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Converts a shitload of istypes to their more concise macros Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
243 lines
8.6 KiB
Plaintext
243 lines
8.6 KiB
Plaintext
/*
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Miauw's big Say() rewrite.
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This file has the basic atom/movable level speech procs.
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And the base of the send_speech() proc, which is the core of saycode.
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*/
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GLOBAL_LIST_INIT(freqtospan, list(
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"[FREQ_SCIENCE]" = "sciradio",
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"[FREQ_MEDICAL]" = "medradio",
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"[FREQ_ENGINEERING]" = "engradio",
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"[FREQ_SUPPLY]" = "suppradio",
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"[FREQ_SERVICE]" = "servradio",
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"[FREQ_SECURITY]" = "secradio",
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"[FREQ_COMMAND]" = "comradio",
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"[FREQ_AI_PRIVATE]" = "aiprivradio",
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"[FREQ_SYNDICATE]" = "syndradio",
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"[FREQ_CENTCOM]" = "centcomradio",
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"[FREQ_FACTION]" = "suppradio", //SKYRAT EDIT ADDITIION - FACTION
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"[FREQ_CYBERSUN]" = "syndradio", //SKYRAT EDIT ADDITION - MAPPING
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"[FREQ_INTERDYNE]" = "syndradio", //SKYRAT EDIT ADDITION - MAPPING
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"[FREQ_GUILD]" = "syndradio", //SKYRAT EDIT ADDITION - MAPPING
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"[FREQ_TARKON]" = "engradio", //SKYRAT EDIT ADDITION - MAPPING
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"[FREQ_CTF_RED]" = "redteamradio",
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"[FREQ_CTF_BLUE]" = "blueteamradio",
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"[FREQ_CTF_GREEN]" = "greenteamradio",
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"[FREQ_CTF_YELLOW]" = "yellowteamradio"
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))
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/atom/movable/proc/say(message, bubble_type, list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null, filterproof = null, range = 7)
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if(!can_speak())
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return
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if(sanitize)
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message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN))
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if(message == "" || !message)
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return
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spans |= speech_span
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if(!language)
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language = get_selected_language()
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send_speech(message, range, src, , spans, message_language=language)
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/atom/movable/proc/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, list/message_mods = list())
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SEND_SIGNAL(src, COMSIG_MOVABLE_HEAR, args)
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/atom/movable/proc/can_speak()
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//SHOULD_BE_PURE(TRUE)
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return TRUE
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/atom/movable/proc/send_speech(message, range = 7, obj/source = src, bubble_type, list/spans, datum/language/message_language, list/message_mods = list())
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var/rendered = compose_message(src, message_language, message, , spans, message_mods)
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for(var/atom/movable/hearing_movable as anything in get_hearers_in_view(range, source))
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if(!hearing_movable)//theoretically this should use as anything because it shouldnt be able to get nulls but there are reports that it does.
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stack_trace("somehow theres a null returned from get_hearers_in_view() in send_speech!")
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continue
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hearing_movable.Hear(rendered, src, message_language, message, , spans, message_mods)
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/atom/movable/proc/compose_message(atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, list/message_mods = list(), face_name = FALSE)
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//This proc uses text() because it is faster than appending strings. Thanks BYOND.
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//Basic span
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var/spanpart1 = "<span class='[radio_freq ? get_radio_span(radio_freq) : "game say"]'>"
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//Start name span.
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var/spanpart2 = "<span class='name'>"
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//Radio freq/name display
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var/freqpart = radio_freq ? "\[[get_radio_name(radio_freq)]\] " : ""
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//Speaker name
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var/namepart = "[speaker.GetVoice()][speaker.get_alt_name()]"
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if(face_name && ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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namepart = "[H.get_face_name()]" //So "fake" speaking like in hallucinations does not give the speaker away if disguised
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//End name span.
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var/endspanpart = "</span>"
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//Message
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var/messagepart
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var/languageicon = ""
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if (message_mods[MODE_CUSTOM_SAY_ERASE_INPUT])
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messagepart = message_mods[MODE_CUSTOM_SAY_EMOTE]
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else
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messagepart = lang_treat(speaker, message_language, raw_message, spans, message_mods)
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var/datum/language/D = GLOB.language_datum_instances[message_language]
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if(istype(D) && D.display_icon(src))
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languageicon = "[D.get_icon()] "
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messagepart = " <span class='message'>[say_emphasis(messagepart)]</span></span>"
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return "[spanpart1][spanpart2][freqpart][languageicon][compose_track_href(speaker, namepart)][namepart][compose_job(speaker, message_language, raw_message, radio_freq)][endspanpart][messagepart]"
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/atom/movable/proc/compose_track_href(atom/movable/speaker, message_langs, raw_message, radio_freq)
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return ""
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/atom/movable/proc/compose_job(atom/movable/speaker, message_langs, raw_message, radio_freq)
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return ""
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/atom/movable/proc/say_mod(input, list/message_mods = list())
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var/ending = copytext_char(input, -1)
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if(copytext_char(input, -2) == "!!")
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return verb_yell
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else if(message_mods[MODE_SING])
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. = verb_sing
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else if(ending == "?")
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return verb_ask
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else if(ending == "!")
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return verb_exclaim
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else
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return verb_say
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/atom/movable/proc/say_quote(input, list/spans=list(speech_span), list/message_mods = list())
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if(!input)
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input = "..."
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var/say_mod = message_mods[MODE_CUSTOM_SAY_EMOTE]
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if (!say_mod)
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say_mod = say_mod(input, message_mods)
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if(copytext_char(input, -2) == "!!")
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spans |= SPAN_YELL
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var/spanned = attach_spans(input, spans)
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return "[say_mod], \"[spanned]\""
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/// Transforms the speech emphasis mods from [/atom/movable/proc/say_emphasis] into the appropriate HTML tags. Includes escaping.
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#define ENCODE_HTML_EMPHASIS(input, char, html, varname) \
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var/static/regex/##varname = regex("(?<!\\\\)[char](.+?)(?<!\\\\)[char]", "g");\
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input = varname.Replace_char(input, "<[html]>$1</[html]>")
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/// Scans the input sentence for speech emphasis modifiers, notably |italics|, +bold+, and _underline_ -mothblocks
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/atom/movable/proc/say_emphasis(input)
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ENCODE_HTML_EMPHASIS(input, "\\|", "i", italics)
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ENCODE_HTML_EMPHASIS(input, "\\+", "b", bold)
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ENCODE_HTML_EMPHASIS(input, "_", "u", underline)
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var/static/regex/remove_escape_backlashes = regex("\\\\(_|\\+|\\|)", "g") // Removes backslashes used to escape text modification.
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input = remove_escape_backlashes.Replace_char(input, "$1")
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return input
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#undef ENCODE_HTML_EMPHASIS
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/atom/movable/proc/lang_treat(atom/movable/speaker, datum/language/language, raw_message, list/spans, list/message_mods = list(), no_quote = FALSE)
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var/atom/movable/source = speaker.GetSource() || speaker //is the speaker virtual
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if(has_language(language))
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return no_quote ? raw_message : source.say_quote(raw_message, spans, message_mods)
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else if(language)
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var/datum/language/D = GLOB.language_datum_instances[language]
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raw_message = D.scramble(raw_message)
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return no_quote ? raw_message : source.say_quote(raw_message, spans, message_mods)
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else
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return "makes a strange sound."
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/proc/get_radio_span(freq)
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var/returntext = GLOB.freqtospan["[freq]"]
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if(returntext)
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return returntext
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return "radio"
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/proc/get_radio_name(freq)
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var/returntext = GLOB.reverseradiochannels["[freq]"]
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if(returntext)
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return returntext
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return "[copytext_char("[freq]", 1, 4)].[copytext_char("[freq]", 4, 5)]"
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/proc/attach_spans(input, list/spans)
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return "[message_spans_start(spans)][input]</span>"
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/proc/message_spans_start(list/spans)
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var/output = "<span class='"
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for(var/S in spans)
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output = "[output][S] "
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output = "[output]'>"
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return output
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/proc/say_test(text)
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var/ending = copytext_char(text, -1)
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if (ending == "?")
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return "1"
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else if (ending == "!")
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return "2"
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return "0"
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/atom/movable/proc/GetVoice()
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return "[src]" //Returns the atom's name, prepended with 'The' if it's not a proper noun
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/atom/movable/proc/IsVocal()
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return TRUE
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/atom/movable/proc/get_alt_name()
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//HACKY VIRTUALSPEAKER STUFF BEYOND THIS POINT
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//these exist mostly to deal with the AIs hrefs and job stuff.
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/atom/movable/proc/GetJob() //Get a job, you lazy butte
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/atom/movable/proc/GetSource()
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/atom/movable/proc/GetRadio()
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//VIRTUALSPEAKERS
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/atom/movable/virtualspeaker
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var/job
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var/atom/movable/source
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var/obj/item/radio/radio
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INITIALIZE_IMMEDIATE(/atom/movable/virtualspeaker)
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/atom/movable/virtualspeaker/Initialize(mapload, atom/movable/M, _radio)
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. = ..()
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radio = _radio
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source = M
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if(istype(M))
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name = radio.anonymize ? "Unknown" : M.GetVoice()
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verb_say = M.verb_say
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verb_ask = M.verb_ask
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verb_exclaim = M.verb_exclaim
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verb_yell = M.verb_yell
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// The mob's job identity
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if(ishuman(M))
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// Humans use their job as seen on the crew manifest. This is so the AI
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// can know their job even if they don't carry an ID.
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var/datum/data/record/findjob = find_record("name", name, GLOB.data_core.general)
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if(findjob)
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job = findjob.fields["rank"]
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else
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job = "Unknown"
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else if(iscarbon(M)) // Carbon nonhuman
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job = "No ID"
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else if(isAI(M)) // AI
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job = "AI"
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else if(iscyborg(M)) // Cyborg
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var/mob/living/silicon/robot/B = M
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job = "[B.designation] Cyborg"
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else if(ispAI(M)) // Personal AI (pAI)
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job = JOB_PERSONAL_AI
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else if(isobj(M)) // Cold, emotionless machines
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job = "Machine"
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else // Unidentifiable mob
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job = "Unknown"
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/atom/movable/virtualspeaker/GetJob()
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return job
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/atom/movable/virtualspeaker/GetSource()
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return source
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/atom/movable/virtualspeaker/GetRadio()
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return radio
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