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Bubberstation/code/game/objects/structures/headpike.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

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/obj/structure/headpike
name = "spooky head on a spear"
desc = "When you really want to send a message."
icon = 'icons/obj/structures.dmi'
icon_state = "headpike"
density = FALSE
anchored = TRUE
var/obj/item/spear/spear
var/obj/item/spear/speartype = /obj/item/spear
var/obj/item/bodypart/head/victim
/obj/structure/headpike/bone //for bone spears
icon_state = "headpike-bone"
speartype = /obj/item/spear/bonespear
/obj/structure/headpike/bamboo //for bamboo spears
icon_state = "headpike-bamboo"
speartype = /obj/item/spear/bamboospear
/obj/structure/headpike/military //for military spears
icon_state = "headpike-military"
speartype = /obj/item/spear/military
/obj/structure/headpike/Initialize(mapload)
. = ..()
if(mapload)
CheckParts()
pixel_x = rand(-8, 8)
/obj/structure/headpike/Destroy()
QDEL_NULL(victim)
QDEL_NULL(spear)
return ..()
/obj/structure/headpike/CheckParts(list/parts_list)
victim = locate() in parts_list
if(!victim) //likely a mapspawned one
victim = new(src)
victim.real_name = generate_random_name()
spear = locate(speartype) in parts_list
if(!spear)
spear = new speartype(src)
update_appearance()
return ..()
/obj/structure/headpike/update_name()
name = "[victim.real_name] on a [spear.name]"
return ..()
/obj/structure/headpike/update_overlays()
. = ..()
if(!victim)
return
var/mutable_appearance/appearance = new()
appearance.copy_overlays(victim)
appearance.pixel_y = 12
appearance.layer = layer + 0.1
. += appearance
/obj/structure/headpike/Exited(atom/movable/gone, direction)
. = ..()
if(gone != victim && gone != spear)
return
if(gone == victim)
victim = null
if(gone == spear)
spear = null
if(!QDELETED(src))
deconstruct(TRUE)
/obj/structure/headpike/atom_deconstruct(disassembled)
var/obj/item/bodypart/head/our_head = victim
var/obj/item/spear/our_spear = spear
victim = null
spear = null
our_head?.forceMove(drop_location()) //Make sure the head always comes off
if(!disassembled)
return ..()
our_spear?.forceMove(drop_location())
/obj/structure/headpike/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
to_chat(user, span_notice("You take down [src]."))
deconstruct(TRUE)