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Refactors the nearly completely stateless component "caltrop" into an element. The previous limit on "one message per caltrop per second" has been changed to "one message (about caltrops) per mob per second". This avoids a unique component for each shard of glass, and each cactus in the world, so saves some much needed memory. A message about "sliding over" caltrops has been removed, since it's now intended that you only trigger caltrops if you're not lying down.
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.