* Fixes infi pushing off something in space
Right now you can just push "into" a dense object forever, and depending
on your move rate, just kinda glide
We can fix that by checking if we're trying to push "off" something
we're moving towards
* Makes pushing off something shift it instantly
Currently if you kick off something in space it waits the delay of the
move to start drifting. Looks dumb, let's not
* Updates backup movement to properly account for directional windows. GOD I HATE DIRECTIONAL DENSITY SHOOOOOT MEEEEEEEEEEEEEEEEEEE
* Uses range instead of orange so standing on the same tile as a directional counts properly, rather then suddenly entering a drift state. I hate it here
* Ensures all args are named, updates implementations of the proc with the new arg
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.