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Trait addition: Alcoholic, German, Stutter #88

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@moonsky70 moonsky70 commented Jul 17, 2023

About the PR

Adds three traits to the trait system. Some changes made to traits.ftl and disabilities.yml that may conflict with other changes.

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Changelog

🆑

  • add: Added German trait - replaces some characters & words
  • add: Added Stutter trait - adds a light stutter to the beginning of some words
  • add: Added Alcoholic trait - requires drinking alcohol every 3-5 minutes to stave off tremors and siezures

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… and siezures), German (accent trait), and Stutter (minor version of built-in shutter)
@DebugOk DebugOk self-requested a review July 17, 2023 11:05
@github-actions github-actions bot added the Status: Needs Review Someone please review this label Jul 17, 2023
Comment on lines +12 to +29
private static readonly IReadOnlyDictionary<string, string> SpecialWords = new Dictionary<string, string>()
{
{ "yeah", "ja" },
{ "yes", "ja" },
{ "thank you", "danke" },
{ "thanks", "danke" },
{ "shit", "sheiße" },
{ "damned", "verdammt" },
{ "fucking", "verdammt" },
{ "fucked", "gefickt" },
{ "hello", "guten tag" },
{ "bye", "tschüss" },
{ "goodbye", "auf viedersehen" },
{ "hell", "hölle" },
{ "please", "bitte" },
{ "true", "stimmt" },
{ "my god", "mein gott" },
};
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I believe there's a system for doing this which uses locale

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I'll look into this! This system is based off of the skeleton's accent system, which replaces words in a pretty similar way. I didn't see locale used anywhere in the existing accent components, but I will go ahead and search that down <3

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Any recollection of where I might find the locale-based system? I'm not finding anything in my solution or on the discords, but that doesn't mean it isn't there.


if (!_timing.IsFirstTimePredicted)
return;
foreach(var player in _player.GetAllPlayerData())
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@DEATHB4DEFEAT DEATHB4DEFEAT Jul 17, 2023

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use a query for this traits component

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I'm assuming this is AllEntityQuery? I had no idea this was a thing, thank you! I'll go ahead and switch this over. I'm assuming that this will query entities other than players, which would make it slightly more expensive but also allow it to be used universally, and that sounds good.

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There's a function for component queries, EntitySystem's EntityQueryEnumerator

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What's the functional difference between AllEntityQuery and simply EntityQuery? Neither of them have code summaries, though I spose I could go check how they were written to try n figure it out

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this should be made into a generic addiction system

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Are you thinking just changing this to apply to any chemicals in the chemstream, rather than just ethanol? Unfortunately, while we discussed adding tobacco/marijuana dependency, currently cigarettes are purely cosmetic and don't add to the chemstream.

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I think cigarettes do add to the chemstream, the effects are just really weak and the amount of reagent is so low it gets processed immediately. I don't know how else the Syndicate Smokes would work.

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Syndicate cigarettes and other smokables with chems injected into them can be used to metabolise reagents, but nicotine itself does not exist as a reagent yet, and thus most cigarettes are useless. Nonetheless, a generic addiction system would certainly open possibilities for nicotine, desoxyephedrine, and perhaps other chemicals to pose a minor long-term liability to the station crew and medical department.

Content.Client/Traits/AlcoholismSystem.cs Show resolved Hide resolved
@github-actions github-actions bot added the Status: Merge Conflict FIX YOUR PR AAAGH label Jul 20, 2023
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Cant merge due to conflicts and requested changes

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DebugOk commented Sep 9, 2023

Closing as stale

@DebugOk DebugOk closed this Sep 9, 2023
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4 participants