Files
Bubberstation/code/modules/mob/living/basic/trader/trader.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

80 lines
3.2 KiB
Plaintext

/mob/living/basic/trader
name = "Trader"
desc = "Come buy some!"
unique_name = FALSE
icon = 'icons/mob/simple/simple_human.dmi'
maxHealth = 200
health = 200
melee_damage_lower = 10
melee_damage_upper = 10
attack_verb_continuous = "punches"
attack_verb_simple = "punch"
attack_sound = 'sound/items/weapons/punch1.ogg'
basic_mob_flags = DEL_ON_DEATH
unsuitable_atmos_damage = 2.5
combat_mode = FALSE
move_resist = MOVE_FORCE_STRONG
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
sentience_type = SENTIENCE_HUMANOID
speed = 0
ai_controller = /datum/ai_controller/basic_controller/trader
///Sound used when item sold/bought
var/sell_sound = 'sound/effects/cashregister.ogg'
///The currency name
var/currency_name = "credits"
///The spawner we use to create our look
var/spawner_path = /obj/effect/mob_spawn/corpse/human/generic_assistant
///Our species to create our look
var/species_path = /datum/species/human
///The loot we drop when we die
var/loot = list(/obj/effect/mob_spawn/corpse/human/generic_assistant)
///Casing used to shoot during retaliation
var/ranged_attack_casing = /obj/item/ammo_casing/shotgun/buckshot
///Sound to make while doing a retalitory attack
var/ranged_attack_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
///Weapon path, for visuals
var/held_weapon_visual = /obj/item/gun/ballistic/shotgun
///Type path for the trader datum to use for retrieving the traders wares, speech, etc
var/trader_data_path = /datum/trader_data
/mob/living/basic/trader/Initialize(mapload)
. = ..()
apply_dynamic_human_appearance(src, species_path = species_path, mob_spawn_path = spawner_path, r_hand = held_weapon_visual)
var/datum/trader_data/trader_data = new trader_data_path
AddComponent(/datum/component/trader, trader_data = trader_data)
AddComponent(/datum/component/ranged_attacks, casing_type = ranged_attack_casing, projectile_sound = ranged_attack_sound, cooldown_time = 3 SECONDS)
AddElement(/datum/element/ai_retaliate)
AddElement(/datum/element/ai_swap_combat_mode, BB_BASIC_MOB_CURRENT_TARGET, string_list(trader_data.say_phrases[TRADER_BATTLE_START_PHRASE]), string_list(trader_data.say_phrases[TRADER_BATTLE_END_PHRASE]))
if(LAZYLEN(loot))
loot = string_list(loot)
AddElement(/datum/element/death_drops, loot)
var/datum/action/setup_shop/setup_shop = new (src, trader_data.shop_spot_type, trader_data.sign_type, trader_data.sell_sound, trader_data.say_phrases[TRADER_SHOP_OPENING_PHRASE])
setup_shop.Grant(src)
ai_controller.set_blackboard_key(BB_SETUP_SHOP, setup_shop)
/mob/living/basic/trader/mrbones
name = "Mr. Bones"
desc = "A skeleton merchant, he seems very humerus."
speak_emote = list("rattles")
speech_span = SPAN_SANS
mob_biotypes = MOB_UNDEAD|MOB_HUMANOID
icon_state = "mrbones"
gender = MALE
ai_controller = /datum/ai_controller/basic_controller/trader/jumpscare
sell_sound = 'sound/mobs/non-humanoids/hiss/hiss2.ogg'
species_path = /datum/species/skeleton
spawner_path = /obj/effect/mob_spawn/corpse/human/skeleton/mrbones
loot = list(/obj/effect/decal/remains/human)
ranged_attack_casing = /obj/item/ammo_casing/energy/bolt/halloween
held_weapon_visual = /obj/item/gun/ballistic/revolver
trader_data_path = /datum/trader_data/mr_bones