Files
Bubberstation/code/datums/components
zxaber 54cfbcce2e Replaces Traitor Greentext Objectives with Assassination/Escape Objectives (#71349)
## About The Pull Request
- Traitors now have the old two kill + escape objectives from before
progressive traitors. These objectives are for greentext/victory
conditions only, and are known as "Primary Objectives".
- The Progressive Traitor system remains in place for unlocking
dangerous gear.
- Completing the Final Objective from the progressive list is an
alternate route to victory.
- Traitor Uplinks now have a new tab that lists Primary Objectives,
which will also indicate when the Traitor has a secured victory by Final
Objective.
- Also cleaned up the round end report, see below.
## Why It's Good For The Game

See https://hackmd.io/WVjTLp6xTJiTFEkhSqqWIQ?view for my complete
thoughts.

TL;DR:
- Getting Rep is too much of a time commitment for Greentext. 
- Most of ProgTraitor is quiet sabotage that no one cares about, leading
to less conflict with the crew.
- Losing the Uplink creates an unwinnable state.

This PR fixes the above, by bringing back the 2 kill + escape system.
Traitors are now required to actually negatively affect at least some
crewmembers, and actually survive the round, to gain a victory state.
Alternatively, if they reach the Final Objective, they are given a free
pass, as an alternate route if they cannot find their Primary Objective
targets. Final Objectives will count as a victory even if the traitor
dies.

The Progressive Traitor system is still used for unlocking gear, and no
values for items, or restrictions based on role, have been changed.
## Changelog
🆑
balance: Traitors now have two kill and an escape objective for
Greentext purposes, though completing a Final Objective will Greentext
too.
/🆑
New Primary Objective Tab:

![tot_objs](https://user-images.githubusercontent.com/37497534/202838143-e3f8f10f-8b13-4e0a-80dc-efc9271e8089.png)
If the Final Objective is done, the traitor's victory condition is
secured, and the Primary Objectives no longer matter.

![tot_objs_complete](https://user-images.githubusercontent.com/37497534/202838147-bac663b0-8f30-4e84-bf2a-23f014992a75.png)
Round-end report, showing one traitor that greentexts through
traditional means, and one that doesn't get their kill target or escape,
but greentexts via Final Objective anyway.

![round_end](https://user-images.githubusercontent.com/37497534/202838156-0b1cc7dd-3048-40f6-a640-cef7a613d4ba.png)
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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