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Bubberstation/code/__HELPERS/names.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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/**
* Generate a random name based off of one of the roundstart languages
*
* * gender - What gender to pick from. Picks between male, female if not provided.
* * unique - If the name should be unique, IE, avoid picking names that mobs already have.
* * list/language_weights - A list of language weights to pick from.
* If not provided, it will default to a list of roundstart languages, with common being the most likely.
*/
/proc/generate_random_name(gender, unique, list/language_weights)
if(isnull(language_weights))
language_weights = list()
for(var/lang_type in GLOB.uncommon_roundstart_languages)
language_weights[lang_type] = 1
language_weights[/datum/language/common] = 20
var/datum/language/picked = GLOB.language_datum_instances[pick_weight(language_weights)]
if(unique)
return picked.get_random_unique_name(gender)
return picked.get_random_name(gender)
/**
* Generate a random name based off of a species
* This will pick a name from the species language, and avoid picking common if there are alternatives
*
* * gender - What gender to pick from. Picks between male, female if not provided.
* * unique - If the name should be unique, IE, avoid picking names that mobs already have.
* * datum/species/species_type - The species to pick from
* * include_all - Makes the generated name a mix of all the languages the species can speak rather than just one of them
* Does this on a per-name basis, IE "Lizard first name, uncommon last name".
*/
/proc/generate_random_name_species_based(gender, unique, datum/species/species_type, include_all = FALSE)
ASSERT(ispath(species_type, /datum/species))
var/datum/language_holder/holder = GLOB.prototype_language_holders[species_type::species_language_holder]
var/list/languages_to_pick_from = list()
for(var/language in holder.spoken_languages)
languages_to_pick_from[language] = 1
if(length(languages_to_pick_from) >= 2)
// Basically, if we have alternatives, don't pick common it's boring
languages_to_pick_from -= /datum/language/common
if(!include_all || length(languages_to_pick_from) <= 1)
return generate_random_name(gender, unique, languages_to_pick_from)
var/list/name_parts = list()
for(var/lang_type in shuffle(languages_to_pick_from))
name_parts += GLOB.language_datum_instances[lang_type].get_random_name(gender, name_count = 1, force_use_syllables = TRUE)
return jointext(name_parts, " ")
/**
* Generates a random name for the mob based on their gender or species (for humans)
*
* * unique - If the name should be unique, IE, avoid picking names that mobs already have.
*/
/mob/proc/generate_random_mob_name(unique)
return generate_random_name_species_based(gender, unique, /datum/species/human)
/mob/living/carbon/generate_random_mob_name(unique)
return generate_random_name_species_based(gender, unique, dna?.species?.type || /datum/species/human)
/mob/living/silicon/generate_random_mob_name(unique)
return generate_random_name(gender, unique, list(/datum/language/machine = 1))
/mob/living/basic/drone/generate_random_mob_name(unique)
return generate_random_name(gender, unique, list(/datum/language/machine = 1))
/mob/living/basic/bot/generate_random_mob_name(unique)
return generate_random_name(gender, unique, list(/datum/language/machine = 1))
/mob/living/simple_animal/bot/generate_random_mob_name(unique)
return generate_random_name(gender, unique, list(/datum/language/machine = 1))
GLOBAL_VAR(command_name)
/proc/command_name()
if (GLOB.command_name)
return GLOB.command_name
var/name = "Central Command"
GLOB.command_name = name
return name
/proc/change_command_name(name)
GLOB.command_name = name
return name
/proc/station_name()
if(!GLOB.station_name)
var/newname
var/config_station_name = CONFIG_GET(string/stationname)
if(config_station_name)
newname = config_station_name
else
newname = new_station_name()
set_station_name(newname)
return GLOB.station_name
/proc/set_station_name(new_name)
var/old_name = GLOB.station_name
GLOB.station_name = new_name
var/config_server_name = CONFIG_GET(string/servername)
if(config_server_name)
world.name = "[config_server_name][config_server_name == GLOB.station_name ? "" : ": [html_decode(GLOB.station_name)]"]"
else
world.name = html_decode(GLOB.station_name)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_STATION_NAME_CHANGED, new_name, old_name)
/proc/new_station_name()
var/random = rand(1,5)
var/name = ""
var/new_station_name = ""
//Rare: Pre-Prefix
if (prob(10))
name = pick(GLOB.station_prefixes)
new_station_name = name + " "
name = ""
if(prob(0.1))
random = 999999999 //ridiculously long name in written numbers
// Prefix
var/holiday_name = length(GLOB.holidays) && pick(GLOB.holidays)
if(holiday_name)
var/datum/holiday/holiday = GLOB.holidays[holiday_name]
if(istype(holiday, /datum/holiday/friday_thirteenth))
random = 13
name = holiday.getStationPrefix()
//get normal name
if(!name)
name = pick(GLOB.station_names)
if(name)
new_station_name += name + " "
// Suffix
name = pick(GLOB.station_suffixes)
new_station_name += name + " "
// ID Number
switch(random)
if(1)
new_station_name += "[rand(1, 99)]"
if(2)
new_station_name += pick(GLOB.greek_letters)
if(3)
new_station_name += "\Roman[rand(1,99)]"
if(4)
new_station_name += pick(GLOB.phonetic_alphabet)
if(5)
new_station_name += convert_integer_to_words(rand(-1,99), capitalise = TRUE)
if(13)
new_station_name += pick("13","XIII","Thirteen")
if(999999999)
new_station_name += convert_integer_to_words(rand(111111111,999999999), capitalise = TRUE)
return new_station_name
/proc/syndicate_name()
var/name = ""
// Prefix
name += pick("Clandestine", "Prima", "Blue", "Zero-G", "Max", "Blasto", "North", "Omni", "Newton", "Cyber", "Bonk", "Gene", "Gib")
// Suffix
if (prob(80))
name += " "
// Full
if (prob(60))
name += pick("Syndicate", "Consortium", "Collective", "Corporation", "Group", "Holdings", "Biotech", "Industries", "Systems", "Products", "Chemicals", "Enterprises", "Family", "Creations", "International", "Intergalactic", "Interplanetary", "Foundation", "Positronics", "Hive")
// Broken
else
name += pick("Syndi", "Corp", "Bio", "System", "Prod", "Chem", "Inter", "Hive")
name += pick("", "-")
name += pick("Tech", "Co", "Tek", "X", "Inc", "Code")
// Small
else
name += pick("-", "*", "")
name += pick("Tech", "Co", "Tek", "X", "Inc", "Gen", "Star", "Dyne", "Code", "Hive")
return name
//Traitors and traitor silicons will get these. Revs will not.
GLOBAL_VAR(syndicate_code_phrase) //Code phrase for traitors.
GLOBAL_VAR(syndicate_code_response) //Code response for traitors.
//Cached regex search - for checking if codewords are used.
GLOBAL_DATUM(syndicate_code_phrase_regex, /regex)
GLOBAL_DATUM(syndicate_code_response_regex, /regex)
/*
Should be expanded.
How this works:
Instead of "I'm looking for James Smith," the traitor would say "James Smith" as part of a conversation.
Another traitor may then respond with: "They enjoy running through the void-filled vacuum of the derelict."
The phrase should then have the words: James Smith.
The response should then have the words: run, void, and derelict.
This way assures that the code is suited to the conversation and is unpredicatable.
Obviously, some people will be better at this than others but in theory, everyone should be able to do it and it only enhances roleplay.
Can probably be done through "{ }" but I don't really see the practical benefit.
One example of an earlier system is commented below.
/N
*/
/proc/generate_code_phrase(return_list=FALSE)//Proc is used for phrase and response in master_controller.dm
if(!return_list)
. = ""
else
. = list()
var/words = pick(//How many words there will be. Minimum of two. 2, 4 and 5 have a lesser chance of being selected. 3 is the most likely.
50; 2,
200; 3,
50; 4,
25; 5
)
var/list/safety = list(1,2,3)//Tells the proc which options to remove later on.
var/nouns = strings(ION_FILE, "ionabstract")
var/objects = strings(ION_FILE, "ionobjects")
var/adjectives = strings(ION_FILE, "ionadjectives")
var/threats = strings(ION_FILE, "ionthreats")
var/foods = strings(ION_FILE, "ionfood")
var/drinks = strings(ION_FILE, "iondrinks")
var/locations = strings(LOCATIONS_FILE, "locations")
var/list/names = list()
for(var/datum/record/crew/target in GLOB.manifest.general)//Picks from crew manifest.
names += target.name
var/maxwords = words//Extra var to check for duplicates.
for(words,words>0,words--)//Randomly picks from one of the choices below.
if(words == 1 && (1 in safety) && (2 in safety))//If there is only one word remaining and choice 1 or 2 have not been selected.
safety = list(pick(1,2))//Select choice 1 or 2.
else if(words == 1 && maxwords == 2)//Else if there is only one word remaining (and there were two originally), and 1 or 2 were chosen,
safety = list(3)//Default to list 3
switch(pick(safety))//Chance based on the safety list.
if(1)//1 and 2 can only be selected once each to prevent more than two specific names/places/etc.
switch(rand(1,2))//Mainly to add more options later.
if(1)
if(length(names) && prob(70))
. += pick(names)
else
. += generate_random_name()
if(2)
var/datum/job/job = pick(SSjob.joinable_occupations)
if(job)
. += job.title //Returns a job.
else
stack_trace("Failed to pick(SSjob.joinable_occupations) on generate_code_phrase()")
. += "Bug"
safety -= 1
if(2)
switch(rand(1,3))//Food, drinks, or places. Only selectable once.
if(1)
. += LOWER_TEXT(pick(drinks))
if(2)
. += LOWER_TEXT(pick(foods))
if(3)
. += LOWER_TEXT(pick(locations))
safety -= 2
if(3)
switch(rand(1,4))//Abstract nouns, objects, adjectives, threats. Can be selected more than once.
if(1)
. += LOWER_TEXT(pick(nouns))
if(2)
. += LOWER_TEXT(pick(objects))
if(3)
. += LOWER_TEXT(pick(adjectives))
if(4)
. += LOWER_TEXT(pick(threats))
if(!return_list)
if(words == 1)
. += "."
else
. += ", "
/proc/odd_organ_name()
return "[pick(GLOB.gross_adjectives)], [pick(GLOB.gross_adjectives)] organ"
/proc/hive_name()
return "[pick(GLOB.hive_names)]-hive"
/**
* Generate a name devices
*
* Creates a randomly generated tag or name for devices or anything really
* it keeps track of a special list that makes sure no name is used more than
* once
*
* args:
* * len (int)(Optional) Default=5 The length of the name
* * prefix (string)(Optional) static text in front of the random name
* * postfix (string)(Optional) static text in back of the random name
* Returns (string) The generated name
*/
/proc/assign_random_name(len=5, prefix="", postfix="")
//DO NOT REMOVE NAMES HERE UNLESS YOU KNOW WHAT YOU'RE DOING
//All names already used
var/static/list/used_names = list()
var/static/valid_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789"
var/list/new_name = list()
var/text
// machine id's should be fun random chars hinting at a larger world
do
new_name.Cut()
new_name += prefix
for(var/i = 1 to len)
new_name += valid_chars[rand(1,length(valid_chars))]
new_name += postfix
text = new_name.Join()
while(used_names[text])
used_names[text] = TRUE
return text
/**
* returns an ic name of the tool needed
* Arguments:
* * tool_behaviour: the tool described!
*/
/proc/tool_behaviour_name(tool_behaviour)
switch(tool_behaviour)
if(TOOL_CROWBAR)
return "a crowbar"
if(TOOL_MULTITOOL)
return "a multitool"
if(TOOL_SCREWDRIVER)
return "a screwdriver"
if(TOOL_WIRECUTTER)
return "a pair of wirecutters"
if(TOOL_WRENCH)
return "a wrench"
if(TOOL_WELDER)
return "a welder"
if(TOOL_ANALYZER)
return "an analyzer tool"
if(TOOL_MINING)
return "a mining implement"
if(TOOL_SHOVEL)
return "a digging tool"
if(TOOL_RETRACTOR)
return "a retractor"
if(TOOL_HEMOSTAT)
return "something to clamp bleeding"
if(TOOL_CAUTERY)
return "a cautery"
if(TOOL_DRILL)
return "a drilling tool"
if(TOOL_SCALPEL)
return "a fine cutting tool"
if(TOOL_SAW)
return "a saw"
if(TOOL_BONESET)
return "a bone setter"
if(TOOL_KNIFE)
return "a cutting tool"
if(TOOL_BLOODFILTER)
return "a blood filter"
if(TOOL_ROLLINGPIN)
return "a rolling pin"
else
return "something... but the gods didn't set this up right (Please report this bug)"