Files
Bubberstation/code/modules/mob/living/basic/trader/trader_data.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

157 lines
5.3 KiB
Plaintext

///Used to contain the traders initial wares, and speech
/datum/trader_data
///The item that marks the shopkeeper will sit on
var/shop_spot_type = /obj/structure/chair/plastic
///The sign that will greet the customers
var/sign_type = /obj/structure/trader_sign
///Sound used when item sold/bought
var/sell_sound = 'sound/effects/cashregister.ogg'
///The currency name
var/currency_name = "credits"
///The initial products that the trader offers
var/list/initial_products = list(
/obj/item/food/burger/ghost = list(PAYCHECK_CREW * 4, INFINITY),
)
///The initial products that the trader buys
var/list/initial_wanteds = list(
/obj/item/ectoplasm = list(PAYCHECK_CREW * 2, INFINITY, ""),
)
///The speech data of the trader
var/list/say_phrases = list(
ITEM_REJECTED_PHRASE = list(
"Sorry, I'm not a fan of anything you're showing me. Give me something better and we'll talk.",
),
ITEM_SELLING_CANCELED_PHRASE = list(
"What a shame, tell me if you changed your mind.",
),
ITEM_SELLING_ACCEPTED_PHRASE = list(
"Pleasure doing business with you.",
),
INTERESTED_PHRASE = list(
"Hey, you've got an item that interests me, I'd like to buy it, I'll give you some cash for it, deal?",
),
BUY_PHRASE = list(
"Pleasure doing business with you.",
),
NO_CASH_PHRASE = list(
"Sorry adventurer, I can't give credit! Come back when you're a little mmmmm... richer!",
),
NO_STOCK_PHRASE = list(
"Sorry adventurer, but that item is not in stock at the moment.",
),
NOT_WILLING_TO_BUY_PHRASE = list(
"I don't want to buy that item for the time being, check back another time.",
),
ITEM_IS_WORTHLESS_PHRASE = list(
"This item seems to be worthless on a closer look, I won't buy this.",
),
TRADER_HAS_ENOUGH_ITEM_PHRASE = list(
"I already bought enough of this for the time being.",
),
TRADER_LORE_PHRASE = list(
"Hello! I am the test trader.",
"Oooooooo~!",
),
TRADER_NOT_BUYING_ANYTHING = list(
"I'm currently buying nothing at the moment.",
),
TRADER_NOT_SELLING_ANYTHING = list(
"I'm currently selling nothing at the moment.",
),
TRADER_BATTLE_START_PHRASE = list(
"Thief!",
),
TRADER_BATTLE_END_PHRASE = list(
"That is a discount I call death.",
),
TRADER_SHOP_OPENING_PHRASE = list(
"Welcome to my shop, friend!",
),
)
/**
* Depending on the passed parameter/override, returns a randomly picked string out of a list
*
* Do note when overriding this argument, you will need to ensure pick(the list) doesn't get supplied with a list of zero length
* Arguments:
* * say_text - (String) a define that matches the key of a entry in say_phrases
*/
/datum/trader_data/proc/return_trader_phrase(say_text)
if(!length(say_phrases[say_text]))
return
return pick(say_phrases[say_text])
/datum/trader_data/mr_bones
shop_spot_type = /obj/structure/chair/wood/wings
sign_type = /obj/structure/trader_sign/mrbones
sell_sound = 'sound/mobs/non-humanoids/hiss/hiss2.ogg'
initial_products = list(
/obj/item/clothing/head/helmet/skull = list(PAYCHECK_CREW * 3, INFINITY),
/obj/item/clothing/mask/bandana/skull/black = list(PAYCHECK_CREW, INFINITY),
/obj/item/food/cookie/sugar/spookyskull = list(PAYCHECK_CREW * 0.2, INFINITY),
/obj/item/instrument/trombone/spectral = list(PAYCHECK_CREW * 200, INFINITY),
/obj/item/shovel/serrated = list(PAYCHECK_CREW * 3, INFINITY),
)
initial_wanteds = list(
/obj/item/reagent_containers/condiment/milk = list(PAYCHECK_CREW * 20, INFINITY, ""),
/obj/item/stack/sheet/bone = list(PAYCHECK_CREW * 8.4, INFINITY, ", per sheet of bone"),
)
say_phrases = list(
ITEM_REJECTED_PHRASE = list(
"Sorry, I'm not a fan of anything you're showing me. Give me something better and we'll talk.",
),
ITEM_SELLING_CANCELED_PHRASE = list(
"What a shame, tell me if you changed your mind.",
),
ITEM_SELLING_ACCEPTED_PHRASE = list(
"Pleasure doing business with you.",
),
INTERESTED_PHRASE = list(
"Hey, you've got an item that interests me, I'd like to buy it, I'll give you some cash for it, deal?",
),
BUY_PHRASE = list(
"Bone appetit!",
),
NO_CASH_PHRASE = list(
"Sorry adventurer, I can't give credit! Come back when you're a little mmmmm... richer!",
),
NO_STOCK_PHRASE = list(
"Sorry adventurer, but that item is not in stock at the moment.",
),
NOT_WILLING_TO_BUY_PHRASE = list(
"I don't want to buy that item for the time being, check back another time.",
),
ITEM_IS_WORTHLESS_PHRASE = list(
"This item seems to be worthless on a closer look, I won't buy this.",
),
TRADER_HAS_ENOUGH_ITEM_PHRASE = list(
"I already bought enough of this for the time being.",
),
TRADER_LORE_PHRASE = list(
"Hello, I am Mr. Bones!",
"The ride never ends!",
"I'd really like a refreshing carton of milk!",
"I'm willing to play big prices for BONES! Need materials to make merch, eh?",
"It's a beautiful day outside. Birds are singing, Flowers are blooming... On days like these, kids like you... Should be buying my wares!",
),
TRADER_NOT_BUYING_ANYTHING = list(
"I'm currently buying nothing at the moment.",
),
TRADER_NOT_SELLING_ANYTHING = list(
"I'm currently selling nothing at the moment.",
),
TRADER_BATTLE_START_PHRASE = list(
"The ride ends for you!",
),
TRADER_BATTLE_END_PHRASE = list(
"Mr. Bones never misses!",
),
TRADER_SHOP_OPENING_PHRASE = list(
"My wild ride is open!",
),
)