Files
Bubberstation/code/datums/components
SmArtKar 87e1ef6f64 Changes human name updates to be request-based instead of being automatically done every single tick (#92393)
## About The Pull Request

Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.

## Why It's Good For The Game

Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation
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..
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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