Files
Bubberstation/code/datums/components
SkyratBot 40768c84ea [MIRROR] Adds extra signals for storage add/remove, + minor signal doc (#27837)
* Adds extra signals for storage add/remove, + minor signal doc (#83247)

## About The Pull Request

Title.

Converts TCG decks to use signals instead of a proc override, as is
better practice.
## Why It's Good For The Game

It's generally better practice to not snowflake behavior like this onto
the storage itself, instead using signals/procs.
Also, its good to have parity between add/remove in signals.
## Changelog
🆑
code: New signals for atom storage remove and insert
/🆑

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Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Adds extra signals for storage add/remove, + minor signal doc

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Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2024-05-25 20:53:30 +02:00
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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