# Description
This refactors #510 and #553. #553 specifically was reverted and
re-implemented from scratch. As a consequence to all of this, the chat
system was refactored a bit too, hopefully for the best.
Changes:
- InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved
to shared and made serializable
- Added a method to wrap whisper messages to reduce code duplication in
chat system
- Both WrapPublicMethod and WrapWhisperMessage call the same generic
WrapMessage method, which allows to add speech verbs to whispers and
more. That method is also fully responsible for adding language markers
and deducing speech verbs now.
- Everything related to speech was moved out of LanguagePrototype and
into SpeechOverrideInfo. LanguagePrototype now holds an instance of
that.
- Added AllowRadio, RequireSpeech, ChatTypeOverride,
SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of
which are used in implementing the sign language.
- Suffered a lot
# TODO
- [X] Cry
- [X] Fix the sign language not displaying properly over the character.
- [X] Find a way to circumvent being unable to speak??
<details><summary><h1>Media</h1></summary><p>

See below
</p></details>
# Changelog
No cl no fun
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
# 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.
---
# 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
---
<details><summary><h1>Media</h1></summary>
<p>
N/A for now
</p>
</details>
---
# 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.
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>