# Description
This is a very _early_ take on a Language menu, making use of the new
CharacterItemGroups functionality, as well as functionality added to the
trait system that allows it to add and remove languages directly. This
PR adds in the languages Tau-Cetic Basic(taking the place of Galactic
Common), Tradeband, Freespeak, Elyran Standard, and Sol Common(I'm
replacing the extremely basic bastardized Sol Common we had before with
the fully realized version of it from Bay12).
<details><summary><h1>Media</h1></summary>
<p>

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</details>
# Changelog
🆑
- add: A basic Languages menu has been added into the Traits tab.
- add: Tau-Ceti Basic, Tradeband, Freespeak, Elyran Standard, Sol
Common, and Sign Language have been added to the Languages tab.
# Description
The language PR was merged early and OH GOD I ALREADY REGRET IT
This PR is intended to provide the missing refactors and address the
issues that were missed due to the early merge.
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# TODO
- [X] Introduced a polymorphic obfuscation property to the
LanguagePrototype - now it supports more than just 2 hardcoded methods,
and each method can be configured per-language. Currently there are 3
obfuscation methods: replacement (same as replacement accent),
obuscation by syllables and obfuscation by phrases.
- [X] Refactored the existing obfuscation methods to not be a big
hardcoded mess.
- [X] Updated the existing languages accordingly: animalistic languages
are now less of an unreadable mess and include less syllables. Certain
languages like binary and snake seriously benefit from that.
- [X] Refactored the existing commands in response to the
never-addressed review (it got lost among hundreds of others)
- [X] Refactored the commands to be more user-friendly (you can now use
the number of the language in saylang and languageselect which can allow
using keybinds to switch between languages)
- [X] Moved a lot of obfuscation-related stuff from server to shared.
The actual obfuscation process, however, is still done on the server.
That may or may not be subject to change, too.
- [X] Refactored the entire process of resolution of entities'
languages. Instead of raising an event every time it's required to learn
what languages an entity knows, the lists of ALL languages available to
the entity (including via translators) is stored in
LanguageSpeakerComponent and only updated when necessary (e.g. when a
translator gets toggled). The list of languages the entity knows on its
own is now stored in LanguageKnowledgeComponent.
- [X] Made handheld translators automatically change your current
language when activated.
- [X] Rewrote the translator implanter system, now using the real
implants and implanters
- [ ] Rebalance science stuff (translators are incredibly expensive for
what they're worth)
- [ ] Uhhh stuff
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<details><summary><h1>Media</h1></summary>
<p>
N/A for now
</p>
</details>
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# Changelog
🆑
- tweak: Translator implants are now proper implants that can be
removed.
- tweak: Animalistic languages should now look less messy.
- fix: Hopefully fixed language menu desync and other issues.
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Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>