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* Update goldgrub.dm * Update basilisk.dm * Update hivebot.dm * Update skeleton.dm * Update eyeballs.dm * Update bear.dm * Update riding.dm * Update emote.dm * Update tree.dm * Update bees.dm * Update frog.dm * Add files via upload * Update giant_spider.dm * Update mimic.dm, carp.dm, netherworld.dm * Adds newlines at the end of these so Travis smiles * Fix Eyeballs on NarNar Shuttle * Update crab.dm * Update netherworld.dm * Update goldgrub.dm * Change how the Lightgeist heal works * Update hivebot.dm and mimic.dm * Update goldgrub.dm * Update Riding.dm with the new knockdown instead of stun thing * OK Travis * Update Mob Files * Update Mining Mob Files
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.