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Multilingualism
This commit adjusts the speech parsing system to allow for an infinite number of languages to be present in the same message. You can transition freely between any language you are able to speak simply by putting it's language key in the middle of the sentence. Honestly, this was a massive pain in the ass, and there's probably still broken stuff, even though I've spent around 8 hours testing and refining this.
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@@ -11,7 +11,6 @@
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var/ask_verb = "asks" // Used when sentence ends in a ?
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var/exclaim_verb = "exclaims" // Used when sentence ends in a !
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var/whisper_verb // Optional. When not specified speech_verb + quietly/softly is used instead.
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var/signlang_verb = list() // list of emotes that might be displayed if this language has NONVERBAL or SIGNLANG flags
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var/colour = "body" // CSS style to use for strings in this language.
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var/key = "x" // Character used to speak in language eg. :o for Unathi.
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var/flags = 0 // Various language flags.
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@@ -85,11 +84,11 @@
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return scrambled_text
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/datum/language/proc/format_message(message, verb)
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return "[verb], <span class='message'><span class='[colour]'>\"[capitalize(message)]\"</span></span>"
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/datum/language/proc/format_message(message)
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return "<span class='message'><span class='[colour]'>[message]</span></span>"
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/datum/language/proc/format_message_radio(message, verb)
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return "[verb], <span class='[colour]'>\"[capitalize(message)]\"</span>"
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/datum/language/proc/format_message_radio(message)
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return "<span class='[colour]'>[message]</span>"
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/datum/language/proc/get_talkinto_msg_range(message)
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// if you yell, you'll be heard from two tiles over instead of one
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@@ -103,11 +102,11 @@
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if(!speaker_mask)
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speaker_mask = speaker.name
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var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> [format_message(message, get_spoken_verb(message))]</span></i>"
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var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> [get_spoken_verb(message)], [format_message(message)]</span></i>"
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for(var/mob/player in GLOB.player_list)
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if(istype(player,/mob/dead) && follow)
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var/msg_dead = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> ([ghost_follow_link(speaker, ghost=player)]) [format_message(message, get_spoken_verb(message))]</span></i>"
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var/msg_dead = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> ([ghost_follow_link(speaker, ghost=player)]) [get_spoken_verb(message)], [format_message(message)]</span></i>"
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to_chat(player, msg_dead)
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continue
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@@ -135,10 +134,10 @@
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key = ""
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flags = RESTRICTED|NONGLOBAL|INNATE|NO_TALK_MSG|NO_STUTTER
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/datum/language/noise/format_message(message, verb)
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/datum/language/noise/format_message(message)
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return "<span class='message'><span class='[colour]'>[message]</span></span>"
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/datum/language/noise/format_message_radio(message, verb)
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/datum/language/noise/format_message_radio(message)
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return "<span class='[colour]'>[message]</span>"
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/datum/language/noise/get_talkinto_msg_range(message)
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@@ -635,10 +634,9 @@
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// Language handling.
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/mob/proc/add_language(language)
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var/datum/language/new_language = GLOB.all_languages[language]
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if(!istype(new_language) || new_language in languages)
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if(!istype(new_language) || (new_language in languages))
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return FALSE
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languages |= new_language
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@@ -657,8 +655,7 @@
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// Can we speak this language, as opposed to just understanding it?
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/mob/proc/can_speak_language(datum/language/speaking)
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return (universal_speak || (speaking && speaking.flags & INNATE) || speaking in languages)
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return universal_speak || (speaking && speaking.flags & INNATE) || (speaking in languages)
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//TBD
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/mob/proc/check_lang_data()
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