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Bubberstation/code/modules/hallucination/body.dm
SkyratBot e501a5c02e [MIRROR] Converts traders to basic mobs [MDB IGNORE] (#24673)
* Converts traders to basic mobs (#79187)

## 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.

![image](https://github.com/tgstation/tgstation/assets/2676196/a2b216e9-f9bf-46e1-83fa-3a41c8447176)

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.

![image](https://github.com/tgstation/tgstation/assets/2676196/ad5fcd5a-996c-490f-938b-6bc11c91c4ee)

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.

![image](https://github.com/tgstation/tgstation/assets/2676196/f47a5baa-e32d-4454-97f9-d90d027003d2)

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.

![image](https://github.com/tgstation/tgstation/assets/2676196/489e1072-e15a-412c-a8eb-9a3f0cca7bf6)

![image](https://github.com/tgstation/tgstation/assets/2676196/8f74b50f-ea35-467c-bb07-2ef38f84c453)

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.
/🆑

* Converts traders to basic mobs

---------

Co-authored-by: Profakos <profakos@gmail.com>
2023-10-31 02:16:50 -04:00

194 lines
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/// Makes a random body appear and disappear quickly in view of the hallucinator.
/datum/hallucination/body
abstract_hallucination_parent = /datum/hallucination/body
/// The file to make the body image from.
var/body_image_file
/// The icon state to make the body image form.
var/body_image_state
/// The actual image we made and showed show.
var/image/shown_body
/// Whether we apply the floating anim to the body
var/body_floats = FALSE
/// The layer this body will be drawn on, in case we want to bypass lighting
var/body_layer = TURF_LAYER
/// if TRUE, spawns the body under the hallucinator instead of somewhere in view
var/spawn_under_hallucinator = FALSE
/datum/hallucination/body/start()
// This hallucination is purely visual, so we don't need to bother for clientless mobs
if(!hallucinator.client)
return FALSE
var/list/possible_points = list()
if(spawn_under_hallucinator)
possible_points += get_turf(hallucinator)
else
for(var/turf/open/open_turf in view(hallucinator))
if(open_turf.is_blocked_turf())
continue
possible_points += open_turf
if(!length(possible_points))
return FALSE
var/turf/picked = pick(possible_points)
if(isspaceturf(picked) || !picked.has_gravity())
body_floats = TRUE
shown_body = make_body_image(picked)
hallucinator.client?.images |= shown_body
return queue_cleanup()
/datum/hallucination/body/proc/queue_cleanup()
QDEL_IN(src, rand(3 SECONDS, 5 SECONDS)) //Only seen for a brief moment.
return TRUE
/datum/hallucination/body/Destroy()
hallucinator.client?.images -= shown_body
shown_body = null
return ..()
/// Makes the image of the body to show at the location passed.
/datum/hallucination/body/proc/make_body_image(turf/location)
var/image/created_image = image(body_image_file, location, body_image_state, body_layer)
if(body_floats)
DO_FLOATING_ANIM(created_image)
return created_image
/datum/hallucination/body/husk
random_hallucination_weight = 8
body_image_file = 'icons/mob/human/human.dmi'
body_image_state = "husk"
/datum/hallucination/body/husk/sideways
random_hallucination_weight = 4
/datum/hallucination/body/husk/sideways/make_body_image(turf/location)
var/image/body = ..()
var/matrix/turn_matrix = matrix()
turn_matrix.Turn(90)
body.transform = turn_matrix
return body
/datum/hallucination/body/ghost
random_hallucination_weight = 2
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "ghost"
body_floats = TRUE
/datum/hallucination/body/hole
random_hallucination_weight = 1
body_image_file = 'icons/effects/effects.dmi'
body_image_state = "blank"
/datum/hallucination/body/staticguy
random_hallucination_weight = 1
body_image_file = 'icons/effects/effects.dmi'
body_image_state = "static"
/// Our QDEL_IN timer id, so we can cancel it
var/del_timerid
/datum/hallucination/body/staticguy/Destroy()
if(!QDELETED(hallucinator))
UnregisterSignal(hallucinator, COMSIG_MOVABLE_MOVED)
if(del_timerid)
deltimer(del_timerid)
del_timerid = null
return ..()
/datum/hallucination/body/staticguy/queue_cleanup()
RegisterSignal(hallucinator, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
del_timerid = QDEL_IN_STOPPABLE(src, rand(2 MINUTES, 3 MINUTES))
return TRUE
/// Signal proc for [COMSIG_MOVABLE_MOVED] - if we move out of view of the hallucination, it disappears, how spooky
/datum/hallucination/body/staticguy/proc/on_move(datum/source)
SIGNAL_HANDLER
// Entering its turf will cause it to fade out then delete
if(shown_body.loc == hallucinator.loc)
animate(shown_body, alpha = 0, time = 0.5 SECONDS)
deltimer(del_timerid)
del_timerid = QDEL_IN_STOPPABLE(src, 0.6 SECONDS)
return
// Staying in view will do nothing
if(shown_body.loc in view(hallucinator))
return
// Leaving view will delete it immediately
deltimer(del_timerid)
del_timerid = null
qdel(src)
/datum/hallucination/body/weird
random_hallucination_weight = 0.1 // These are very uncommon
abstract_hallucination_parent = /datum/hallucination/body/weird
/datum/hallucination/body/weird/alien
body_image_file = 'icons/mob/nonhuman-player/alien.dmi'
body_image_state = "alienother"
body_floats = TRUE
/datum/hallucination/body/weird/mini_bubblegum
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "horror"
/datum/hallucination/body/weird/chrono
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "chronostuck"
body_floats = TRUE
/datum/hallucination/body/weird/god
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "god"
body_floats = TRUE
/datum/hallucination/body/weird/sling
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "shadowling_ascended"
body_floats = TRUE
/datum/hallucination/body/weird/faceless
body_image_file = 'icons/obj/trader_signs.dmi'
body_image_state = "faceless"
/datum/hallucination/body/weird/bones
body_image_file = 'icons/obj/trader_signs.dmi'
body_image_state = "mrbones"
/datum/hallucination/body/weird/freezer
random_hallucination_weight = 0.3 // Slightly more common since it's cool (heh)
body_image_file = 'icons/effects/effects.dmi'
body_image_state = "the_freezer"
body_layer = ABOVE_ALL_MOB_LAYER
spawn_under_hallucinator = TRUE
/datum/hallucination/body/weird/freezer/make_body_image(turf/location)
var/image/body = ..()
body.pixel_x = pick(rand(-208,-48), rand(48, 208))
body.pixel_y = pick(rand(-208,-48), rand(48, 208))
body.alpha = 245
SET_PLANE_EXPLICIT(body, ABOVE_HUD_PLANE, location)
return body
/datum/hallucination/body/weird/freezer/queue_cleanup()
QDEL_IN(src, 12 SECONDS) //The freezer stays on screen while you're frozen
addtimer(CALLBACK(src, PROC_REF(freeze_player)), 1 SECONDS) // You barely have a moment to react before you're frozen
addtimer(CALLBACK(src, PROC_REF(freeze_intimidate)), 11.8 SECONDS)
hallucinator.cause_hallucination(/datum/hallucination/fake_sound/weird/radio_static, "freezer hallucination")
return TRUE
/datum/hallucination/body/weird/freezer/proc/freeze_player()
if(QDELETED(src))
return
hallucinator.cause_hallucination(/datum/hallucination/ice, "freezer hallucination", duration = 11 SECONDS, play_freeze_sound = FALSE)
/datum/hallucination/body/weird/freezer/proc/freeze_intimidate()
if(QDELETED(src))
return
// Spook 'em before we delete
shown_body.pixel_x = (shown_body.pixel_x / 2)
shown_body.pixel_y = (shown_body.pixel_y / 2)