Files
Bubberstation/code/datums/components
SkyratBot 9c653397f6 [MIRROR] Bloody footprints no longer share their blood when you step on them (#28737)
* Bloody footprints no longer share their blood when you step on them (#84747)

## About The Pull Request

Closes #84727
This stops you from picking up blood from existing bloody footprints
which could result in a huge mess.

## Why It's Good For The Game

Bloody footprints are extremely messy after being fixed and then buffed,
and while you could argue about it, picking up blood from the footsteps
you made a second ago just by going in circles don't make a whole lot of
sense.

## Changelog
🆑
fix: Bloody footprints no longer bloody your shoes even more when walked
over.
/🆑

* Bloody footprints no longer share their blood when you step on them

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Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-08 22:55:20 -04:00
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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.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm