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* 👛 Add "Implant" to list of uplink locations 🆑 coiax add: You may now pick Implant as a preferred uplink location, meaning that if you become a traitor, you will start with an uplink implant. The cost of the implant (4 TC) is deducted from your total starting TC, because the Syndicate doesn't give freebies. fix: Admins removing an uplink from a person with an uplink implant will now destroy the implant, rather than leaving an implant that does nothing. /🆑 If you are the sort of person who gets their PDA, pen and radio stolen really easily, then maybe you'd be interested in just spawning with an implant. Be warned, all of the 17-20 TC items will be out of reach because of the implant cost. Could be considered slightly more powerful than just ordering the implant at shift start, given you don't have to get rid of an implanter and suspicious box anymore. When testing with the admin grant uplink buttons, I discovered that the "Take" uplink option was only half working when taking the uplink from a person with only an implant uplink. It would take the component, but not the implant, leaving the person with a do-nothing action button. This has been fixed. * Add missing DEFINES * Remove one layer of spaces Will this sate the linting gods? * Replace 20 default with TELECRYSTALS_DEFAULT
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.