Files
Bubberstation/code/datums/components
grungussuss e46db99412 airlocks and computers are leanable (#88478)
## About The Pull Request
- added a signal - `COMSIG_ATOM_DENSITY_CHANGED`, is sent when
set_density is called and doesn't early return
- changed all manual assignments of .density to use `set_density` so the
signal is sent
- airlocks get the leanable component, if the airlock opens while you
are leaning on it - you will fall
- computers get the leanable component
## Why It's Good For The Game
can lean on more stuff, roleplay! Immersion!
*John Tider leans on the airlock*
## Changelog
🆑 grungussuss
add: computers and airlocks are now leanable
refactor: changed how density/collision of some objects is changed,
report any oddities!
/🆑

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Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-12-29 08:53:55 +01:00
..
2024-10-09 02:03:50 +02:00
2024-08-15 01:28:21 +01:00
2024-12-27 11:25:12 +00:00
2024-08-21 17:07:02 +12:00
2024-07-15 16:28:41 +01:00
2024-10-09 02:03:50 +02:00
2024-10-07 13:34:36 +02:00

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 its 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