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RikuTheKiller c7e4e90004 Adds a new antag, the Blood Worm (#93787)
## LTS Document

Check this document before making any significant future changes to
blood worms, please.

https://hackmd.io/@RikuTheKiller/H1AHQSKNZx

## About The Pull Request

THIS PR SHOULD ABSOLUTELY BE TM'D FIRST

Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.

Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.

Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.

It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.

Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.

Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.

All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.

Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.

Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.

### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.

### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.

### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.

### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>

## Why It's Good For The Game

Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.

Currently, we lack any antagonists with mind control abilities. That
really sucks!

I've also gotten a lot of positive feedback about the antagonist while
working on it.

This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.

I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?

And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
2026-01-14 23:30:35 -06:00

693 lines
26 KiB
Plaintext

/*!Language holders will either exist in an atom/movable. Creation of language holders happens
automatically when they are needed, for example when something tries to speak.
Where a mind is available, the mind language holder will be the one "in charge". The mind holder
will update its languages based on the atom holder, and will get updated as part of
transformations and other events that cause new languages to become available.
Every language holder has three lists of languages (and sources for each of them):
- understood_languages
- spoken_languages
- blocked_languages
Understood languages let you understand them, spoken languages lets you speak them
(if your tongue is compatible), and blocked languages will let you do neither no matter
what the source of the language is.
Language holders are designed to mostly only ever require the use the helpers in atom/movable
to achieve your goals, but it is also possible to work on them directly if needed. Any adding
and removing of languages and sources should only happen through the procs, as directly changing
these will mess something up somewhere down the line.
All atom movables have the initial_language_holder var which allows you to set the default language
holder to create. For example, /datum/language_holder/alien will give you xenocommon and a block for
galactic common. Human species also have a default language holder var that will be updated on
species change, initial_species_holder.
Key procs
* [grant_language](atom/movable.html#proc/grant_language)
* [remove_language](atom/movable.html#proc/remove_language)
* [add_blocked_language](atom/movable.html#proc/add_blocked_language)
* [remove_blocked_language](atom/movable.html#proc/remove_blocked_language)
* [grant_all_languages](atom/movable.html#proc/grant_all_languages)
* [remove_all_languages](atom/movable.html#proc/remove_all_languages)
* [has_language](atom/movable.html#proc/has_language)
* [can_speak_language](atom/movable.html#proc/can_speak_language)
* [get_selected_language](atom/movable.html#proc/get_selected_language)
*/
/datum/language_holder
/// Lazyassoclist of all understood languages
var/list/understood_languages
/// Lazyassoclist of languages that can be spoken.
/// Tongue organ may also set limits beyond this list.
var/list/spoken_languages
/// Lazyassoclist of languages we are blocked from understanding, used for certain mobs, mutations, quirks, etc.
var/list/blocked_understanding
/// Lazyassoclist of languages we are blocked from speaking, used for certain mobs, mutations, quirks, etc.
var/list/blocked_speaking
/// If true, overrides tongue aforementioned limitations.
var/omnitongue = FALSE
/// Handles displaying the language menu UI.
VAR_FINAL/datum/language_menu/language_menu
/// Currently spoken language
var/selected_language
/// Tracks the entity that owns the holder.
VAR_FINAL/atom/movable/owner
/// Lazyassoclist of all mutual understanding this holder has
/// You generally don't want to access this, you want [best_mutual_languages] instead
/// Format: list(language_type = list(source = % of understanding))
VAR_PROTECTED/list/mutual_understanding
/// Cached form of the mutual language list which only contains the best understanding available to each language
VAR_FINAL/list/best_mutual_languages
/// Initializes, and copies in the languages from the current atom if available.
/datum/language_holder/New(atom/new_owner)
if(new_owner)
if(QDELETED(new_owner))
CRASH("Language holder added to a qdeleting thing, what the fuck [text_ref(new_owner)]")
if(!ismovable(new_owner))
CRASH("Language holder being added to a non-movable thing, this is invalid (was: [new_owner] / [new_owner.type])")
owner = new_owner
// If we have an owner, we'll set a default selected language
if(owner)
get_selected_language()
// Normally this is applied in grant_language, which we bypass
for(var/language in understood_languages)
gain_partial_understanding_from_language(language)
/datum/language_holder/Destroy()
QDEL_NULL(language_menu)
owner = null
return ..()
/// Helper to get all the partial understanding from the passed language
/// Does effectively nothing if given a language already understood
/datum/language_holder/proc/gain_partial_understanding_from_language(language)
PRIVATE_PROC(TRUE)
var/datum/language/prototype = GLOB.language_datum_instances[language]
for(var/other_language in prototype.mutual_understanding)
grant_partial_language(other_language, prototype.mutual_understanding[other_language], language)
/// Helper to remove all the partial understanding from the passed language
/datum/language_holder/proc/lose_partial_understanding_from_language(language)
PRIVATE_PROC(TRUE)
var/datum/language/prototype = GLOB.language_datum_instances[language]
for(var/other_language in prototype.mutual_understanding)
remove_partial_language(other_language, language)
/// Calculates the "best mutual language list"
/datum/language_holder/proc/calculate_best_mutual_language()
best_mutual_languages = list()
for(var/language in mutual_understanding)
for(var/source in mutual_understanding[language])
// if this mutual understanding comes from a language, and that language is blocked, skip it
if(LAZYACCESS(blocked_understanding, source))
continue
if(!best_mutual_languages[language] || best_mutual_languages[language] < mutual_understanding[language][source])
best_mutual_languages[language] = mutual_understanding[language][source]
/// Grants the supplied language.
/datum/language_holder/proc/grant_language(language, language_flags = ALL, source = LANGUAGE_MIND)
if(language_flags & UNDERSTOOD_LANGUAGE)
LAZYORASSOCLIST(understood_languages, language, source)
gain_partial_understanding_from_language(language)
. = TRUE
if(language_flags & SPOKEN_LANGUAGE)
LAZYORASSOCLIST(spoken_languages, language, source)
. = TRUE
return .
/// Grants every language to understood and spoken, and gives omnitongue.
/datum/language_holder/proc/grant_all_languages(language_flags = ALL, grant_omnitongue = TRUE, source = LANGUAGE_MIND)
for(var/language in GLOB.all_languages)
grant_language(language, language_flags, source)
if(grant_omnitongue) // Overrides tongue limitations.
omnitongue = TRUE
return TRUE
/// Grants partial understanding of the passed language.
/// Giving 100 understanding is basically equivalent to knowning the language, just with butchered punctuation.
/datum/language_holder/proc/grant_partial_language(language, amount = 50, source = LANGUAGE_MIND)
LAZYINITLIST(mutual_understanding)
LAZYSET(mutual_understanding[language], source, amount)
calculate_best_mutual_language()
return TRUE
/// Removes a single language or source, removing all sources returns the pre-removal state of the language.
/datum/language_holder/proc/remove_language(language, language_flags = ALL, source = LANGUAGE_ALL)
if(language_flags & UNDERSTOOD_LANGUAGE)
if(source == LANGUAGE_ALL)
LAZYREMOVE(understood_languages, language)
else
LAZYREMOVEASSOC(understood_languages, language, source)
if(!LAZYACCESS(understood_languages, language))
lose_partial_understanding_from_language(language)
. = TRUE
if(language_flags & SPOKEN_LANGUAGE)
if(source == LANGUAGE_ALL)
LAZYREMOVE(spoken_languages, language)
else
LAZYREMOVEASSOC(spoken_languages, language, source)
. = TRUE
return .
/// Removes every language and optionally sets omnitongue false. If a non default source is supplied, only removes that source.
/datum/language_holder/proc/remove_all_languages(source = LANGUAGE_ALL, remove_omnitongue = FALSE)
for(var/language in GLOB.all_languages)
remove_language(language, ALL, source)
if(remove_omnitongue)
omnitongue = FALSE
return TRUE
/// Removes partial understanding of the passed language.
/datum/language_holder/proc/remove_partial_language(language, source = LANGUAGE_MIND)
. = FALSE
if(source == LANGUAGE_ALL)
for(var/other_source in mutual_understanding[language])
if(ispath(other_source, /datum/language))
continue
. = remove_partial_language(language, other_source) || .
else if(LAZYACCESSASSOC(mutual_understanding, language, source))
LAZYREMOVE(mutual_understanding[language], source)
ASSOC_UNSETEMPTY(mutual_understanding, language)
UNSETEMPTY(mutual_understanding)
. = TRUE
if(.)
calculate_best_mutual_language()
return .
/// Removes all partial understandings of all languages.
/datum/language_holder/proc/remove_all_partial_languages(source = LANGUAGE_MIND)
for(var/language in mutual_understanding)
remove_partial_language(language, source)
return TRUE
/// Adds a single language or list of languages to the blocked language list.
/datum/language_holder/proc/add_blocked_language(languages, language_flags = ALL, source = LANGUAGE_MIND)
if(!islist(languages))
languages = list(languages)
for(var/language in languages)
if(language_flags & SPOKEN_LANGUAGE)
LAZYORASSOCLIST(blocked_speaking, language, source)
if(language_flags & UNDERSTOOD_LANGUAGE)
LAZYORASSOCLIST(blocked_understanding, language, source)
calculate_best_mutual_language()
return TRUE
/// Removes a single language or list of languages from the blocked language list.
/datum/language_holder/proc/remove_blocked_language(languages, language_flags = ALL, source = LANGUAGE_MIND)
if(!islist(languages))
languages = list(languages)
for(var/language in languages)
if(source == LANGUAGE_ALL)
if(language_flags & SPOKEN_LANGUAGE)
LAZYREMOVE(blocked_speaking, language)
if(language_flags & UNDERSTOOD_LANGUAGE)
LAZYREMOVE(blocked_understanding, language)
else
if(language_flags & SPOKEN_LANGUAGE)
LAZYREMOVEASSOC(blocked_speaking, language, source)
if(language_flags & UNDERSTOOD_LANGUAGE)
LAZYREMOVEASSOC(blocked_understanding, language, source)
calculate_best_mutual_language()
return TRUE
/// Checks if you have the language passed.
/datum/language_holder/proc/has_language(language, flag_to_check = UNDERSTOOD_LANGUAGE)
var/list/langs_to_check = list()
if(flag_to_check & SPOKEN_LANGUAGE && !LAZYACCESS(blocked_speaking, language))
langs_to_check |= spoken_languages
if(flag_to_check & UNDERSTOOD_LANGUAGE && !LAZYACCESS(blocked_understanding, language))
langs_to_check |= understood_languages
return language in langs_to_check
/// Checks if you can speak the language. Tongue limitations should be supplied as an argument.
/datum/language_holder/proc/can_speak_language(language)
var/can_speak_language_path = omnitongue || owner.could_speak_language(language)
return (can_speak_language_path && has_language(language, SPOKEN_LANGUAGE))
/// Returns selected language if it can be spoken, or decides, sets and returns a new selected language if possible.
/datum/language_holder/proc/get_selected_language()
if(selected_language && can_speak_language(selected_language))
return selected_language
selected_language = null
var/highest_priority
for(var/lang in spoken_languages)
var/datum/language/language = lang
var/priority = initial(language.default_priority)
if((!highest_priority || (priority > highest_priority)) && !(language in blocked_speaking))
if(can_speak_language(language))
selected_language = language
highest_priority = priority
return selected_language
/// Gets a random understood language, useful for hallucinations and such.
/datum/language_holder/proc/get_random_understood_language()
return pick(understood_languages)
/// Gets a random spoken language, useful for forced speech and such.
/datum/language_holder/proc/get_random_spoken_language()
return pick(spoken_languages)
/// Gets a random spoken language, trying to get a non-common language.
/datum/language_holder/proc/get_random_spoken_uncommon_language()
var/list/languages_minus_common = assoc_to_keys(spoken_languages) - /datum/language/common
// They have a language other than common
if(length(languages_minus_common))
return pick(languages_minus_common)
// They can only speak common, oh well.
else
return /datum/language/common
/// Opens a language menu reading from the language holder.
/datum/language_holder/proc/open_language_menu(mob/user)
if(!language_menu)
language_menu = new (src)
language_menu.ui_interact(user)
/// Copies all languages from the supplied atom/language holder. Source should be overridden when you
/// do not want the language overwritten by later atom updates or want to avoid blocked languages.
/datum/language_holder/proc/copy_languages(datum/language_holder/from_holder, source_override)
if(source_override) //No blocked languages here, for now only used by ling absorb.
for(var/language in from_holder.understood_languages)
grant_language(language, UNDERSTOOD_LANGUAGE, source_override)
for(var/language in from_holder.spoken_languages)
grant_language(language, SPOKEN_LANGUAGE, source_override)
else
for(var/language in from_holder.understood_languages)
grant_language(language, UNDERSTOOD_LANGUAGE, from_holder.understood_languages[language])
for(var/language in from_holder.spoken_languages)
grant_language(language, SPOKEN_LANGUAGE, from_holder.spoken_languages[language])
for(var/language in from_holder.blocked_speaking)
add_blocked_language(language, SPOKEN_LANGUAGE, from_holder.blocked_speaking[language])
for(var/language in from_holder.blocked_understanding)
add_blocked_language(language, UNDERSTOOD_LANGUAGE, from_holder.blocked_understanding[language])
return TRUE
/// Transfers all mind languages to the supplied language holder.
/datum/language_holder/proc/transfer_mind_languages(datum/language_holder/to_holder)
for(var/language in understood_languages)
if(LANGUAGE_MIND in understood_languages[language])
remove_language(language, UNDERSTOOD_LANGUAGE, LANGUAGE_MIND)
to_holder.grant_language(language, UNDERSTOOD_LANGUAGE, LANGUAGE_MIND)
for(var/language in spoken_languages)
if(LANGUAGE_MIND in spoken_languages[language])
remove_language(language, SPOKEN_LANGUAGE, LANGUAGE_MIND)
to_holder.grant_language(language, SPOKEN_LANGUAGE, LANGUAGE_MIND)
for(var/language in blocked_speaking)
if(LANGUAGE_MIND in blocked_speaking[language])
remove_blocked_language(language, SPOKEN_LANGUAGE, LANGUAGE_MIND)
to_holder.add_blocked_language(language, SPOKEN_LANGUAGE, LANGUAGE_MIND)
for(var/language in blocked_understanding)
if(LANGUAGE_MIND in blocked_understanding[language])
remove_blocked_language(language, UNDERSTOOD_LANGUAGE, LANGUAGE_MIND)
to_holder.add_blocked_language(language, UNDERSTOOD_LANGUAGE, LANGUAGE_MIND)
for(var/language in mutual_understanding)
var/mind_understanding = mutual_understanding[language][LANGUAGE_MIND]
if(mind_understanding > 0)
remove_partial_language(language, LANGUAGE_MIND)
to_holder.grant_partial_language(language, mind_understanding, LANGUAGE_MIND)
if(owner)
get_selected_language()
if(to_holder.owner)
to_holder.get_selected_language()
/// A global assoc list containing prototypes of all language holders
/// [Language holder typepath] to [language holder instance]
/// Used for easy reference of what can speak what without needing to constantly recreate language holders.
GLOBAL_LIST_INIT(prototype_language_holders, init_language_holder_prototypes())
/// Inits the global list of language holder prototypes.
/proc/init_language_holder_prototypes()
var/list/prototypes = list()
for(var/holdertype in typesof(/datum/language_holder))
prototypes[holdertype] = new holdertype()
return prototypes
/*
* Specific language holders presets
*
* Prefer to use [LANGUGAE_ATOM]. Atom languages will stick through species changes but not mindswaps.
*/
/datum/language_holder/alien
understood_languages = list(/datum/language/xenocommon = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/xenocommon = list(LANGUAGE_ATOM))
blocked_speaking = list(/datum/language/common = list(LANGUAGE_ATOM))
blocked_understanding = list(/datum/language/common = list(LANGUAGE_ATOM))
/datum/language_holder/construct
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/narsie = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/narsie = list(LANGUAGE_ATOM),
)
/datum/language_holder/drone
understood_languages = list(/datum/language/drone = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/drone = list(LANGUAGE_ATOM))
blocked_speaking = list(/datum/language/common = list(LANGUAGE_ATOM))
blocked_understanding = list(/datum/language/common = list(LANGUAGE_ATOM))
/datum/language_holder/drone/syndicate
blocked_speaking = null
blocked_understanding = null
/datum/language_holder/human_basic
understood_languages = list(/datum/language/common = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/common = list(LANGUAGE_ATOM))
/datum/language_holder/jelly
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/slime = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/slime = list(LANGUAGE_ATOM),
)
/datum/language_holder/lightbringer
understood_languages = list(/datum/language/slime = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/slime = list(LANGUAGE_ATOM))
blocked_speaking = list(/datum/language/common = list(LANGUAGE_ATOM))
blocked_understanding = list(/datum/language/common = list(LANGUAGE_ATOM))
/datum/language_holder/lizard
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
)
/datum/language_holder/lizard/ash
selected_language = /datum/language/draconic
/datum/language_holder/lizard/silver
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM), // yes we hear you, but we refuse to speak your peasant language
/datum/language/uncommon = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/uncommon = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
)
selected_language = /datum/language/uncommon
/datum/language_holder/lizard/hear_common
selected_language = /datum/language/draconic
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/draconic = list(LANGUAGE_ATOM),
)
/datum/language_holder/monkey
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/monkey = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/monkey = list(LANGUAGE_ATOM),
)
/datum/language_holder/mushroom
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/mushroom = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/mushroom = list(LANGUAGE_ATOM),
)
/datum/language_holder/slime
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/slime = list(LANGUAGE_ATOM),
)
spoken_languages = list(/datum/language/slime = list(LANGUAGE_ATOM))
/datum/language_holder/venus
understood_languages = list(/datum/language/sylvan = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/sylvan = list(LANGUAGE_ATOM))
blocked_speaking = list(/datum/language/common = list(LANGUAGE_ATOM))
blocked_understanding = list(/datum/language/common = list(LANGUAGE_ATOM))
/datum/language_holder/spider
understood_languages = list(/datum/language/buzzwords = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/buzzwords = list(LANGUAGE_ATOM))
blocked_speaking = list(/datum/language/common = list(LANGUAGE_ATOM))
blocked_understanding = list(/datum/language/common = list(LANGUAGE_ATOM))
/datum/language_holder/blood_worm
understood_languages = list(
/datum/language/wormspeak = list(LANGUAGE_ATOM),
/datum/language/common = list(LANGUAGE_ATOM)
)
spoken_languages = list(/datum/language/wormspeak = list(LANGUAGE_ATOM))
blocked_speaking = list(/datum/language/common = list(LANGUAGE_ATOM))
/datum/language_holder/synthetic
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/uncommon = list(LANGUAGE_ATOM),
/datum/language/machine = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/uncommon = list(LANGUAGE_ATOM),
/datum/language/machine = list(LANGUAGE_ATOM),
)
/// For intelligent synthetics like cyborgs and the AI, not for basic baby bots ran on a raspberry pi
/datum/language_holder/synthetic/silicon
/datum/language_holder/synthetic/silicon/New(atom/new_owner)
. = ..()
for(var/lang in GLOB.uncommon_roundstart_languages)
grant_partial_language(lang, 66, LANGUAGE_ATOM)
/datum/language_holder/moth
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/moffic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/moffic = list(LANGUAGE_ATOM),
)
/datum/language_holder/skeleton
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/calcic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/calcic = list(LANGUAGE_ATOM),
)
/datum/language_holder/ethereal
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/voltaic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/voltaic = list(LANGUAGE_ATOM),
)
/datum/language_holder/golem
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/terrum = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/terrum = list(LANGUAGE_ATOM),
)
/datum/language_holder/fly
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/buzzwords = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/buzzwords = list(LANGUAGE_ATOM),
)
/datum/language_holder/plant
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/sylvan = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/sylvan = list(LANGUAGE_ATOM),
)
/datum/language_holder/felinid
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/nekomimetic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/nekomimetic = list(LANGUAGE_ATOM),
)
/datum/language_holder/shadowpeople
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/shadowtongue = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/shadowtongue = list(LANGUAGE_ATOM),
)
/datum/language_holder/clown
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/monkey = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/monkey = list(LANGUAGE_ATOM),
)
/datum/language_holder/syndicate
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/codespeak = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/codespeak = list(LANGUAGE_ATOM),
)
/datum/language_holder/beachbum
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/beachbum = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/beachbum = list(LANGUAGE_ATOM),
)
selected_language = /datum/language/beachbum
/datum/language_holder/spinwarder
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/spinwarder = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/spinwarder = list(LANGUAGE_ATOM),
)
selected_language = /datum/language/spinwarder
/datum/language_holder/spinwarder_exclusive
understood_languages = list(
/datum/language/spinwarder = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/spinwarder = list(LANGUAGE_ATOM),
)
selected_language = /datum/language/spinwarder
// Vending machines are extremely well-educated
/datum/language_holder/speaking_machine
understood_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/uncommon = list(LANGUAGE_ATOM),
/datum/language/machine = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
/datum/language/moffic = list(LANGUAGE_ATOM),
/datum/language/calcic = list(LANGUAGE_ATOM),
/datum/language/voltaic = list(LANGUAGE_ATOM),
/datum/language/nekomimetic = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/uncommon = list(LANGUAGE_ATOM),
/datum/language/machine = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
/datum/language/moffic = list(LANGUAGE_ATOM),
/datum/language/calcic = list(LANGUAGE_ATOM),
/datum/language/voltaic = list(LANGUAGE_ATOM),
/datum/language/nekomimetic = list(LANGUAGE_ATOM),
)
/datum/language_holder/carp
selected_language = /datum/language/carptongue
understood_languages = list(
/datum/language/carptongue = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/carptongue = list(LANGUAGE_ATOM),
)
/datum/language_holder/carp/dragon
understood_languages = list(
/datum/language/carptongue = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
/datum/language/common = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/carptongue = list(LANGUAGE_ATOM),
/datum/language/draconic = list(LANGUAGE_ATOM),
)
/datum/language_holder/carp/hear_common
understood_languages = list(
/datum/language/carptongue = list(LANGUAGE_ATOM),
/datum/language/common = list(LANGUAGE_ATOM),
)
spoken_languages = list(
/datum/language/carptongue = list(LANGUAGE_ATOM),
)
// Given to atoms by default
/datum/language_holder/atom_basic
understood_languages = list(/datum/language/common = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/common = list(LANGUAGE_ATOM))
// Explicitly empty one for readability
/datum/language_holder/empty
// Has all the languages known (via "mind")
/datum/language_holder/universal
/datum/language_holder/universal/New()
. = ..()
grant_all_languages(source = LANGUAGE_MIND)