Files
Polaris/code/game/objects/objs.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

201 lines
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/obj
layer = OBJ_LAYER
plane = OBJ_PLANE
//Used to store information about the contents of the object.
var/list/matter
var/w_class // Size of the object.
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 1
var/catchable = 1 // can it be caught on throws/flying?
var/sharp = 0 // whether this object cuts
var/edge = 0 // whether this object is more likely to dismember
var/pry = 0 //Used in attackby() to open doors
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/damtype = "brute"
var/armor_penetration = 0
var/show_messages
var/preserve_item = 0 //whether this object is preserved when its owner goes into cryo-storage, gateway, etc
var/can_speak = 0 //For MMIs and admin trickery. If an object has a brainmob in its contents, set this to 1 to allow it to speak.
var/show_examine = TRUE // Does this pop up on a mob when the mob is examined?
var/register_as_dangerous_object = FALSE // Should this tell its turf that it is dangerous automatically?
/obj/Initialize()
if(register_as_dangerous_object)
register_dangerous_to_step()
return ..()
/obj/Destroy()
STOP_PROCESSING(SSobj, src)
if(register_as_dangerous_object)
unregister_dangerous_to_step()
return ..()
/obj/Moved(atom/oldloc)
. = ..()
if(register_as_dangerous_object)
var/turf/old_turf = get_turf(oldloc)
var/turf/new_turf = get_turf(src)
if(old_turf != new_turf)
old_turf.unregister_dangerous_object(src)
new_turf.register_dangerous_object(src)
/obj/Topic(href, href_list, var/datum/topic_state/state = default_state)
if(usr && ..())
return 1
// In the far future no checks are made in an overriding Topic() beyond if(..()) return
// Instead any such checks are made in CanUseTopic()
if(CanUseTopic(usr, state, href_list) == STATUS_INTERACTIVE)
CouldUseTopic(usr)
return 0
CouldNotUseTopic(usr)
return 1
/obj/CanUseTopic(var/mob/user, var/datum/topic_state/state = default_state)
if(user.CanUseObjTopic(src))
return ..()
to_chat(user, "<span class='danger'>[bicon(src)]Access Denied!</span>")
return STATUS_CLOSE
/mob/living/silicon/CanUseObjTopic(var/obj/O)
var/id = src.GetIdCard()
return O.check_access(id)
/mob/proc/CanUseObjTopic()
return 1
/obj/proc/CouldUseTopic(var/mob/user)
var/atom/host = nano_host()
host.add_hiddenprint(user)
/obj/proc/CouldNotUseTopic(var/mob/user)
// Nada
/obj/item/proc/is_used_on(obj/O, mob/user)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/updateUsrDialog()
if(in_use)
var/is_in_use = 0
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.attack_hand(M)
if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = 1
src.attack_ai(usr)
// check for TK users
if (istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(H.get_type_in_hands(/obj/item/tk_grab))
if(!(H in nearby))
if(H.client && H.machine==src)
is_in_use = 1
src.attack_hand(H)
in_use = is_in_use
/obj/proc/updateDialog()
// Check that people are actually using the machine. If not, don't update anymore.
if(in_use)
var/list/nearby = viewers(1, src)
var/is_in_use = 0
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.interact(M)
var/ai_in_use = AutoUpdateAI(src)
if(!ai_in_use && !is_in_use)
in_use = 0
/obj/attack_ghost(mob/user)
ui_interact(user)
..()
/obj/proc/interact(mob/user)
return
/mob/proc/unset_machine()
src.machine = null
/mob/proc/set_machine(var/obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.in_use = 1
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/hide(h)
return
/obj/proc/hides_under_flooring()
return 0
/obj/proc/hear_talk(mob/M, list/message_pieces, verb)
if(talking_atom)
talking_atom.catchMessage(multilingual_to_message(message_pieces), M)
/*
var/mob/mo = locate(/mob) in src
if(mo)
var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
mo.show_message(rendered, 2)
*/
return
/obj/proc/hear_signlang(mob/M as mob, text, verb, datum/language/speaking) // Saycode gets worse every day.
return FALSE
/obj/proc/see_emote(mob/M as mob, text, var/emote_type)
return
/obj/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
return
/obj/proc/get_cell()
return
// Used to mark a turf as containing objects that are dangerous to step onto.
/obj/proc/register_dangerous_to_step()
var/turf/T = get_turf(src)
if(T)
T.register_dangerous_object(src)
/obj/proc/unregister_dangerous_to_step()
var/turf/T = get_turf(src)
if(T)
T.unregister_dangerous_object(src)
// Test for if stepping on a tile containing this obj is safe to do, used for things like landmines and cliffs.
/obj/proc/is_safe_to_step(mob/living/L)
return TRUE