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114499f3f9
This PR adds a new Combat skill largely designed for non-combat characters called Tenacity. It's fairly analagous to traits like Will to Live from Shadowrun. Ranks in this skill make a character take a little bit longer to "bleed out in crit", but do nothing to actually change how hard they are to take down in combat. Effectively this means that ranks put in this skill give you a little bit more of a buffer of time to be picked up by a paramedic and rescued. For actual combat characters it's very undesireable since it does nothing to actually help win you fights, so this skill is largely more to serve as an option for characters outside of security who don't actually want to spend any points on direct combat capabilities. All of the numerical modifiers from the skill are rather small, and make use of pre-existing signal hooks that I've made previously for Brainmed to allow component based modifiers to organ code. <img width="1069" height="243" alt="image" src="https://github.com/user-attachments/assets/92d6c19a-a0f2-4cc8-b490-df4538fd2b3d" />
Datum Component System (DCS)
Concept
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.
See this thread for an introduction to the system as a whole.