## About The Pull Request
It updated overlays upon death, but didn't actually check whever the
owner was dead or alive.
## Changelog
🆑
fix: Fixed the alert overlay persisting on dead goldgrubs
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
if the behavior's logic doesnt clear target keys on finish_action, the
mob would keep its aggroed look post sentience
## Why It's Good For The Game
fixes some mobs having their aggro appearance linger around after
sentience
## Changelog
🆑
fix: fixes some mobs having their aggro appearance linger around after
sentience
/🆑
## About The Pull Request
mobs can change their look when their AI finds an enemy, but their icons
werent reverting back to original state correctly post encounter
## Why It's Good For The Game
fixes basic mobs not losing their aggroed appearance after death
## Changelog
🆑
fix: fixes basic mobs not losing their aggroed appearance after death
/🆑
## About The Pull Request
This PR converts the two trader mobs into basic mobs, these being the
basic debug trader that buys ectoplasm and sells ghost burgers, and Mr
Bones, who buys empty milk cartons and bones, and sells bone relate
paraphernalia.
Traders now use dynamic appearance generation. The old sprites still
exist as hallucinations, and as shop signs.
Trader UI is now summoned via `COMSIG_ATOM_ATTACK_HAND`, which properly
cancels the attack chain, so there is no longer need to put it on
Interact.
I kept most of the original behaviour, but moved them off into a
component. I have also cached all the images generated for the radials,
I hope I have not overengineered it. I have also created a new datum,
which stores the trader's wares, needs, and speech patterns.
Admins can put the component along with the trader data on any living
mobs with an AI controller, turning them into traders. Keep in mind that
most AI has random idle movement, meaning they have a chance to walk
off, closing your trader radial.

The trader AI consists of the following, first, when a trader sees
someone, they will deploy their shop, if one does not already exists.
The shop consists of a chair, and a holographic sign. If you attack
them, they will chase you with their weapons, and then return to their
chair when victorious. If the chair is somehow destroyed, they will
create a new shop when they see a new potential customer.

Mr Bones uses a variant of the AI, where they will run at you, and
deploy their shop when they reach you. I call this the jumpscare
variant. Below you can see me getting actually jumpscared because Mr
Bones has stepped on a yelling frog when I opened the maintenance door.

I have also made an element that toggles an ai controlled combat mode
when it gains a target, and when it loses it. I am using it to make
Traders unable to trade while they are trying to kill a robber. To aid
this, I a have made
`/datum/ai_controller/proc/sig_remove_from_blackboard` send the
`COMSIG_AI_BLACKBOARD_KEY_CLEARED` signal, in case the trader kills a
mob that deletes itself on death. This means I could remove a signup
`/datum/component/appearance_on_aggro` was doing towards Qdeleting.
Below you can see Mr Bones shooting me with candy corn.


Traders actually only shoot you until you are conscious, so I survived
here in crit. Most mobs don't have crit state, so they just die, so I am
sticking by this voice line.
Thank you @CoiledLamb for help with the sale sign!
## Why It's Good For The Game
Two more mobs off the list. The AI and Componentized behaviours allows
us to set up new kind of traders.
## Changelog
🆑
refactor: Traders are basic mobs now. Please alert us of any strange
behaviours!
code: If there is only one option, radial lists will autopick it. This
behaviour can be turned off via a new argument.
/🆑
## About The Pull Request
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands
## Why It's Good For The Game
makes the non sapiant minebots more useful
## Changelog
🆑
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/🆑
## About The Pull Request
the mega arachnid is now a basic monster. he is a very tricky and
opportunistic creature he will plan his attacks carefully and only
attack the weak. he will first try to throw fleshy legcuffs at his
victims, if the victim becomes cuffed he will move in to attack him,
otherwise he will run away from him while trying to throw restraints at
his legs. while he is running away he will also release slippery acid to
slip his prey. also when he is looking for his prey, he will be
transparent for more stealth. after he finds his prey the transparency
will wear off. he is also a very stealthy creature, he will break any
lights and cameras near him and he can also climb trees to hide in them
while he is looking for a victim.
## Why It's Good For The Game
add more combat depth for the mega arachnid
## Changelog
🆑
refactor: the mega arachnid is now a basic monster ,please report any
bugs
feature: the mega arachnid now have an ability to slip victims
/🆑