## About The Pull Request
### Refactor
Pirate gangs are now datumized for extendability, custom dialogue, etc.
### Psyker Gang 🧠
Psyker-gang Members are pirates who are... yes, Psykers. They're on a
gore-binge and need some money for more hits of gore!
- Gore autoinjectors, filled with dirty kronkaine. Don't overdose,
you'll go splat.
- Psykerboost armor, reactive armor that refreshes psychic abilities.
Given to the leader.
- [x] @Fikou is making the map :D
## Why It's Good For The Game
God I fucking love variety also now we can add as many different pirates
as we so desire
<details>
<summary>Spoiler warning</summary>

</details>
## Changelog
🆑 Tralezab code, Fikou's map, PigeonVerde and Halcyon for sprites!
add: Psyker-gangers are new pirates
refactor: refactored pirate code so we can add more in the future
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
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.