Merge pull request #10890 from PsiOmegaDelta/150826-AltLangKeys

Languages now use alternative prefix keys.
This commit is contained in:
Zuhayr
2015-09-06 17:20:51 +09:30
11 changed files with 132 additions and 59 deletions

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@@ -120,9 +120,7 @@ var/global/list/syndicate_access = list(access_maint_tunnels, access_syndicate,
for (var/language_name in all_languages)
var/datum/language/L = all_languages[language_name]
if(!(L.flags & NONGLOBAL))
language_keys[":[lowertext(L.key)]"] = L
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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@@ -314,3 +314,19 @@ proc/TextPreview(var/string,var/len=40)
if(C && (C.prefs.toggles & CHAT_NOICONS))
return tagdesc
return "<IMG src='\ref[text_tag_icons.icon]' class='text_tag' iconstate='[tagname]'" + (tagdesc ? " alt='[tagdesc]'" : "") + ">"
/proc/contains_az09(var/input)
for(var/i=1, i<=length(input), i++)
var/ascii_char = text2ascii(input,i)
switch(ascii_char)
// A .. Z
if(65 to 90) //Uppercase Letters
return 1
// a .. z
if(97 to 122) //Lowercase Letters
return 1
// 0 .. 9
if(48 to 57) //Numbers
return 1
return 0

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@@ -210,6 +210,8 @@ var/list/gamemode_cache = list()
var/aggressive_changelog = 0
var/list/language_prefixes = list(",","#","-")//Default language prefixes
/datum/configuration/New()
var/list/L = typesof(/datum/game_mode) - /datum/game_mode
for (var/T in L)
@@ -679,6 +681,11 @@ var/list/gamemode_cache = list()
if("aggressive_changelog")
config.aggressive_changelog = 1
if("default_language_prefixes")
var/list/values = text2list(value, " ")
if(values.len > 0)
language_prefixes = values
else
log_misc("Unknown setting in configuration: '[name]'")

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@@ -7,7 +7,7 @@
feedback_tag = "changeling_objective"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
welcome_text = "Use say \":g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them."
welcome_text = "Use say \"#g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them."
flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
/datum/antagonist/changeling/get_special_objective_text(var/datum/mind/player)

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@@ -76,6 +76,7 @@ datum/preferences
var/species = "Human" //Species datum to use.
var/species_preview //Used for the species selection window.
var/list/alternate_languages = list() //Secondary language(s)
var/list/language_prefixes = list() //Kanguage prefix keys
var/list/gear //Custom/fluff item loadout.
//Some faction information.
@@ -401,8 +402,11 @@ datum/preferences
dat += "- <a href='byond://?src=\ref[user];preference=language;add=1'>add</a> ([S.num_alternate_languages - alternate_languages.len] remaining)<br>"
else
dat += "- [species] cannot choose secondary languages.<br>"
dat += "<br><br>"
dat += "<b>Language Keys</b><br>"
dat += " [english_list(language_prefixes, and_text = " ", comma_text = " ")] <a href='byond://?src=\ref[user];preference=language_prefix'>Change</a><br>"
dat += "<br><br>"
var/list/undies = gender == MALE ? underwear_m : underwear_f
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[get_key_by_value(undies,underwear)]</b></a><br>"
@@ -1175,6 +1179,26 @@ datum/preferences
if(new_lang)
alternate_languages |= new_lang
else if(href_list["preference"] == "language_prefix")
var/char
var/keys[0]
do
char = input("Enter a single special character.\nYou may re-select the same characters.\nThe following characters are already in use by radio: ; : .\nThe following characters are already in use by special say commands: ! *", "Enter Character - [3 - keys.len] remaining") as null|text
if(char)
if(length(char) > 1)
alert("Only single characters allowed.", "Error", "Ok")
else if(char in list(";", ":", "."))
alert("Radio character. Rejected.", "Error", "Ok")
else if(char in list("!","*"))
alert("Say character. Rejected.", "Error", "Ok")
else if(contains_az09(char))
alert("Non-special character. Rejected.", "Error", "Ok")
else
keys.Add(char)
while(char && keys.len < 3)
if(keys.len == 3)
language_prefixes = keys
switch(href_list["task"])
if("change")
if(href_list["preference"] == "species")

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@@ -110,8 +110,11 @@
S["spawnpoint"] >> spawnpoint
S["language"] >> alternate_languages
S["language_prefixes"] >> language_prefixes
if(isnull(alternate_languages))
alternate_languages = list()
if(isnull(language_prefixes) || !language_prefixes.len)
language_prefixes = config.language_prefixes.Copy()
if(!islist(alternate_languages))
if(client)
// Warn them that we (probably) just broke their languages
@@ -287,6 +290,7 @@
S["age"] << age
S["species"] << species
S["language"] << alternate_languages
S["language_prefixes"] << language_prefixes
S["hair_red"] << r_hair
S["hair_green"] << g_hair
S["hair_blue"] << b_hair

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@@ -101,15 +101,17 @@
log_say("[key_name(speaker)] : ([name]) [message]")
if(!speaker_mask) speaker_mask = speaker.name
for(var/mob/player in player_list)
player.hear_broadcast(src, speaker, speaker_mask, format_message(message, get_spoken_verb(message)))
message = format_message(message, get_spoken_verb(message))
/mob/proc/hear_broadcast(var/datum/language/language, var/speaker, var/message)
for(var/mob/player in player_list)
player.hear_broadcast(src, speaker, speaker_mask, message)
/mob/proc/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
if((language in languages) && language.check_special_condition(src))
var/msg = "<i><span class='game say'>[language.name], <span class='name'>[speaker]</span> [message]</span></i>"
var/msg = "<i><span class='game say'>[language.name], <span class='name'>[speaker_name]</span> [message]</span></i>"
src << msg
/mob/new_player/hear_broadcast()
/mob/new_player/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
return
/mob/dead/observer/hear_broadcast(var/datum/language/language, var/mob/speaker, var/speaker_name, var/message)
@@ -153,9 +155,20 @@
// Can we speak this language, as opposed to just understanding it?
/mob/proc/can_speak(datum/language/speaking)
return (universal_speak || (speaking && speaking.flags & INNATE) || speaking in src.languages)
/mob/proc/get_language_prefix()
if(client && client.prefs.language_prefixes && client.prefs.language_prefixes.len)
return client.prefs.language_prefixes[1]
return config.language_prefixes[1]
/mob/proc/is_language_prefix(var/prefix)
if(client && client.prefs.language_prefixes && client.prefs.language_prefixes.len)
return prefix in client.prefs.language_prefixes
return prefix in config.language_prefixes
//TBD
/mob/verb/check_languages()
set name = "Check Known Languages"
@@ -166,7 +179,7 @@
for(var/datum/language/L in languages)
if(!(L.flags & NONGLOBAL))
dat += "<b>[L.name] (:[L.key])</b><br/>[L.desc]<br/><br/>"
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
return
@@ -180,9 +193,9 @@
for(var/datum/language/L in languages)
if(!(L.flags & NONGLOBAL))
if(L == default_language)
dat += "<b>[L.name] (:[L.key])</b> - default - <a href='byond://?src=\ref[src];default_lang=reset'>reset</a><br/>[L.desc]<br/><br/>"
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b> - default - <a href='byond://?src=\ref[src];default_lang=reset'>reset</a><br/>[L.desc]<br/><br/>"
else
dat += "<b>[L.name] (:[L.key])</b> - <a href='byond://?src=\ref[src];default_lang=\ref[L]'>set default</a><br/>[L.desc]<br/><br/>"
dat += "<b>[L.name] ([get_language_prefix()][L.key])</b> - <a href='byond://?src=\ref[src];default_lang=\ref[L]'>set default</a><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")

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@@ -1,49 +1,49 @@
var/list/department_radio_keys = list(
":r" = "right ear", "#r" = "right ear", ".r" = "right ear",
":l" = "left ear", "#l" = "left ear", ".l" = "left ear",
":i" = "intercom", "#i" = "intercom", ".i" = "intercom",
":h" = "department", "#h" = "department", ".h" = "department",
":+" = "special", "#+" = "special", ".+" = "special", //activate radio-specific special functions
":c" = "Command", "#c" = "Command", ".c" = "Command",
":n" = "Science", "#n" = "Science", ".n" = "Science",
":m" = "Medical", "#m" = "Medical", ".m" = "Medical",
":e" = "Engineering", "#e" = "Engineering", ".e" = "Engineering",
":s" = "Security", "#s" = "Security", ".s" = "Security",
":w" = "whisper", "#w" = "whisper", ".w" = "whisper",
":t" = "Mercenary", "#t" = "Mercenary", ".t" = "Mercenary",
":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
":v" = "Service", "#v" = "Service", ".v" = "Service",
":p" = "AI Private", "#p" = "AI Private", ".p" = "AI Private",
":r" = "right ear", ".r" = "right ear",
":l" = "left ear", ".l" = "left ear",
":i" = "intercom", ".i" = "intercom",
":h" = "department", ".h" = "department",
":+" = "special", ".+" = "special", //activate radio-specific special functions
":c" = "Command", ".c" = "Command",
":n" = "Science", ".n" = "Science",
":m" = "Medical", ".m" = "Medical",
":e" = "Engineering", ".e" = "Engineering",
":s" = "Security", ".s" = "Security",
":w" = "whisper", ".w" = "whisper",
":t" = "Mercenary", ".t" = "Mercenary",
":u" = "Supply", ".u" = "Supply",
":v" = "Service", ".v" = "Service",
":p" = "AI Private", ".p" = "AI Private",
":R" = "right ear", "#R" = "right ear", ".R" = "right ear",
":L" = "left ear", "#L" = "left ear", ".L" = "left ear",
":I" = "intercom", "#I" = "intercom", ".I" = "intercom",
":H" = "department", "#H" = "department", ".H" = "department",
":C" = "Command", "#C" = "Command", ".C" = "Command",
":N" = "Science", "#N" = "Science", ".N" = "Science",
":M" = "Medical", "#M" = "Medical", ".M" = "Medical",
":E" = "Engineering", "#E" = "Engineering", ".E" = "Engineering",
":S" = "Security", "#S" = "Security", ".S" = "Security",
":W" = "whisper", "#W" = "whisper", ".W" = "whisper",
":T" = "Mercenary", "#T" = "Mercenary", ".T" = "Mercenary",
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
":V" = "Service", "#V" = "Service", ".V" = "Service",
":P" = "AI Private", "#P" = "AI Private", ".P" = "AI Private",
":R" = "right ear", ".R" = "right ear",
":L" = "left ear", ".L" = "left ear",
":I" = "intercom", ".I" = "intercom",
":H" = "department", ".H" = "department",
":C" = "Command", ".C" = "Command",
":N" = "Science", ".N" = "Science",
":M" = "Medical", ".M" = "Medical",
":E" = "Engineering", ".E" = "Engineering",
":S" = "Security", ".S" = "Security",
":W" = "whisper", ".W" = "whisper",
":T" = "Mercenary", ".T" = "Mercenary",
":U" = "Supply", ".U" = "Supply",
":V" = "Service", ".V" = "Service",
":P" = "AI Private", ".P" = "AI Private",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
":<3A>" = "right ear", "#<23>" = "right ear", ".<2E>" = "right ear",
":<3A>" = "left ear", "#<23>" = "left ear", ".<2E>" = "left ear",
":<3A>" = "intercom", "#<23>" = "intercom", ".<2E>" = "intercom",
":<3A>" = "department", "#<23>" = "department", ".<2E>" = "department",
":<3A>" = "Command", "#<23>" = "Command", ".<2E>" = "Command",
":<3A>" = "Science", "#<23>" = "Science", ".<2E>" = "Science",
":<3A>" = "Medical", "#<23>" = "Medical", ".<2E>" = "Medical",
":<3A>" = "Engineering", "#<23>" = "Engineering", ".<2E>" = "Engineering",
":<3A>" = "Security", "#<23>" = "Security", ".<2E>" = "Security",
":<3A>" = "whisper", "#<23>" = "whisper", ".<2E>" = "whisper",
":<3A>" = "Mercenary", "#<23>" = "Mercenary", ".<2E>" = "Mercenary",
":<3A>" = "Supply", "#<23>" = "Supply", ".<2E>" = "Supply",
":<3A>" = "right ear", ".<2E>" = "right ear",
":<3A>" = "left ear", ".<2E>" = "left ear",
":<3A>" = "intercom", ".<2E>" = "intercom",
":<3A>" = "department", ".<2E>" = "department",
":<3A>" = "Command", ".<2E>" = "Command",
":<3A>" = "Science", ".<2E>" = "Science",
":<3A>" = "Medical", ".<2E>" = "Medical",
":<3A>" = "Engineering", ".<2E>" = "Engineering",
":<3A>" = "Security", ".<2E>" = "Security",
":<3A>" = "whisper", ".<2E>" = "whisper",
":<3A>" = "Mercenary", ".<2E>" = "Mercenary",
":<3A>" = "Supply", ".<2E>" = "Supply",
)

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@@ -147,11 +147,12 @@
//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) == "!")
var/prefix = copytext(message,1,2)
if(length(message) >= 1 && prefix == "!")
return all_languages["Noise"]
if(length(message) >= 2)
var/language_prefix = lowertext(copytext(message, 1 ,3))
if(length(message) >= 2 && is_language_prefix(prefix))
var/language_prefix = lowertext(copytext(message, 2 ,3))
var/datum/language/L = language_keys[language_prefix]
if (can_speak(L))
return L

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@@ -362,6 +362,8 @@ STARLIGHT 0
## Enable asteroid tunnel/cave generation. Will behave strangely if turned off with a map that expects it on.
# GENERATE_ASTEROID
## Uncomment to enable organ decay outside of a body or storage item.
#ORGANS_CAN_DECAY
@@ -370,3 +372,6 @@ STARLIGHT 0
## Uncomment to override default brain health.
#DEFAULT_BRAIN_HEALTH 400
## Default language prefix keys, separated with spaces. Only single character keys are supported. If unset, defaults to , # and -
# DEFAULT_LANGUAGE_PREFIXES , # -

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@@ -0,0 +1,5 @@
author: PsiOmegaDelta
delete-after: True
changes:
- tweak: "Changed the language prefix keys to the following: , # -"
- rscadd: "Language prefix keys can be changed in the Character Setup. Changes are currently not global, but per character."