Files
Bubberstation/code/modules/language/terrum.dm
MrMelbert 0cc5cfb178 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.


![image](https://github.com/tgstation/tgstation/assets/51863163/dddce7a6-5882-4f97-b817-c8922033c8d2)


![image](https://github.com/tgstation/tgstation/assets/51863163/e34e03e9-bcca-45ff-84e4-239e606cd24f)

(In the prefs menu:) 


![image](https://github.com/tgstation/tgstation/assets/51863163/eb6ccf9b-8b1c-4637-b46e-66cab9c8aac0)

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.
/🆑
2024-05-04 12:21:26 -06:00

32 lines
976 B
Plaintext

/datum/language/terrum
name = "Terrum"
desc = "The language of the golems. Sounds similar to old-earth Hebrew."
key = "g"
space_chance = 40
syllables = list(
"sha", "vu", "nah", "ha", "yom", "ma", "cha", "ar", "et", "mol", "lua",
"ch", "na", "sh", "ni", "yah", "bes", "ol", "hish", "ev", "la", "ot", "la",
"khe", "tza", "chak", "hak", "hin", "hok", "lir", "tov", "yef", "yfe",
"cho", "ar", "kas", "kal", "ra", "lom", "im", "bok",
"erev", "shlo", "lo", "ta", "im", "yom"
)
special_characters = list("'")
icon_state = "golem"
default_priority = 90
/datum/language/terrum/get_random_name(
gender = NEUTER,
name_count = default_name_count,
syllable_min = default_name_syllable_min,
syllable_max = default_name_syllable_max,
force_use_syllables = FALSE,
)
if(force_use_syllables)
return ..()
var/name = pick(GLOB.golem_names)
// 3% chance to be given a human surname for "lore reasons"
if (prob(3))
name += " [pick(GLOB.last_names)]"
return name