## About The Pull Request 1. Redid the formula for calculating mutual language understanding Old: `base + (10 * (1 - (min(commonness, 1250) / 500)))`, or in other words `base + 10% to -15%` New: `base + max(20 - (commonness / 1000) * 20, -5)`, or in other words `base + 20% to -5%` 2. CSL strength preference has been changed Old: `"90%", "75%", "50%", "33%", "25%", "10%"` New: `"75%", "50%", "25%"` 3. If you understand a language partially, the icon in chat is differentiated slightly <img width="414" height="30" alt="image" src="https://github.com/user-attachments/assets/16af293a-698e-4ab8-9638-580920a38543" /> (Icon subject to change, it's just a `?` spliced with the icon rn) 4. CSL can now be taken by humans, doing so grants you gal-uncommon 5. Fixed a bug where contractions, due to being encoded, would be treated as lower frequency / rarer and thus be more likely to be translated ## Why It's Good For The Game 1. The current formula was a bit too harsh and resulted in more words being translated than you'd expect. The altered formula should make it less persistent. 2. These values were tweaked according to the new formula. If I left the 90% value it'd mean like every word would get translated and that defeats the point. 3. Makes things a bit clearer when it comes to partial understanding. 4. Requested, sounds like fun so why not. 5. Bugfix. ## Changelog 🆑 Melbert fix: Fixed a bug where contractions were treated as rarer words than they should be for the sake of partial language understanding balance: Tweaked the formula of partial language understanding: Less common words are penalized less, more common words are rewarded more. In other words more words will be understood on average. balance: Common Second Language numbers were tweaked according to the new formula. Now "75%", "50%", "25%". balance: Humans can now take Common Second Language. Doing so also grants Galactic Uncommon. add: Partially understood sentences now get an altered language icon in chat and runechat, indicating that only some of the words were translated. /🆑
Asset cache system
Framework for managing browser assets (javascript,css,images,etc)
This manages getting the asset to the client without doing unneeded re-sends, as well as utilizing any configured cdns.
There are two frameworks for using this system:
Asset datum:
Make a datum in asset_list_items.dm with your browser assets for your thing.
Checkout asset_list.dm for the helper subclasses
The simple subclass will most likely be of use for most cases.
Call get_asset_datum() with the type of the datum you created to get your asset cache datum
Call .send(client|usr) on that datum to send the asset to the client. Depending on the asset transport this may or may not block.
Call .get_url_mappings() to get an associated list with the urls your assets can be found at.
Manual backend:
See the documentation for /datum/asset_transport for the backend api the asset datums utilize.
The global variable SSassets.transport contains the currently configured transport.
Notes:
Because byond browse() calls use non-blocking queues, if your code uses output() (which bypasses all of these queues) to invoke javascript functions you will need to first have the javascript announce to the server it has loaded before trying to invoke js functions.
To make your code work with any CDNs configured by the server, you must make sure assets are referenced from the url returned by get_url_mappings() or by asset_transport's get_asset_url(). (TGUI also has helpers for this.) If this can not be easily done, you can bypass the cdn using legacy assets, see the simple asset datum for details.
CSS files that use url() can be made to use the CDN without needing to rewrite all url() calls in code by using the namespaced helper datum. See the documentation for /datum/asset/simple/namespaced for details.