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## About The Pull Request #76305 removed the knowledge of every language from silicons, but this had a couple of oversights. This language set was not only used by cyborgs but also bots and vending machines. A couple of effects relied on them knowing all of those languages, specifically their emp_act and also the station trait which rerolled their languages. Now they actually _learn_ a random language and start speaking it instead. Also I fixed a related runtime which I noticed in testing where a bot would die as a result of being EMPed, delete itself, and then try and do a bunch more shit after it stopped existing. Annoying. Why was I looking at bot languages? Haha don't worry about it 😇 ## Why It's Good For The Game Restores function of a funny feature. ## Changelog 🆑 fix: Station traits can once again allow vending machines and bots to speak a random language fix: EMPed bots and vending machines once again speak a random language /🆑
33 lines
982 B
Plaintext
33 lines
982 B
Plaintext
/datum/preference/choiced/language
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category = PREFERENCE_CATEGORY_SECONDARY_FEATURES
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savefile_key = "language"
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savefile_identifier = PREFERENCE_CHARACTER
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/datum/preference/choiced/language/is_accessible(datum/preferences/preferences)
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if (!..(preferences))
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return FALSE
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return "Bilingual" in preferences.all_quirks
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/datum/preference/choiced/language/init_possible_values()
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var/list/values = list()
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if(!GLOB.uncommon_roundstart_languages.len)
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generate_selectable_species_and_languages()
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values += "Random"
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//we add uncommon as it's foreigner-only.
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var/datum/language/uncommon/uncommon_language = /datum/language/uncommon
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values += initial(uncommon_language.name)
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for(var/datum/language/language_type as anything in GLOB.uncommon_roundstart_languages)
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if(initial(language_type.name) in values)
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continue
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values += initial(language_type.name)
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return values
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/datum/preference/choiced/language/apply_to_human(mob/living/carbon/human/target, value)
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return
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