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CHOMPStation2/code/game/objects/items/devices/translator.dm
CHOMPStation2StaffMirrorBot 2c9453b5c3 [MIRROR] var/global/list -> GLOB. conversion (#11193)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-07-16 00:24:42 +02:00

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//Universal translator
/obj/item/universal_translator
name = "handheld translator"
desc = "This handy device appears to translate the languages it hears into onscreen text for a user."
icon = 'icons/obj/device.dmi'
icon_state = "translator"
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
var/mult_icons = 1 //Changes sprite when it translates
var/visual = 1 //If you need to see to get the message
var/audio = 0 //If you need to hear to get the message
var/listening = 0
var/datum/language/langset
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/obj/item/universal_translator/attack_self(mob/user)
if(!listening) //Turning ON
langset = tgui_input_list(user,"Translate to which of your languages?","Language Selection", user.languages)
if(langset)
if(langset && ((langset.flags & NONVERBAL) || (langset.flags & HIVEMIND) || (!langset.machine_understands)))
//Nonverbal means no spoken words to translate, so I didn't see the need to remove it.
to_chat(user, span_warning("\The [src] cannot output that language."))
return
else
listening = 1
GLOB.listening_objects |= src
if(mult_icons)
icon_state = "[initial(icon_state)]1"
to_chat(user, span_notice("You enable \the [src], translating into [langset.name]."))
else //Turning OFF
listening = 0
GLOB.listening_objects -= src
langset = null
icon_state = "[initial(icon_state)]"
to_chat(user, span_notice("You disable \the [src]."))
/obj/item/universal_translator/hear_talk(mob/M, list/message_pieces, verb)
if(!listening || !istype(M))
return
//Show the "I heard something" animation.
if(mult_icons)
flick("[initial(icon_state)]2",src)
//Handheld or pocket only.
if(!isliving(loc))
return
var/mob/living/L = loc
if(visual && ((L.sdisabilities & BLIND) || L.eye_blind))
return
if(audio && ((L.sdisabilities & DEAF) || L.ear_deaf))
return
// Using two for loops kinda sucks, but I think it's more efficient
// to shortcut past string building if we're just going to discard the string
// anyways.
if(user_understands(M, L, message_pieces))
return
var/new_message = ""
for(var/datum/multilingual_say_piece/S in message_pieces)
if(S.speaking.flags & NONVERBAL)
continue
if(!S.speaking.machine_understands)
new_message += stars(S.message) + " "
continue
new_message += (S.message + " ")
if(!L.say_understands(null, langset))
new_message = langset.scramble(new_message)
to_chat(L, span_filter_say(span_italics(span_bold("[src]") + " translates, ") + " \"<span class='[langset.colour]'>[new_message]</span>\""))
/obj/item/universal_translator/proc/user_understands(mob/M, mob/living/L, list/message_pieces)
for(var/datum/multilingual_say_piece/S in message_pieces)
if(S.speaking && !L.say_understands(M, S.speaking))
return FALSE
return TRUE
//Let's try an ear-worn version
/obj/item/universal_translator/ear
name = "translator earpiece"
desc = "This handy device appears to translate the languages it hears into another language for a user."
icon_state = "earpiece"
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
visual = 0
audio = 1
//////////////Single language translators
/obj/item/universal_translator/limited
name = "handheld translator (galcom)"
desc = "This handy device appears to translate specific languages that it hears into onscreen text for a user."
var/list/known_languages = list(LANGUAGE_GALCOM)
icon_state = "translator_small"
/obj/item/universal_translator/limited/hear_talk(mob/M, list/message_pieces, verb)
if(!listening || !istype(M))
return
//Handheld or pocket only.
if(!isliving(loc))
return
var/mob/living/L = loc
if(visual && ((L.sdisabilities & BLIND) || L.eye_blind))
return
if(audio && ((L.sdisabilities & DEAF) || L.ear_deaf))
return
// Using two for loops kinda sucks, but I think it's more efficient
// to shortcut past string building if we're just going to discard the string
// anyways.
if(user_understands(M, L, message_pieces))
return
var/new_message = ""
var/confirm = 0
for(var/datum/multilingual_say_piece/S in message_pieces)
if(S.speaking.name in known_languages)
confirm = 1
new_message += (S.message + " ")
if(!L.say_understands(null, langset))
new_message = langset.scramble(new_message)
//Show the "I heard something" animation, only if it's an appropriate language!
if(mult_icons && confirm)
flick("[initial(icon_state)]2",src)
if(confirm) //Don't show a message at all if there's no recognised language, that'd just be annoying.
to_chat(L, span_filter_say("<i><b>[src]</b> translates, </i>\"<span class='[langset.colour]'>[new_message]</span>\""))
/obj/item/universal_translator/limited/sol
name = "handheld translator (solcom)"
known_languages = list(LANGUAGE_SOL_COMMON)
/obj/item/universal_translator/limited/terminus
name = "handheld translator (terminus)"
known_languages = list(LANGUAGE_TERMINUS)
/obj/item/universal_translator/limited/tradeband
name = "handheld translator (tradeband)"
known_languages = list(LANGUAGE_TRADEBAND)
/obj/item/universal_translator/limited/gutterband
name = "handheld translator (gutterband)"
known_languages = list(LANGUAGE_GUTTER)
/obj/item/universal_translator/limited/skrellian
name = "handheld translator (skrellian)"
known_languages = list(LANGUAGE_SKRELLIAN)
/obj/item/universal_translator/limited/unathi
name = "handheld translator (sinta'unathi)"
known_languages = list(LANGUAGE_UNATHI)
/obj/item/universal_translator/limited/siik
name = "handheld translator (siik)"
known_languages = list(LANGUAGE_SIIK)
/obj/item/universal_translator/limited/schechi
name = "handheld translator (schechi)"
known_languages = list(LANGUAGE_SCHECHI)
/obj/item/universal_translator/limited/vedaqh
name = "handheld translator (vedaqh)"
known_languages = list(LANGUAGE_ZADDAT)
/obj/item/universal_translator/limited/birdsong
name = "handheld translator (birdsong)"
known_languages = list(LANGUAGE_BIRDSONG)
/obj/item/universal_translator/limited/sagaru
name = "handheld translator (sagaru)"
known_languages = list(LANGUAGE_SAGARU)
/obj/item/universal_translator/limited/canilunzt
name = "handheld translator (canilunzt)"
known_languages = list(LANGUAGE_CANILUNZT)
/obj/item/universal_translator/limited/ecureuilian
name = "handheld translator (ecureuilian)"
known_languages = list(LANGUAGE_ECUREUILIAN)
/obj/item/universal_translator/limited/daemon
name = "handheld translator (daemon)"
known_languages = list(LANGUAGE_DAEMON)
/obj/item/universal_translator/limited/enochian
name = "handheld translator (enochian)"
known_languages = list(LANGUAGE_ENOCHIAN)
/obj/item/universal_translator/limited/vespinae
name = "handheld translator (vespinae)"
known_languages = list(LANGUAGE_VESPINAE)
/obj/item/universal_translator/limited/dragon
name = "handheld translator (d'rudak'ar)"
known_languages = list(LANGUAGE_DRUDAKAR)
/obj/item/universal_translator/limited/spacer
name = "handheld translator (spacer)"
known_languages = list(LANGUAGE_SPACER)
/obj/item/universal_translator/limited/tavan
name = "handheld translator (tavan)"
known_languages = list(LANGUAGE_TAVAN)
/obj/item/universal_translator/limited/echosong
name = "handheld translator (echo song)"
known_languages = list(LANGUAGE_ECHOSONG)
/obj/item/universal_translator/limited/akhani
name = "handheld translator (akhani)"
known_languages = list(LANGUAGE_AKHANI)
/obj/item/universal_translator/limited/alai
name = "handheld translator (alai)"
known_languages = list(LANGUAGE_ALAI)
/obj/item/universal_translator/limited/glamour //Admin spawn only, just here for utility
name = "handheld translator (glamourspeak)"
known_languages = list(LANGUAGE_LLEILL)
/obj/item/universal_translator/limited/teppi //Admin spawn only, just here for utility
name = "handheld translator (teppi)"
known_languages = list(LANGUAGE_TEPPI)