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[MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) #3268

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merged 2 commits into from
May 11, 2024

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Mirrored on Nova: NovaSector/NovaSector#2314
Original PR: tgstation/tgstation#83021

About The Pull Request

This PR moves random name generation for species onto their languages.

What does this mean?

  • For species with a predefined name list, such as Lizards and Moths, nothing.

  • For species without predefined name lists, such as Felinids, their names will now be randomly generated from their language's syllables.

image

image

(In the prefs menu:)

image

Why?

  • Well, we actually had some dead code that did this. All I did was fix it up and re-enable it.
  • Generates some pretty believable in-universe names for various languages that are lacking name lists. Obviously defined lists would be preferred, but until they are added, at least.
  • Moves some stuff off of species, which is always nice.
  • Also hopefully makes it a tad easier to work with name generation. There's now a standard framework for getting a random name for a mob, and for getting a random name based on a species.

Misc:

  • Adds a generic species_prototype global, uses it in a lot of places in prefs code.
  • Makes GLOB.species_list init via the global defines
  • Deletes Language SS
  • Alphabetizes some instances of admin tooling using the list of all species IDs
  • Docs language stuff
  • Deletes random_skin_tone, it does pretty much nothin

Changelog

🆑 Melbert
refactor: Random Name Generation has been refactored. Report any instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without defined namelists now automatically generate names based on their primary language(s).
qol: More non-human names can be generated in codewords (and other misc. areas) than just lizard names.
/:cl:

… on languages (for species without name lists, like Felinids and Podpeople) (#2314)

* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)

* Modular adjustments (vox, teshari names)

* Update yangyu.dm

* Delete language.dm

* Remove language.dm override

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
@Steals-The-PRs Steals-The-PRs added Mirroring conflict git cherry-pick во что-то уткнулся. Не ставить вручную, только для бота TG Mirror labels May 9, 2024
@ReezeBL ReezeBL merged commit fb9aad3 into master May 11, 2024
25 checks passed
AnywayFarus added a commit that referenced this pull request May 11, 2024
@Iajret Iajret deleted the upstream-mirror-2314 branch May 15, 2024 18:18
Iajret pushed a commit that referenced this pull request Jun 30, 2024
…uces power cell consumption/storage. [MDB Ignore] [MDB IGNORE] (#3268)

* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore]

* Fix conflicts

* Update internal_computer.dm

* Multi chargers

* all this other shit

* a map that was in the code

* some cell defines

* multichargers, but better

starts at 3.75KW, 625W per tier per capacitor up
to 15KW- single cell chargets go from 2.5KW-10KW

* fix wall chargers

* fix new smes overrides

also you didn't see that

* colony smes

* colony chem dispenser tweaks

okay, if anyone's curious
the new stats should exactly match the old behavior- able to dispense
250 units off a full charge, and take 50 seconds to fully recharge.
Uses a bit less power, because of the changes. It is not however on parity with
chem dispensers, which honestly I get the feeling aren't really working
as intended right now. I physically couldn't reduce the energy cost to
be able to print more than 50 units at a time without upgrading the
cell, because it was already at the lower limit of allowed costs.
It would probably be fine to buff this in the future if chem dispensers
don't get adjusted to their old production speed, but if they do, then
this should be good already

also chem dispensers use the watt define for "power per unit" costs,
that's dumb and silly and I'm rebelling

* Removes our modular inducer - TG has one now

* mappings

* removing our inducer pt 2

* Temporarily adds the fix for TM

* buff charger rates about 4x

* multi-cells charge rate is per cell (4x faster)

* 80% less PDA power drain

* fix sustinence dispenser

turns out this is important, we can't rely on the normal machine init to
spawn us a cell

* Revert "Temporarily adds the fix for TM"

this has its own PR

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Iajret added a commit that referenced this pull request Jul 2, 2024
…uces power cell consumption/storage. [MDB Ignore] (#4153)

* [MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] [MDB IGNORE] (#3268)

* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore]

* Fix conflicts

* Update internal_computer.dm

* Multi chargers

* all this other shit

* a map that was in the code

* some cell defines

* multichargers, but better

starts at 3.75KW, 625W per tier per capacitor up
to 15KW- single cell chargets go from 2.5KW-10KW

* fix wall chargers

* fix new smes overrides

also you didn't see that

* colony smes

* colony chem dispenser tweaks

okay, if anyone's curious
the new stats should exactly match the old behavior- able to dispense
250 units off a full charge, and take 50 seconds to fully recharge.
Uses a bit less power, because of the changes. It is not however on parity with
chem dispensers, which honestly I get the feeling aren't really working
as intended right now. I physically couldn't reduce the energy cost to
be able to print more than 50 units at a time without upgrading the
cell, because it was already at the lower limit of allowed costs.
It would probably be fine to buff this in the future if chem dispensers
don't get adjusted to their old production speed, but if they do, then
this should be good already

also chem dispensers use the watt define for "power per unit" costs,
that's dumb and silly and I'm rebelling

* Removes our modular inducer - TG has one now

* mappings

* removing our inducer pt 2

* Temporarily adds the fix for TM

* buff charger rates about 4x

* multi-cells charge rate is per cell (4x faster)

* 80% less PDA power drain

* fix sustinence dispenser

turns out this is important, we can't rely on the normal machine init to
spawn us a cell

* Revert "Temporarily adds the fix for TM"

this has its own PR

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>

* ff stuff

---------

Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: Iajret <HellDog15@gmail.com>
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3 participants