Files
Bubberstation/code/datums/components
Jacquerel 91b540e75a Basic Mob Carp Part III: Nuclear Operatives (#71439)
## About The Pull Request

Third atomisation of #71421 
I'll stop there until these three are dealt with, before opening more.

This PR extracts all of the behaviour on Cayenne which let her be a
pseudo-nuclear-operative into a component which can be used by any mob
to give it the capabilities of a nuclear operative.


https://user-images.githubusercontent.com/7483112/203334848-57a6c38d-2e4f-406d-9b49-8106d31b7930.mp4
I recorded this in a way which did not pick up the UI popups so imagine
the strip and numeral entry windows yourself.

Nuclear bomb operators can:
- Strip people.
- Pick up the disk.
- Put down the disk.
- Insert the disk into the bomb.
- Activate the bomb.

## Why It's Good For The Game

Moves code from being specific to one mob to generic to any mob. 
I am not sure we'll make a lot of mobs which attach this on initialise,
but I am sure admins will have fun with it.

## Changelog
🆑
refactor: Cayenne's ability to participate in Nuclear Operations is now
a component which any mob can use.
/🆑
2022-11-23 13:11:24 -08:00
..
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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 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