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BloopandGitHub cf14dcfc1a Converts 3 components into elements (#94589)
## About The Pull Request

`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.

climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`

Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.

<details><summary> Tested + things still work as before </summary>

<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>

</details>

## Why It's Good For The Game

Lessens overhead, fixes a bug as well.

## Changelog

🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
2025-12-30 01:05:50 +01:00

90 lines
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// Aquarium related signals
///From /datum/component/aquarium/ui_act, when changing the fluid of the aquarium: (fluid_type)
#define COMSIG_AQUARIUM_FLUID_CHANGED "aquarium_fluid_changed"
///From /datum/component/aquarium/can_insert: (obj/item/item)
#define COMSIG_AQUARIUM_CAN_INSERT "aquarium_can_insert"
///The item will be inserted into the aquarium
#define COMSIG_CAN_INSERT_IN_AQUARIUM (1<<0)
///The item won't be inserted into the aquarium, but will early return attackby anyway.
#define COMSIG_CANNOT_INSERT_IN_AQUARIUM (1<<1)
///From /datum/component/aquarium_content/set_vc_base_position: (obj/effect/aquarium/visual)
#define COMSIG_AQUARIUM_SET_VISUAL "aquarium_set_visual"
///From /datum/component/aquarium_content/remove_from_aquarium: (obj/effect/aquarium/visual)
#define COMSIG_AQUARIUM_REMOVE_VISUAL "aquarium_remove_visual"
///From /obj/item/fish/try_to_reproduce: (fish, candidates)
#define COMSIG_AQUARIUM_GET_REPRODUCTION_CANDIDATES "aquarium_get_reproduction_candidates"
///From /datum/fish_evolution/check_conditions: (fish, mate, evolution)
#define COMSIG_AQUARIUM_CHECK_EVOLUTION_CONDITIONS "aquarium_check_evolution_conditions"
#define COMPONENT_ALLOW_EVOLUTION (1<<0)
///Updates the appearance of a newly generated aquarium content visual:(visual)
#define COMSIG_AQUARIUM_CONTENT_GENERATE_APPEARANCE "aquarium_content_apply_appearance"
///Updates the base position of an aquarium content visual:(aquarium, visual)
#define COMSIG_AQUARIUM_CONTENT_RANDOMIZE_POSITION "aquarium_content_randomize_position"
///Updates the animation of an aquarium content visual:(aquarium, visual)
#define COMSIG_AQUARIUM_CONTENT_DO_ANIMATION "aquarium_content_do_animation"
// Fish signals
#define COMSIG_FISH_STATUS_CHANGED "fish_status_changed"
///From /obj/item/fish/process: (seconds_per_tick)
#define COMSIG_FISH_LIFE "fish_life"
///From /datum/fish_trait/eat_fish: (predator)
#define COMSIG_FISH_EATEN_BY_OTHER_FISH "fish_eaten_by_other_fish"
///From /obj/item/fish/generate_reagents_to_add, which returns a holder when the fish is eaten or composted for example: (list/reagents)
#define COMSIG_GENERATE_REAGENTS_TO_ADD "generate_reagents_to_add"
///From /obj/item/fish/update_size_and_weight: (new_size, new_weight)
#define COMSIG_FISH_UPDATE_SIZE_AND_WEIGHT "fish_update_size_and_weight"
///From /obj/item/fish/update_fish_force: (weight_rank, bonus_malus)
#define COMSIG_FISH_FORCE_UPDATED "fish_force_updated"
///From /obj/item/fish/interact_with_atom_secondary, sent to the target: (fish)
#define COMSIG_FISH_RELEASED_INTO "fish_released_into"
///From /datum/fishing_challenge/New: (datum/fishing_challenge/challenge)
#define COMSIG_ROD_BEGIN_FISHING "rod_begin_fishing"
///From /datum/fishing_challenge/New: (datum/fishing_challenge/challenge)
#define COMSIG_MOB_BEGIN_FISHING "mob_begin_fishing"
///From /datum/fishing_challenge/start_minigame_phase: (datum/fishing_challenge/challenge)
#define COMSIG_MOB_BEGIN_FISHING_MINIGAME "mob_begin_fishing_minigame"
///From /datum/fishing_challenge/completed: (datum/fishing_challenge/challenge, win)
#define COMSIG_MOB_COMPLETE_FISHING "mob_complete_fishing"
/// Rolling a reward path for a fishing challenge
#define COMSIG_FISHING_CHALLENGE_ROLL_REWARD "fishing_roll_reward"
/// From /datum/fishing_challenge/start_minigame_phase, called after the fish movement datum is spawned: (datum/fish_movement/mover)
#define COMSIG_FISHING_CHALLENGE_MOVER_INITIALIZED "fishing_mover_initialized"
/// Fishing challenge completed
/// Sent to the fisherman when the reward is dispensed: (reward)
#define COMSIG_FISH_SOURCE_REWARD_DISPENSED "fish_source_reward_dispensed"
/// Called when an ai-controlled mob interacts with the fishing spot
#define COMSIG_NPC_FISHING "npc_fishing"
#define NPC_FISHING_SPOT 1
/// Sent by the target of the fishing rod cast
#define COMSIG_FISHING_ROD_CAST "fishing_rod_cast"
#define FISHING_ROD_CAST_HANDLED (1 << 0)
/// From /datum/fish_source/proc/dispense_reward(), not set if the reward is a dud: (reward, user)
#define COMSIG_FISHING_ROD_CAUGHT_FISH "fishing_rod_caught_fish"
/// From /obj/item/fishing_rod/proc/hook_item(): (reward, user)
#define COMSIG_FISHING_ROD_HOOKED_ITEM "fishing_rod_hooked_item"
/// From /obj/item/fishing_rod/set_slot: (obj/item/fishing_rod/rod, slot)
#define COMSIG_ITEM_FISHING_ROD_SLOTTED "item_fishing_rod_slotted"
/// From /obj/item/fishing_rod/Exited: (obj/item/fishing_rod/rod, slot)
#define COMSIG_ITEM_FISHING_ROD_UNSLOTTED "item_fishing_rod_unslotted"
/// Sent when the challenge is to be interrupted: (reason)
#define COMSIG_FISHING_SOURCE_INTERRUPT_CHALLENGE "fishing_spot_interrupt_challenge"
/// From /obj/item/fish_analyzer/proc/analyze_status: (fish, user)
#define COMSIG_FISH_ANALYZER_ANALYZE_STATUS "fish_analyzer_analyze_status"
/// From /datum/component/fish_growth/on_fish_life: (seconds_per_tick)
#define COMSIG_FISH_BEFORE_GROWING "fish_before_growing"
#define COMPONENT_DONT_GROW (1 << 0)
/// From /datum/component/fish_growth/finish_growing: (result)
#define COMSIG_FISH_FINISH_GROWING "fish_finish_growing"