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