* De-hardcodes the decomposition examine proc, and makes the decompose time editable (#65284)
Makes the decomposition examine proc, which handles the little examine warning telling you how close to decomposing a piece of food is, not hardcoded anymore. Doing this allowed me to also...
Adds a variable to food that lets them edit the decomposition timer. By default it's set to 0, which makes food automatically get its timer based off its flags. By setting the decomposition_time variable in a /obj/item/food to anything other than 0 (using SECONDS or MINUTES), it will take that amount of time to decompose instead.
* De-hardcodes the decomposition examine proc, and makes the decompose time editable
Co-authored-by: Wallem <66052067+Wallemations@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 it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.