Files
Bubberstation/code/datums/components
Bloop 981aad4239 Fixes spawners being forcemoved during crafting (#74946)
## About The Pull Request

Lizard skin boots create a spawner as their crafting result. The spawner
works fine and creates the boots, but then then the crafting system
moves the spawner into the world after it has been marked for deletion.
So you end up with both the boots and the spawner, with the spawner
covering up the boots and being non-interactive.


![dreamseeker_0l714SdfxT](https://user-images.githubusercontent.com/13398309/233877092-98831311-3b3d-4df8-ae74-788470ed4f55.png)

This PR just adds a check for spawners to ensure that doesn't happen.

Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/20728

## Why It's Good For The Game

Fixes some jank. It's a pain to craft these, so having this be the
payoff is disappointing.

## Changelog
🆑
fix: crafting lizard skin cowboy boots no longer places a spawner object
over the created boot item
/🆑
2023-04-24 18:52:55 -06:00
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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