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Bubberstation/code/datums/components
SkyratBot 104eeba880 [MIRROR] Crafting recipes without an explicit name are now named after their results. [MDB IGNORE] (#22984)
* Crafting recipes without an explicit name are now named after their results. (#77465)

## About The Pull Request

What it says on the tin. The code comment accompanying the "name" var
suggests this was already the case, but it was only true for the
crafting UI.
Adjusted some other code that gets recipe names to account for this
change.
## Why It's Good For The Game

Convenient, both as a fallback and for the sake of avoiding repetition
where it isn't necessary. That said, I haven't gone out of my way to
remove pre-existing names that match the result, in case that practice
is still considered desirable.
It also fixes #77379 and similar issues.
## Changelog
🆑
fix: crafting recipes without a name, such as the mothic pizzas, will
inherit the name of the item they make
/🆑

* Crafting recipes without an explicit name are now named after their results.

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
2023-08-10 08:09:01 -04:00
..

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