* 500 cigarettes, and one edible component update (#85891)
## About The Pull Request
Makes cigarettes edible, and adds an achievement for eating 500 of them.
The examine text also hides all the interesting info about being able to
eat it


This means the edible component has been touched up with a variable to
hide examines.
## Why It's Good For The Game
An interesting challenge for achievement hunters. Also it's kinda funny
and goes in line with the Sisyphus one
## Changelog
🆑
add: Achievement for eating 500 cigarettes
balance: Cigarettes are now edible
code: Adds a variable to hide the food examine on the edible element
/🆑
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Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* 500 cigarettes, and one edible component update
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
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 its arguments with a SendSignal() call. Now every component that want's to can also know about this happening.