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## 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.   (In the prefs menu:)  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. /🆑
19 lines
372 B
Plaintext
19 lines
372 B
Plaintext
/datum/language/monkey
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name = "Chimpanzee"
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desc = "Ook ook ook."
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key = "1"
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space_chance = 100
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syllables = list("oop", "aak", "chee", "eek")
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default_priority = 80
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icon_state = "animal"
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/datum/language/monkey/get_random_name(
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gender = NEUTER,
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name_count = 2,
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syllable_min = 2,
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syllable_max = 4,
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force_use_syllables = FALSE,
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)
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return "monkey ([rand(1, 999)])"
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