Files
Bubberstation/code/modules/mob/living/basic/trader/trader_data.dm
Profakos bc18450afe 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.
/🆑
2023-10-31 01:49:56 +00:00

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/voice/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!",
),
)