Noise emotes

Conflicts:
	code/modules/mob/living/carbon/brain/say.dm
This commit is contained in:
GinjaNinja32
2014-11-29 17:32:45 +00:00
parent 93805d5742
commit 6a975a1e6a
20 changed files with 131 additions and 92 deletions

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@@ -106,9 +106,10 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
for (var/language_name in all_languages)
var/datum/language/L = all_languages[language_name]
language_keys[":[lowertext(L.key)]"] = L
language_keys[".[lowertext(L.key)]"] = L
language_keys["#[lowertext(L.key)]"] = L
if(!(L.flags & NONGLOBAL))
language_keys[":[lowertext(L.key)]"] = L
language_keys[".[lowertext(L.key)]"] = L
language_keys["#[lowertext(L.key)]"] = L
var/rkey = 0
paths = typesof(/datum/species)-/datum/species

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@@ -109,6 +109,7 @@ var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind'
vox.add_language("Vox-pidgin")
vox.add_language("Galactic Common")
vox.add_language("Tradeband")
vox.add_language("Noise")
vox.h_style = "Short Vox Quills"
vox.f_style = "Shaved"

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@@ -81,13 +81,17 @@ var/const/HOLOPAD_MODE = 0
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
/obj/machinery/hologram/holopad/hear_talk(mob/living/M, text, verb)
/obj/machinery/hologram/holopad/hear_talk(mob/living/M, text, verb, datum/language/speaking)
if(M&&hologram&&master)//Master is mostly a safety in case lag hits or something.
if(!master.say_understands(M))//The AI will be able to understand most mobs talking through the holopad.
if(!master.say_understands(M, speaking))//The AI will be able to understand most mobs talking through the holopad.
text = stars(text)
var/name_used = M.GetVoice()
//This communication is imperfect because the holopad "filters" voices and is only designed to connect to the master only.
var/rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [verb], <span class='message'>\"[text]\"</span></span></i>"
var/rendered
if(speaking)
rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [speaking.format_message(text, verb)]</span></i>"
else
rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [verb], <span class='message'>\"[text]\"</span></span></i>"
master.show_message(rendered, 2)
return

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@@ -452,11 +452,11 @@
del(src)
//BubbleWrap END
/obj/item/weapon/storage/hear_talk(mob/M as mob, text)
/obj/item/weapon/storage/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
for (var/atom/A in src)
if(istype(A,/obj/))
var/obj/O = A
O.hear_talk(M, text)
O.hear_talk(M, text, verb, speaking)
//Returns the storage depth of an atom. This is the number of storage items the atom is contained in before reaching toplevel (the area).
//Returns -1 if the atom was not found on container.

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@@ -126,7 +126,7 @@
return
/obj/proc/hear_talk(mob/M as mob, text)
/obj/proc/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
if(talking_atom)
talking_atom.catchMessage(text, M)
/*

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@@ -293,11 +293,11 @@
else
icon_state = icon_opened
/obj/structure/closet/hear_talk(mob/M as mob, text)
/obj/structure/closet/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
for (var/atom/A in src)
if(istype(A,/obj/))
var/obj/O = A
O.hear_talk(M, text)
O.hear_talk(M, text, verb, speaking)
/obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys", var/wallbreaker)
if(!damage || !wallbreaker)

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@@ -211,11 +211,11 @@
return 1
/obj/item/device/assembly_holder/hear_talk(mob/living/M as mob, msg)
/obj/item/device/assembly_holder/hear_talk(mob/living/M as mob, msg, verb, datum/language/speaking)
if(a_right)
a_right.hear_talk(M,msg)
a_right.hear_talk(M,msg,verb,speaking)
if(a_left)
a_left.hear_talk(M,msg)
a_left.hear_talk(M,msg,verb,speaking)

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@@ -24,8 +24,8 @@
pockets.emp_act(severity)
..()
/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg)
pockets.hear_talk(M, msg)
/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg, verb, datum/language/speaking)
pockets.hear_talk(M, msg, verb, speaking)
..()
//Jackets with buttons, used for labcoats, IA jackets, First Responder jackets, and brown jackets.

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@@ -347,8 +347,8 @@
hold.emp_act(severity)
..()
/obj/item/clothing/tie/storage/hear_talk(mob/M, var/msg)
hold.hear_talk(M, msg)
/obj/item/clothing/tie/storage/hear_talk(mob/M, var/msg, verb, datum/language/speaking)
hold.hear_talk(M, msg, verb, speaking)
..()
/obj/item/clothing/tie/storage/attack_self(mob/user as mob)

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@@ -25,22 +25,18 @@
hear_sleep(message)
return
var/style = "body"
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
if (language && (language.flags & NONVERBAL))
if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
else
message = stars(message)
if(language)
style = language.colour
if(!(language && (language.flags & INNATE))) // skip understanding checks for INNATE languages
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
else
message = stars(message)
var/speaker_name = speaker.name
if(istype(speaker, /mob/living/carbon/human))
@@ -61,12 +57,16 @@
message = "<b>[message]</b>"
if(sdisabilities & DEAF || ear_deaf)
if(speaker == src)
src << "<span class='warning'>You cannot hear yourself speak!</span>"
else
src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear \him."
if(!language || !(language.flags & INNATE)) // INNATE is the flag for audible-emote-language, so we don't want to show an "x talks but you cannot hear them" message if it's set
if(speaker == src)
src << "<span class='warning'>You cannot hear yourself speak!</span>"
else
src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear \him."
else
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='[style]'>\"[message]\"</span></span></span>"
if(language)
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>"
else
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>"
if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
src.playsound_local(source, speech_sound, sound_vol, 1)
@@ -83,26 +83,22 @@
var/track = null
var/style = "body"
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
if (language && (language.flags & NONVERBAL))
if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
else
if(!(language && (language.flags & INNATE))) // skip understanding checks for INNATE languages
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
else
message = stars(message)
if(hard_to_hear)
message = stars(message)
if(language)
style = language.colour
if(hard_to_hear)
message = stars(message)
var/speaker_name = speaker.name
if(vname)
@@ -162,13 +158,18 @@
speaker_name = "[speaker.real_name] ([speaker_name])"
track = "[speaker_name] (<a href='byond://?src=\ref[src];track=\ref[speaker]'>follow</a>)"
var/formatted
if(language)
formatted = language.format_message_radio(message, verb)
else
formatted = "[verb], <span class=\"body\">\"[message]\"</span>"
if(sdisabilities & DEAF || ear_deaf)
if(prob(20))
src << "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>"
else if(track)
src << "[part_a][track][part_b][verb], <span class=\"[style]\">\"[message]\"</span></span></span>"
src << "[part_a][track][part_b][formatted]</span></span>"
else
src << "[part_a][speaker_name][part_b][verb], <span class=\"[style]\">\"[message]\"</span></span></span>"
src << "[part_a][speaker_name][part_b][formatted]</span></span>"
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
if(!client)

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@@ -15,23 +15,21 @@
var/flags = 0 // Various language flags.
var/native // If set, non-native speakers will have trouble speaking.
/datum/language/proc/broadcast(var/mob/living/speaker,var/message,var/speaker_mask)
/datum/language/proc/format_message(message, verb)
return "[verb], <span class='message'><span class='[colour]'>\"[capitalize(message)]\"</span></span>"
/datum/language/proc/format_message_radio(message, verb)
return "[verb], <span class='[colour]'>\"[capitalize(message)]\"</span>"
/datum/language/proc/broadcast(var/mob/living/speaker,var/message,var/speaker_mask)
log_say("[key_name(speaker)] : ([name]) [message]")
if(!speaker_mask) speaker_mask = speaker.name
var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> [format_message(message, get_spoken_verb(message))]</span></i>"
for(var/mob/player in player_list)
var/understood = 0
if(istype(player,/mob/dead))
understood = 1
else if((src in player.languages) && check_special_condition(player))
understood = 1
if(understood)
if(!speaker_mask) speaker_mask = speaker.name
var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> <span class='message'>[speech_verb], \"<span class='[colour]'>[message]</span><span class='message'>\"</span></span></i>"
player << "[msg]"
if(istype(player,/mob/dead) || ((src in player.languages) && check_special_condition(player)))
player << msg
/datum/language/proc/check_special_condition(var/mob/other)
return 1
@@ -44,6 +42,19 @@
return ask_verb
return speech_verb
// Noise "language", for audible emotes.
/datum/language/noise
name = "Noise"
desc = "Noises"
key = ""
flags = RESTRICTED|NONGLOBAL|INNATE
/datum/language/noise/format_message(message, verb)
return "<span class='message'><span class='[colour]'>[message]</span></span>"
/datum/language/noise/format_message_radio(message, verb)
return "<span class='[colour]'>[message]</span>"
/datum/language/unathi
name = "Sinta'unathi"
desc = "The common language of Moghes, composed of sibilant hisses and rattles. Spoken natively by Unathi."
@@ -305,7 +316,8 @@
var/dat = "<b><font size = 5>Known Languages</font></b><br/><br/>"
for(var/datum/language/L in languages)
dat += "<b>[L.name] (:[L.key])</b><br/>[L.desc]<br/><br/>"
if(!(L.flags & NONGLOBAL))
dat += "<b>[L.name] (:[L.key])</b><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
return

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@@ -15,21 +15,12 @@
if(copytext(message,1,2) == "*")
return emote(copytext(message,2))
var/datum/language/speaking = null
if(length(message) >= 2)
var/channel_prefix = copytext(message, 1 ,3)
if(languages.len)
for(var/datum/language/L in languages)
if(lowertext(channel_prefix) == ":[L.key]")
verb = L.speech_verb
speaking = L
break
var/datum/language/speaking = parse_language(message)
if(speaking)
message = trim(copytext(message,3))
message = copytext(message, 2+length(speaking.key))
message = capitalize(trim_left(message))
message = trim(message)
if(!message || stat)
return

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@@ -6,6 +6,19 @@
if(!(container && istype(container, /obj/item/device/mmi)))
return //No MMI, can't speak, bucko./N
else
var/datum/language/speaking = parse_language(message)
if(speaking)
message = copytext(message, 2+length(speaking.key))
var/verb = "says"
var/ending = copytext(message, length(message))
if (speaking)
verb = speaking.get_spoken_verb(ending)
else
if(ending=="!")
verb=pick("exclaims","shouts","yells")
if(ending=="?")
verb="asks"
if(prob(emp_damage*4))
if(prob(10))//10% chane to drop the message entirely
return
@@ -14,5 +27,5 @@
if(istype(container, /obj/item/device/mmi/radio_enabled))
var/obj/item/device/mmi/radio_enabled/R = container
if(R.radio)
spawn(0) R.radio.hear_talk(src, sanitize(message))
spawn(0) R.radio.hear_talk(src, trim(sanitize(message)), verb, speaking)
..()

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@@ -33,7 +33,7 @@
//parse the language code and consume it
var/datum/language/speaking = parse_language(message)
if(speaking)
message = copytext(message,3)
message = copytext(message,2+length(speaking.key))
else if(species.default_language)
speaking = all_languages[species.default_language]
@@ -55,7 +55,7 @@
if (istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
message = capitalize(trim(message))
message = trim(message)
if(speech_problem_flag)
var/list/handle_r = handle_speech_problems(message)

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@@ -29,7 +29,7 @@
//parse the language code and consume it
var/datum/language/speaking = parse_language(message)
if (speaking)
message = copytext(message,3)
message = copytext(message,2+length(speaking.key))
whisper_say(message, speaking, alt_name)
@@ -49,7 +49,7 @@
else
var/adverb = pick("quietly", "softly")
verb = "[speaking.speech_verb] [adverb]"
not_heard = "[verb] something [adverb]"
not_heard = "[speaking.speech_verb] something [adverb]"
else
not_heard = "[verb] something" //TODO get rid of the null language and just prevent speech if language is null
@@ -126,7 +126,7 @@
for (var/obj/O in view(message_range, src))
spawn (0)
if (O)
O.hear_talk(src, message) //O.hear_talk(src, message, verb, speaking)
O.hear_talk(src, message, verb, speaking)
var/list/eavesdropping = hearers(eavesdropping_range, src)
eavesdropping -= src

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@@ -1,3 +1,7 @@
/mob/living/New()
..()
add_language("Noise")
//mob verbs are faster than object verbs. See mob/verb/examine.
/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
set name = "Pull"

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@@ -72,7 +72,7 @@
var/datum/language/speaking = parse_language(message)
if (speaking)
verb = speaking.speech_verb
message = copytext(message,3)
message = trim(copytext(message,2+length(speaking.key)))
if(speaking.flags & HIVEMIND)
speaking.broadcast(src,trim(message))
@@ -102,7 +102,7 @@
if("department")
switch(bot_type)
if(IS_AI)
return AI.holopad_talk(message)
return AI.holopad_talk(message, verb, speaking)
if(IS_ROBOT)
log_say("[key_name(src)] : [message]")
return R.radio.talk_into(src,message,message_mode,verb,speaking)
@@ -149,7 +149,7 @@
return ..(message,speaking,verb)
//For holopads only. Usable by AI.
/mob/living/silicon/ai/proc/holopad_talk(var/message)
/mob/living/silicon/ai/proc/holopad_talk(var/message, verb, datum/language/speaking)
log_say("[key_name(src)] : [message]")
@@ -160,16 +160,22 @@
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src)//If there is a hologram and its master is the user.
var/verb = say_quote(message)
//Human-like, sorta, heard by those who understand humans.
var/rendered_a = "<span class='game say'><span class='name'>[name]</span> [verb], <span class='message'>\"[message]\"</span></span>"
var/rendered_a
//Speach distorted, heard by those who do not understand AIs.
var/message_stars = stars(message)
var/rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [verb], <span class='message'>\"[message_stars]\"</span></span>"
var/rendered_b
if(speaking)
rendered_a = "<span class='game say'><span class='name'>[name]</span> [speaking.format_message(message, verb)]</span>"
rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [speaking.format_message(message_stars, verb)]</span>"
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [speaking.format_message(message, verb)]</span></i>"//The AI can "hear" its own message.
else
rendered_a = "<span class='game say'><span class='name'>[name]</span> [verb], <span class='message'>\"[message]\"</span></span>"
rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [verb], <span class='message'>\"[message_stars]\"</span></span>"
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [verb], <span class='message'><span class='body'>\"[message]\"</span></span></span></i>"//The AI can "hear" its own message.
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [verb], <span class='message'>[message]</span></span></i>"//The AI can "hear" its own message.
for(var/mob/M in hearers(T.loc))//The location is the object, default distance.
if(M.say_understands(src))//If they understand AI speak. Humans and the like will be able to.
M.show_message(rendered_a, 2)

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@@ -197,7 +197,8 @@
var/dat = "<b><font size = 5>Known Languages</font></b><br/><br/>"
for(var/datum/language/L in languages)
dat += "<b>[L.name] (:[L.key])</b><br/>Speech Synthesizer: <i>[(L in speech_synthesizer_langs)? "YES":"NOT SUPPORTED"]</i><br/>[L.desc]<br/><br/>"
if(!(L.flags & NONGLOBAL))
dat += "<b>[L.name] (:[L.key])</b><br/>Speech Synthesizer: <i>[(L in speech_synthesizer_langs)? "YES":"NOT SUPPORTED"]</i><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
return

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@@ -142,6 +142,9 @@
//parses the language code (e.g. :j) from text, such as that supplied to say.
//returns the language object only if the code corresponds to a language that src can speak, otherwise null.
/mob/proc/parse_language(var/message)
if(length(message) >= 1 && copytext(message,1,2) == "!")
return all_languages["Noise"]
if(length(message) >= 2)
var/language_prefix = lowertext(copytext(message, 1 ,3))
var/datum/language/L = language_keys[language_prefix]

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@@ -764,6 +764,8 @@ var/list/RESTRICTED_CAMERA_NETWORKS = list( //Those networks can only be accesse
#define NONVERBAL 4 // Language has a significant non-verbal component. Speech is garbled without line-of-sight
#define SIGNLANG 8 // Language is completely non-verbal. Speech is displayed through emotes for those who can understand.
#define HIVEMIND 16 // Broadcast to all mobs with this language.
#define NONGLOBAL 32 // Do not add to general languages list
#define INNATE 64 // All mobs can be assumed to speak and understand this language (audible emotes)
//Flags for zone sleeping
#define ZONE_ACTIVE 1