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First PR. Adds mechanical representation of faint Hivenet echoes for Vaurcae. Like the lore, only they can pick them up. It's designed for a lot of variety so as to trigger every 3-5 minutes without boring players. All together, there's 500 different echoes. There are three categories of broadcasts (gossip, happy, tense) split between "starter" and "response" messages to imitate two vaurcae talking. These make up 380/500. Gossip can occasionally have a singular, joined echo to represent only a single vaurcae talking for extra variety. Happy is less common and tense is the rarest, implying possible danger. There's also echoes of projections, on a separate 4-8m timer with 120 different sensations for the remaining echoes. Hivenet should never feel empty again and echoes extend past being fluff, they can prompt roleplay since they'd ICly be just as valid as an in-round broadcast. Echoes are automatically disabled in the Lemurian Sea to represent the Fog there and can be manually toggled by Admins & Storytellers for gimmicks or events. --------- Signed-off-by: runecap <43975590+runecap@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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.