Files
Polaris/code/modules/xenobio2/mob/xeno procs.dm
ShadowLarkens 54a8a5823d Saycode Overhaul -- Multilingualism (#6956)
* Port ParadiseSS13/Paradise#2100 - Saycode refactor

* Removed unused old carbon slimes code

* Port ParadiseSS13/Paradise#5099 - Saycode part 2

* Ported ParadiseSS13/Paradise#7170's /datum/browser Check Known Languages

* Port ParadiseSS13/Paradise#9240 - Get rid of alt_name in favor of GetAltName()

* Port ParadiseSS13/Paradise#10330 - You can now use multiple languages in one message

* Addressed Atermonera's review.

Translators now print the full message if they find any languages within the
message that the user doesn't understand, minus languages it cannot translate.

Additionally, the combine_message proc has been significantly simplified
by eliminating an ugly tree structure with the help of a little helper
proc.

The removal of the extra span inside each piece doesn't seem to have
visually changed the messages in any other way than changing where the
wordwrap happens, strangely enough. Must be something in IE's code being
picky about invisible elements. On the bright side, it splits *later*
than it did before, thus reducing the lines a message will take up by a
tiny amount.

Also, a bunch of things now have the 'filter_say' class from
PolarisSS13/Polaris#6998. Since span classes with no definition are
totally valid and just don't do anything, this PR does **not** depend on
that PR being merged first.

* Always gotta be one
2020-04-20 01:11:53 -07:00

177 lines
5.6 KiB
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/*
Basic definition of creatures for Xenobiology
Includes:
Proc for metabolism
Proc for mutating
Procs for copying speech, if applicable
Procs for targeting
Divergence proc, used in mutation to make unique datums.
*/
/mob/living/simple_animal/xeno/proc/ProcessTraits()
if(maleable >= MAX_MALEABLE)
maxHealth = traitdat.get_trait(TRAIT_XENO_HEALTH)
health = maxHealth
if(traitdat.chemlist.len) //Let's make sure that this has a length.
chemreact = traitdat.chemlist
else
traitdat.chemlist = chemreact
chromatic = traitdat.traits[TRAIT_XENO_CHROMATIC]
if(maleable >= MINOR_MALEABLE)
if(colored)
color = traitdat.traits[TRAIT_XENO_COLOR]
speed = traitdat.traits[TRAIT_XENO_SPEED]
hunger_factor = traitdat.traits[TRAIT_XENO_HUNGER]
starve_damage = traitdat.traits[TRAIT_XENO_STARVEDAMAGE]
minbodytemp = T20C - traitdat.traits[TRAIT_XENO_COLDRES]
maxbodytemp = T20C + traitdat.traits[TRAIT_XENO_HEATRES]
if(traitdat.traits[TRAIT_XENO_BIOLUMESCENT])
set_light(traitdat.traits[TRAIT_XENO_GLOW_RANGE], traitdat.traits[TRAIT_XENO_GLOW_STRENGTH], traitdat.traits[TRAIT_XENO_BIO_COLOR])
else
set_light(0, 0, "#000000") //Should kill any light that shouldn't be there.
hostile = traitdat.traits[TRAIT_XENO_HOSTILE]
speed = traitdat.traits[TRAIT_XENO_SPEED]
if(traitdat.traits[TRAIT_XENO_CANSPEAK])
speak_chance = traitdat.traits[TRAIT_XENO_SPEAKCHANCE]
else
speak_chance = 0
melee_damage_lower = traitdat.get_trait(TRAIT_XENO_STRENGTH) - traitdat.get_trait(TRAIT_XENO_STR_RANGE)
melee_damage_upper = traitdat.traits[TRAIT_XENO_STRENGTH] + traitdat.get_trait(TRAIT_XENO_STR_RANGE)
//Metabolism proc, simplified for xenos. Heavily based on botanical metabolism.
/mob/living/simple_animal/xeno/proc/handle_reagents()
if(!stasis)
if(!reagents)
return
//Let's handle some chemical smoke, for scientific smoke bomb purposes.
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.trans_to_mob(src, 10, CHEM_BLOOD, copy = 1)
reagents.trans_to_obj(temp_chem_holder, min(reagents.total_volume,rand(1,4)))
var/reagent_total
var/list/reagent_response = list()
for(var/datum/reagent/R in temp_chem_holder.reagents.reagent_list)
reagent_total = temp_chem_holder.reagents.get_reagent_amount(R.id)
reagent_response = chemreact[R.id]
if(!reagent_response)
continue // just skip this reagent, rather than clearing the whole thing
if(reagent_response["toxic"])
adjustToxLoss(reagent_response["toxic"] * reagent_total)
if(reagent_response["heal"])
heal_overall_damage(reagent_response["heal"] * reagent_total)
if(reagent_response["nutr"])
nutrition += reagent_response["nutr"] * reagent_total
if(reagent_response["mut"])
mut_level += reagent_response["mut"] * reagent_total
temp_chem_holder.reagents.clear_reagents()
return 1 //Everything worked out okay.
return 0
/mob/living/simple_animal/xeno/proc/diverge()
var/datum/xeno/traits/newtraits = new()
newtraits.copy_traits(traitdat)
return newtraits
/mob/living/simple_animal/xeno/proc/Mutate()
traitdat = diverge()
nameVar = "mutated"
if((COLORMUT & mutable))
traitdat.traits[TRAIT_XENO_COLOR] = "#"
for(var/i=0, i<6, i++)
traitdat.traits[TRAIT_XENO_COLOR] += pick(hexNums)
traitdat.traits[TRAIT_XENO_BIO_COLOR] = "#"
for(var/i=0, i<6, i++)
traitdat.traits[TRAIT_XENO_BIO_COLOR] += pick(hexNums)
RandomChemicals()
//if(SPECIESMUT & mutable)
//Placeholder, currently no xenos that have species mutations.
RandomizeTraits()
ProcessTraits()
return 1
/mob/living/simple_animal/xeno/proc/RandomizeTraits()
return
/mob/living/simple_animal/xeno/hear_say(var/message, var/verb = "says", var/datum/language/language, var/italics = 0, var/mob/speaker = null)
if(traitdat.traits[TRAIT_XENO_CANLEARN])
/*
Until this gets sorted out to a functioning point, or waiting on Psi's saycode update.
var/learned_message = say_understands(speaker, language)
if(!message || isxeno(speaker))
return
if(learned_message) //Is it understood?
var/complete_message = ",[language.key] [message]"
if(!(complete_message in speak))
speech_buffer.Add(complete_message)
log_debug("Added '[complete_message]'.")
else
*/
if(!(message in speak))
speech_buffer.Add(message)
..(message,verb,language,italics,speaker)
/mob/living/simple_animal/xeno/proc/ProcessSpeechBuffer()
if(speech_buffer.len)
if(prob(traitdat.get_trait(TRAIT_XENO_LEARNCHANCE)) && traitdat.get_trait(TRAIT_XENO_CANLEARN))
var/chosen = pick(speech_buffer)
speak.Add(chosen)
/* Uncoment for logging of speech list.
log_debug("Added [chosen] to speak list.")
log_debug("Speechlist cut.") */
speech_buffer.Cut()
//
/mob/living/simple_animal/xeno/proc/BuildReagentLists()
return
/mob/living/simple_animal/xeno/bullet_act(var/obj/item/projectile/P)
//Shamelessly stolen from ablative armor.
if((traitdat.traits[TRAIT_XENO_CHROMATIC]) && istype(P, /obj/item/projectile/beam))
visible_message("<span class='danger'>)\The beam reflects off of the [src]!</span>")
// Find a turf near or on the original location to bounce to
var/new_x = P.starting.x + pick(0, -1, 1, -2, 2)
var/new_y = P.starting.y + pick(0, -1, 1, -2, 2)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
return -1
else
..()
/mob/living/simple_animal/xeno/proc/RandomChemicals()
traitdat.chems.Cut() //Clear the amount first.
var/num_chems = round(rand(1,4))
var/list/chemchoices = xenoChemList
for(var/i = 1 to num_chems)
var/chemtype = pick(chemchoices)
chemchoices -= chemtype
var/chemamount = rand(1,5)
traitdat.chems[chemtype] = chemamount
traitdat.chems += default_chems