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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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/// maximum of 50 specific scrambled lines per language
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#define SCRAMBLE_CACHE_LEN 50
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/// Datum based languages. Easily editable and modular.
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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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/// Short description for 'Check Languages'.
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var/desc = "A language."
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/// Character used to speak in language
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/// If key is null, then the language isn't real or learnable.
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var/key
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/// Various language flags.
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var/flags = NONE
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/// Used when scrambling text for a non-speaker.
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var/list/syllables
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/// List of characters that will randomly be inserted between syllables.
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var/list/special_characters
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/// Likelihood of making a new sentence after each syllable.
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var/sentence_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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/// Spans to apply from this language
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var/list/spans
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/// Cache of recently scrambled text
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/// This allows commonly reused words to not require a full re-scramble every time.
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var/list/scramble_cache = list()
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/// The language that an atom knows with the highest "default_priority" is selected by default.
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var/default_priority = 0
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/// If TRUE, when generating names, we will always use the default human namelist, even if we have syllables set.
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/// This is to be used for languages with very outlandish syllable lists (like pirates).
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var/always_use_default_namelist = FALSE
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/// Icon displayed in the chat window when speaking this language.
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/// if you are seeing someone speak popcorn language, then something is wrong.
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var/icon = 'icons/misc/language.dmi'
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/// Icon state displayed in the chat window when speaking this language.
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var/icon_state = "popcorn"
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/// By default, random names picks this many names
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var/default_name_count = 2
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/// By default, random names picks this many syllables (min)
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var/default_name_syllable_min = 2
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/// By default, random names picks this many syllables (max)
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var/default_name_syllable_max = 4
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/// What char to place in between randomly generated names
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var/random_name_spacer = " "
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/// Checks whether we should display the language icon to the passed hearer.
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/datum/language/proc/display_icon(atom/movable/hearer)
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var/understands = hearer.has_language(src.type)
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if((flags & LANGUAGE_HIDE_ICON_IF_UNDERSTOOD) && understands)
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return FALSE
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if((flags & LANGUAGE_HIDE_ICON_IF_NOT_UNDERSTOOD) && !understands)
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return FALSE
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return TRUE
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/// Returns the icon to display in the chat window when speaking this language.
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/datum/language/proc/get_icon()
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var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/chat)
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return sheet.icon_tag("language-[icon_state]")
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/// Simple helper for getting a default firstname lastname
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/datum/language/proc/default_name(gender = NEUTER)
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if(gender != MALE)
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gender = pick(MALE, FEMALE)
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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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return capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names))
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/**
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* Generates a random name this language would use.
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*
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* * gender: What gender to generate from, if neuter / plural coin flips between male and female
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* * name_count: How many names to generate in, by default 2, for firstname lastname
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* * syllable_count: How many syllables to generate in each name, min
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* * syllable_max: How many syllables to generate in each name, max
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* * force_use_syllables: If the name should be generated from the syllables list.
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* Only used for subtypes which implement custom name lists. Also requires the language has syllables set.
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*/
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/datum/language/proc/get_random_name(
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gender = NEUTER,
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name_count = default_name_count,
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syllable_min = default_name_syllable_min,
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syllable_max = default_name_syllable_max,
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force_use_syllables = FALSE,
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)
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if(gender != MALE)
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gender = pick(MALE, FEMALE)
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if(!length(syllables) || always_use_default_namelist)
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return default_name(gender)
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var/list/full_name = list()
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for(var/i in 1 to name_count)
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var/new_name = ""
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for(var/j in 1 to rand(default_name_syllable_min, default_name_syllable_max))
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new_name += pick_weight_recursive(syllables)
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full_name += capitalize(LOWER_TEXT(new_name))
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return jointext(full_name, random_name_spacer)
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/// Generates a random name, and attempts to ensure it is unique (IE, no other mob in the world has it)
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/datum/language/proc/get_random_unique_name(...)
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var/result = get_random_name(arglist(args))
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for(var/i in 1 to 10)
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if(!findname(result))
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break
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result = get_random_name(arglist(args))
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return result
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/datum/language/proc/check_cache(input)
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var/lookup = scramble_cache[input]
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if(lookup)
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scramble_cache -= input
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scramble_cache[input] = lookup
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. = lookup
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/datum/language/proc/add_to_cache(input, 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(scramble_cache.len > SCRAMBLE_CACHE_LEN)
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scramble_cache.Cut(1, scramble_cache.len-SCRAMBLE_CACHE_LEN-1)
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/datum/language/proc/scramble(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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var/lookup = check_cache(input)
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if(lookup)
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return lookup
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var/input_size = length_char(input)
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var/scrambled_text = ""
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var/capitalize = TRUE
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while(length_char(scrambled_text) < input_size)
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var/next = (length(scrambled_text) && length(special_characters) && prob(1)) ? pick(special_characters) : pick_weight_recursive(syllables)
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if(capitalize)
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next = capitalize(next)
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capitalize = FALSE
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scrambled_text += next
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var/chance = rand(100)
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if(chance <= sentence_chance)
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scrambled_text += ". "
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capitalize = TRUE
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else if(chance > sentence_chance && chance <= space_chance)
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scrambled_text += " "
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scrambled_text = trim(scrambled_text)
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var/ending = copytext_char(scrambled_text, -1)
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if(ending == ".")
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scrambled_text = copytext_char(scrambled_text, 1, -2)
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var/input_ending = copytext_char(input, -1)
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if(input_ending in list("!","?","."))
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scrambled_text += input_ending
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add_to_cache(input, scrambled_text)
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return scrambled_text
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#undef SCRAMBLE_CACHE_LEN
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