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Bubberstation/code/datums/components
SkyratBot 098b4074e0 [MIRROR] Adds unit test for spawned food edibility (#3704)
* Adds unit test for spawned food edibility (#57232)

* Adds unit test for spawned food having reagents

- Adds stack trace for biting food failing due to a lack of reagents
- Adds checks for seed var being set under food/grown's initialize() in grown.dm
- Fixes issue with gondola meat code duplicated for penguin meat slabs resulting in a runtime and being unable to slice penguin meat
- Adds seeds for bombananas

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds unit test for spawned food edibility

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-02-28 12:23:56 +00:00
..
2021-02-19 16:08:09 +00:00
2021-01-08 18:52:35 +01:00
2021-02-19 16:08:09 +00:00

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.

See this thread for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm