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Resolves https://github.com/Simple-Station/Einstein-Engines/issues/37 # Description This PR adds languages. Every entity who can speak now speaks a specific language (or Universal, for entities that are not supposed to speak, which is understood by everyone). Other entities who do not understand this language will see gibberish (it's possible to learn how certain induvidual words are spelled. But the spelling changes between rounds). This means that certain creatures, like xenos, cats, vulps, can communicate within their species in their own languages. Similarly, it means that xenos, cats and other things cannot understand GalacticCommon speakers without a translator or cognization. An entity may be able to speak multiple languages, or understand a language but be unable to speak it. Thi PR was orignally made for Frontier but is now being ported and will be maintain here. Orignal PR: https://github.com/new-frontiers-14/frontier-station-14/pull/671 This PR was made orignally by Mnemotechnician and FoxxoTrystan. --- # TODO - [x] Language System. (Check Frontier PR for all the compleated todo list) - [x] Port PR from Frontier. - [x] QOL Changes. - [x] Missing Default Languages. (Missing default langauges for some roundstart species) - [x] Animals Languages. --- <details><summary><h1>Media</h1></summary> <p>    </p> </details> --- # Changelog 🆑 FoxxoTrystan / Mnemotechnician - add: All species can now bring their own cultures and languages --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: fox <daytimer253@gmail.com> Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com> Co-authored-by: Lincoln McQueen <lincoln.mcqueen@gmail.com> Co-authored-by: Arkyfloof <Marvinlinke08@gmail.com> Co-authored-by: reese1243 <ber23027@byui.edu> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: BlitzDev <145472107+Reese1243@users.noreply.github.com> Co-authored-by: Arkyfloof <161242062+Arkyfloof@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
using Content.Shared.Language;
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using Content.Shared.Language.Events;
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using Content.Shared.Language.Systems;
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using Robust.Client;
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using Robust.Shared.Console;
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namespace Content.Client.Language.Systems;
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/// <summary>
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/// Client-side language system.
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/// </summary>
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/// <remarks>
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/// Unlike the server, the client is not aware of other entities' languages; it's only notified about the entity that it posesses.
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/// Due to that, this system stores such information in a static manner.
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/// </remarks>
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public sealed class LanguageSystem : SharedLanguageSystem
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{
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[Dependency] private readonly IBaseClient _client = default!;
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/// <summary>
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/// The current language of the entity currently possessed by the player.
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/// </summary>
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public string CurrentLanguage { get; private set; } = default!;
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/// <summary>
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/// The list of languages the currently possessed entity can speak.
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/// </summary>
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public List<string> SpokenLanguages { get; private set; } = new();
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/// <summary>
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/// The list of languages the currently possessed entity can understand.
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/// </summary>
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public List<string> UnderstoodLanguages { get; private set; } = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<LanguagesUpdatedMessage>(OnLanguagesUpdated);
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_client.RunLevelChanged += OnRunLevelChanged;
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}
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private void OnLanguagesUpdated(LanguagesUpdatedMessage message)
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{
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CurrentLanguage = message.CurrentLanguage;
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SpokenLanguages = message.Spoken;
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UnderstoodLanguages = message.Understood;
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}
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private void OnRunLevelChanged(object? sender, RunLevelChangedEventArgs args)
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{
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// Request an update when entering a game
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if (args.NewLevel == ClientRunLevel.InGame)
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RequestStateUpdate();
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}
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/// <summary>
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/// Sends a network request to the server to update this system's state.
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/// The server may ignore the said request if the player is not possessing an entity.
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/// </summary>
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public void RequestStateUpdate()
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{
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RaiseNetworkEvent(new RequestLanguagesMessage());
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}
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public void RequestSetLanguage(LanguagePrototype language)
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{
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if (language.ID == CurrentLanguage)
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return;
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RaiseNetworkEvent(new LanguagesSetMessage(language.ID));
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// May cause some minor desync...
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// So to reduce the probability of desync, we replicate the change locally too
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if (SpokenLanguages.Contains(language.ID))
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CurrentLanguage = language.ID;
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}
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}
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