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Bubberstation/code/modules/unit_tests/_unit_tests.dm
MrMelbert 67dd51be79 Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
## About The Pull Request

Fixes #89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)

Three things:

1. Reworks how language translation works.

Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.

Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.

Example: (Sample / Old / New)


![image](https://github.com/user-attachments/assets/69be41fa-bc40-45f0-bd80-e24e799c9f38)

This allows for a number of things:

- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:

2. Adds partial language understanding

Some languages can understand portions of other languages.


![image](https://github.com/user-attachments/assets/b6eee2c7-f564-437b-8c7a-bd1d88a9b680)

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.

3. Bilingual quirk has been expanded to accomodate these changes.

There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.

## Why It's Good For The Game

Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.

If the other person is shouting in all caps? Output language is normal
chatting. This is lame!

Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.

So this changes that. 

- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)

## Changelog

🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
2025-04-13 22:01:33 +01:00

331 lines
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//include unit test files in this module in this ifdef
//Keep this sorted alphabetically
#if defined(UNIT_TESTS) || defined(SPACEMAN_DMM)
/// For advanced cases, fail unconditionally but don't return (so a test can return multiple results)
#define TEST_FAIL(reason) (Fail(reason || "No reason", __FILE__, __LINE__))
/// Asserts that a condition is true
/// If the condition is not true, fails the test
#define TEST_ASSERT(assertion, reason) if (!(assertion)) { return Fail("Assertion failed: [reason || "No reason"]", __FILE__, __LINE__) }
/// Asserts that a parameter is not null
#define TEST_ASSERT_NOTNULL(a, reason) if (isnull(a)) { return Fail("Expected non-null value: [reason || "No reason"]", __FILE__, __LINE__) }
/// Asserts that a parameter is null
#define TEST_ASSERT_NULL(a, reason) if (!isnull(a)) { return Fail("Expected null value but received [a]: [reason || "No reason"]", __FILE__, __LINE__) }
/// Asserts that the two parameters passed are equal, fails otherwise
/// Optionally allows an additional message in the case of a failure
#define TEST_ASSERT_EQUAL(a, b, message) do { \
var/lhs = ##a; \
var/rhs = ##b; \
if (lhs != rhs) { \
return Fail("Expected [isnull(lhs) ? "null" : lhs] to be equal to [isnull(rhs) ? "null" : rhs].[message ? " [message]" : ""]", __FILE__, __LINE__); \
} \
} while (FALSE)
/// Asserts that the two parameters passed are not equal, fails otherwise
/// Optionally allows an additional message in the case of a failure
#define TEST_ASSERT_NOTEQUAL(a, b, message) do { \
var/lhs = ##a; \
var/rhs = ##b; \
if (lhs == rhs) { \
return Fail("Expected [isnull(lhs) ? "null" : lhs] to not be equal to [isnull(rhs) ? "null" : rhs].[message ? " [message]" : ""]", __FILE__, __LINE__); \
} \
} while (FALSE)
/// *Only* run the test provided within the parentheses
/// This is useful for debugging when you want to reduce noise, but should never be pushed
/// Intended to be used in the manner of `TEST_FOCUS(/datum/unit_test/math)`
#define TEST_FOCUS(test_path) ##test_path { focus = TRUE; }
/// Logs a noticable message on GitHub, but will not mark as an error.
/// Use this when something shouldn't happen and is of note, but shouldn't block CI.
/// Does not mark the test as failed.
#define TEST_NOTICE(source, message) source.log_for_test((##message), "notice", __FILE__, __LINE__)
/// Constants indicating unit test completion status
#define UNIT_TEST_PASSED 0
#define UNIT_TEST_FAILED 1
#define UNIT_TEST_SKIPPED 2
#define TEST_PRE 0
#define TEST_DEFAULT 1
/// After most test steps, used for tests that run long so shorter issues can be noticed faster
#define TEST_LONGER 10
/// This must be the one of last tests to run due to the inherent nature of the test iterating every single tangible atom in the game and qdeleting all of them (while taking long sleeps to make sure the garbage collector fires properly) taking a large amount of time.
#define TEST_CREATE_AND_DESTROY 9001
/**
* For tests that rely on create and destroy having iterated through every (tangible) atom so they don't have to do something similar.
* Keep in mind tho that create and destroy will absolutely break the test platform, anything that relies on its shape cannot come after it.
*/
#define TEST_AFTER_CREATE_AND_DESTROY INFINITY
/// Change color to red on ANSI terminal output, if enabled with -DANSICOLORS.
#ifdef ANSICOLORS
#define TEST_OUTPUT_RED(text) "\x1B\x5B1;31m[text]\x1B\x5B0m"
#else
#define TEST_OUTPUT_RED(text) (text)
#endif
/// Change color to green on ANSI terminal output, if enabled with -DANSICOLORS.
#ifdef ANSICOLORS
#define TEST_OUTPUT_GREEN(text) "\x1B\x5B1;32m[text]\x1B\x5B0m"
#else
#define TEST_OUTPUT_GREEN(text) (text)
#endif
/// Change color to yellow on ANSI terminal output, if enabled with -DANSICOLORS.
#ifdef ANSICOLORS
#define TEST_OUTPUT_YELLOW(text) "\x1B\x5B1;33m[text]\x1B\x5B0m"
#else
#define TEST_OUTPUT_YELLOW(text) (text)
#endif
/// A trait source when adding traits through unit tests
#define TRAIT_SOURCE_UNIT_TESTS "unit_tests"
/// Helper to allocate a new object with the implied type (the type of the variable it's assigned to) in the corner of the test room
#define EASY_ALLOCATE(arguments...) allocate(__IMPLIED_TYPE__, run_loc_floor_bottom_left, ##arguments)
// BEGIN_INCLUDE
#include "abductor_baton_spell.dm"
#include "ablative_hud.dm"
#include "achievements.dm"
#include "anchored_mobs.dm"
#include "anonymous_themes.dm"
#include "antag_conversion.dm"
#include "antag_moodlets.dm"
#include "area_contents.dm"
#include "armor_verification.dm"
#include "asset_smart_cache.dm"
#include "atmospherics_sanity.dm"
#include "autowiki.dm"
#include "bake_a_cake.dm"
#include "barsigns.dm"
#include "baseturfs.dm"
#include "bee.dm"
#include "bespoke_id.dm"
#include "binary_insert.dm"
#include "bitrunning.dm"
#include "blindness.dm"
#include "bloody_footprints.dm"
#include "breath.dm"
#include "burning.dm"
#include "cable_powernets.dm"
#include "can_see.dm"
#include "card_mismatch.dm"
#include "cardboard_cutouts.dm"
#include "cargo_crate_sanity.dm"
#include "cargo_dep_order_locations.dm"
#include "cargo_selling.dm"
#include "chain_pull_through_space.dm"
#include "changeling.dm"
#include "chat_filter.dm"
#include "circuit_component_category.dm"
#include "client_colours.dm"
#include "closets.dm"
#include "clothing_drops_items.dm"
#include "clothing_under_armor_subtype_check.dm"
#include "combat.dm"
#include "combat_blocking.dm"
#include "combat_cuffs.dm"
#include "combat_eyestab.dm"
#include "combat_flash.dm"
#include "combat_help.dm"
#include "combat_pistol_whip.dm"
#include "combat_stamina.dm"
#include "combat_welder.dm"
#include "component_tests.dm"
#include "confusion.dm"
#include "connect_loc.dm"
#include "container_sanity.dm"
#include "crayons.dm"
#include "create_and_destroy.dm"
#include "damp_rag.dm"
#include "dcs_check_list_arguments.dm"
#include "dcs_get_id_from_elements.dm"
#include "designs.dm"
#include "dismemberment.dm"
#include "dna_infusion.dm"
#include "door_access.dm"
#include "dragon_expiration.dm"
#include "drink_icons.dm"
#include "dropper.dm"
#include "dummy_spawn.dm"
#include "dynamic_ruleset_sanity.dm"
#include "egg_glands.dm"
#include "embedding.dm"
#include "emoting.dm"
#include "emp_flashlight.dm"
#include "ensure_subtree_operational_datum.dm"
#include "ethereal_revival.dm"
#include "explosion_action.dm"
#include "fish_unit_tests.dm"
#include "focus_only_tests.dm"
#include "font_awesome_icons.dm"
#include "food_edibility_check.dm"
#include "full_heal.dm"
#include "gas_transfer.dm"
#include "get_turf_pixel.dm"
#include "geyser.dm"
#include "gloves_and_shoes_armor.dm"
#include "greyscale_config.dm"
#include "hallucination_icons.dm"
#include "heretic_knowledge.dm"
#include "heretic_rituals.dm"
#include "high_five.dm"
#include "holder_loving.dm"
#include "holidays.dm"
#include "holofan_placement.dm"
#include "hulk.dm"
#include "human_through_recycler.dm"
#include "hunger_curse.dm"
#include "hydroponics_extractor_storage.dm"
#include "hydroponics_harvest.dm"
#include "hydroponics_self_mutations.dm"
#include "hydroponics_validate_genes.dm"
#include "inhands.dm"
#include "interaction_door.dm"
#include "interaction_silicon.dm"
#include "interaction_structures.dm"
#include "json_savefile_importing.dm"
#include "keybinding_init.dm"
#include "kinetic_crusher.dm"
#include "knockoff_component.dm"
#include "language_transfer.dm"
#include "leash.dm"
#include "lesserform.dm"
#include "limbsanity.dm"
#include "ling_decap.dm"
#include "liver.dm"
#include "load_map_security.dm"
#include "lootpanel.dm"
#include "lungs.dm"
#include "machine_disassembly.dm"
#include "mafia.dm"
#include "map_landmarks.dm"
#include "mapload_space_verification.dm"
#include "mapping.dm"
#include "mapping_nearstation_test.dm"
#include "market.dm"
#include "mecha_damage.dm"
#include "medical_wounds.dm"
#include "merge_type.dm"
#include "metabolizing.dm"
#include "mindbound_actions.dm"
#include "missing_icons.dm"
#include "mob_chains.dm"
#include "mob_damage.dm"
#include "mob_faction.dm"
#include "mob_spawn.dm"
#include "modify_fantasy_variable.dm"
#include "modsuit.dm"
#include "modular_map_loader.dm"
#include "monkey_business.dm"
#include "mouse_bite_cable.dm"
#include "movement_order_sanity.dm"
#include "mutant_hands_consistency.dm"
#include "mutant_organs.dm"
#include "novaflower_burn.dm"
#include "nuke_cinematic.dm"
#include "omnitools.dm"
#include "operating_table.dm"
#include "orderable_items.dm"
#include "organ_bodypart_shuffle.dm"
#include "organs.dm"
#include "orphaned_genturf.dm"
#include "outfit_sanity.dm"
#include "oxyloss_suffocation.dm"
#include "paintings.dm"
#include "pills.dm"
#include "plane_double_transform.dm"
#include "plane_dupe_detector.dm"
#include "plane_sanity.dm"
#include "plantgrowth_tests.dm"
#include "preference_species.dm"
#include "preferences.dm"
#include "projectiles.dm"
#include "quirks.dm"
#include "range_return.dm"
#include "rcd.dm"
#include "reagent_container_defaults.dm"
#include "reagent_id_typos.dm"
#include "reagent_mob_expose.dm"
#include "reagent_mod_procs.dm"
#include "reagent_names.dm"
#include "reagent_recipe_collisions.dm"
#include "reagent_transfer.dm"
#include "required_map_items.dm"
#include "resist.dm"
#include "say.dm"
#include "screenshot_antag_icons.dm"
#include "screenshot_basic.dm"
#include "screenshot_digi.dm"
#include "screenshot_dynamic_human_icons.dm"
#include "screenshot_high_luminosity_eyes.dm"
#include "screenshot_humanoids.dm"
#include "screenshot_husk.dm"
#include "screenshot_saturnx.dm"
#include "security_levels.dm"
#include "security_officer_distribution.dm"
#include "serving_tray.dm"
#include "simple_animal_freeze.dm"
#include "siunit.dm"
#include "slime_mood.dm"
#include "slips.dm"
#include "spawn_humans.dm"
#include "spawn_mobs.dm"
#include "species_change_clothing.dm"
#include "species_change_organs.dm"
#include "species_config_sanity.dm"
#include "species_unique_id.dm"
#include "species_whitelists.dm"
#include "spell_invocations.dm"
#include "spell_jaunt.dm"
#include "spell_mindswap.dm"
#include "spell_names.dm"
#include "spell_shapeshift.dm"
#include "spell_timestop.dm"
#include "spies.dm"
#include "spraycan.dm"
#include "spritesheets.dm"
#include "stack_singular_name.dm"
#include "station_trait_tests.dm"
#include "status_effect_validity.dm"
#include "stomach.dm"
#include "storage.dm"
#include "strange_reagent.dm"
#include "strippable.dm"
#include "stuns.dm"
#include "subsystem_init.dm"
#include "suit_storage_icons.dm"
#include "surgeries.dm"
#include "syringe_gun.dm"
#include "tail_wag.dm"
#include "teleporters.dm"
#include "text.dm"
#include "tgui_create_message.dm"
#include "timer_sanity.dm"
#include "trait_addition_and_removal.dm"
#include "traitor.dm"
#include "traitor_mail_content_check.dm"
#include "trauma_granting.dm"
#include "turf_icons.dm"
#include "tutorial_sanity.dm"
#include "unit_test.dm"
#include "verify_config_tags.dm"
#include "verify_emoji_names.dm"
#include "washing.dm"
#include "weird_food.dm"
#include "wizard_loadout.dm"
#include "worn_icons.dm"
// END_INCLUDE
#ifdef REFERENCE_TRACKING_DEBUG //Don't try and parse this file if ref tracking isn't turned on. IE: don't parse ref tracking please mr linter
#include "find_reference_sanity.dm"
#endif
#undef TEST_ASSERT
#undef TEST_ASSERT_EQUAL
#undef TEST_ASSERT_NOTEQUAL
//#undef TEST_FOCUS - This define is used by vscode unit test extension to pick specific unit tests to run and appended later so needs to be used out of scope here
#endif