Files
Bubberstation/code/datums/components
SkyratBot 6c11df99a4 [MIRROR] Retools renamedByPlayer into TRAIT_WAS_RENAMED [MDB IGNORE] (#25355)
* Retools `renamedByPlayer` into TRAIT_WAS_RENAMED (#80013)

## About The Pull Request

On the tin, this lived on the `/obj` level and polluted a lot of stuff
even though only a very small fraction of stuff actually leveraged it.
Let's make it a trait for that boolean-like behavior so I can be happier
scrolling through view-variables with less non-necessary things.

I wish we could tie it to unique sources but that whole drinking glass
thing makes me suspicious of weirder things so I think the way we do it
(source being a `REF()` to the thing itself) is probably fine enough for
the time being.
## Why It's Good For The Game

Same behavior one can expect but just a bit cleaner on the backend.
## Changelog
Nothing that particularly concerns players.

* Retools `renamedByPlayer` into TRAIT_WAS_RENAMED

* Update Blueshift.dmm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 01:07:02 -05:00
..

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