Files
Bubberstation/code/datums/components
throwawayuseless 82eed58e9d Makes psyker playable (#91490)
-# so help me space jesus if this doesn't compile despite working fine
on my local machine
Makes burdened chaplain and psyker pirates not blind, so that someone
playing them isnt assaulted by irregularly flashing monochromatic lights
on a black background. Instead the echolocation outlines will simply
pulse to highlight nearby objects regardless of lighting conditions or
other vision obscuring effects. adds support for if you want
psykerization to blind people or not.
keeps bitrunner psykers blind, since that's the point of the domain.
Just avoid those domains if you can't handle the effect, sorry.
A. It makes psyker an actual useful ability. I have personally seen, as
a ghost, psyker pirates fail to navigate out of their ship for a full
five minutes, and then die horribly because they are unable to actually
do anything because they're **Worse than blinded** since blindness has a
small radius of working vision.

B. In-game effects should not cause **real world eye pain and nausea**
thank you very much.

neat fact: blind seers only really work when the seer-ing makes up for
the blindness.

example of outline highlighting hidden underfloor objects (like that
satchel!) while user is not horribly blinded

![image](https://github.com/user-attachments/assets/04ce713d-5e4a-434d-b41a-5206240a27ff)

🆑
fix: blind psykers are not blinded twice by two different sources, head
and brain.
qol: Psyker bounty hunters and chaplains are no longer blinded by
default, so as to reduce the amount of eye strain from the echolocation
effect. The echolocation virtual domains remain as they are.
/🆑

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Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-06-15 15:52:11 -04:00
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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 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