = client.prefs.b_type
new_character.sync_organ_dna()
new_character.fixblood() // now that dna is set
if(client.prefs.disabilities & NEARSIGHTED)
// Set defer to 1 if you add more crap here so it only recalculates struc_enzymes once. - N3X
new_character.dna.SetSEState(GLASSESBLOCK,1,0)
// And uncomment this, too.
//new_character.dna.UpdateSE()
// Do the initial caching of the player's body icons.
new_character.force_update_limbs()
new_character.update_eyes()
new_character.regenerate_icons()
client.prefs.log_character(new_character)
new_character.key = key //Manually transfer the key to log them in
new_character.client.init_verbs()
return new_character
/mob/abstract/new_player/proc/ViewManifest()
SSrecords.open_manifest_tgui(src)
/mob/abstract/new_player/Move()
return TRUE
/mob/abstract/new_player/hear_message(datum/say_message/msg)
return FALSE
/mob/abstract/new_player/proc/close_spawn_windows()
src << browse(null, "window=playersetup") //closes the player setup window
/mob/abstract/new_player/proc/has_admin_rights()
return check_rights(R_ADMIN, 0, src)
/mob/abstract/new_player/proc/is_species_whitelisted(datum/species/S)
if(!S) return 1
return is_alien_whitelisted(src, S.name) || !GLOB.config.usealienwhitelist || !(S.spawn_flags & IS_WHITELISTED)
/mob/abstract/new_player/get_species(var/reference = 0)
var/datum/species/chosen_species
if(client.prefs.species)
chosen_species = GLOB.all_species[client.prefs.species]
if(!chosen_species)
return SPECIES_HUMAN
if(is_species_whitelisted(chosen_species) || has_admin_rights())
if (reference)
return chosen_species
else
return chosen_species.name
return SPECIES_HUMAN
/mob/abstract/new_player/get_gender()
if(!client || !client.prefs)
..()
return client.prefs.gender
/mob/abstract/new_player/is_ready()
return ready && ..()
/mob/abstract/new_player/MayRespawn()
return 1
/mob/abstract/new_player/show_message(msg, type, alt, alt_type)
return