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Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#83021)
## About The Pull Request This PR moves random name generation for species onto their languages. What does this mean? - For species with a predefined name list, such as Lizards and Moths, nothing. - For species without predefined name lists, such as Felinids, their names will now be randomly generated from their language's syllables.   (In the prefs menu:)  Why? - Well, we actually had some dead code that did this. All I did was fix it up and re-enable it. - Generates some pretty believable in-universe names for various languages that are lacking name lists. Obviously defined lists would be preferred, but until they are added, at least. - Moves some stuff off of species, which is always nice. - Also hopefully makes it a tad easier to work with name generation. There's now a standard framework for getting a random name for a mob, and for getting a random name based on a species. Misc: - Adds a generic `species_prototype` global, uses it in a lot of places in prefs code. - Makes `GLOB.species_list` init via the global defines - Deletes Language SS - Alphabetizes some instances of admin tooling using the list of all species IDs - Docs language stuff - Deletes random_skin_tone, it does pretty much nothin ## Changelog 🆑 Melbert refactor: Random Name Generation has been refactored. Report any instances of people having weird (or "Unknown") names. qol: Felinids, Slimepeople, Podpeople, and some other species without defined namelists now automatically generate names based on their primary language(s). qol: More non-human names can be generated in codewords (and other misc. areas) than just lizard names. /🆑
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@@ -21,7 +21,7 @@
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/obj/item/debug/human_spawner/attack_self(mob/user)
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..()
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var/choice = input("Select a species", "Human Spawner", null) in GLOB.species_list
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var/choice = input("Select a species", "Human Spawner", null) in sortTim(GLOB.species_list, GLOBAL_PROC_REF(cmp_text_asc))
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selected_species = GLOB.species_list[choice]
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/obj/item/debug/omnitool
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@@ -168,4 +168,3 @@
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var/turf/loc_turf = get_turf(src)
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for(var/spawn_atom in (choice == "No" ? typesof(path) : subtypesof(path)))
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new spawn_atom(loc_turf)
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