Files
Bubberstation/code/datums/components
SkyratBot 869df1b35a [MIRROR] Fixes custom drink names / description being overridden [MDB IGNORE] (#19205)
* Fixes custom drink names / description being overridden (#73239)

## About The Pull Request

If the glass was renamed by a player, don't override the name /
description in `update_name` and `update_desc`. Simple enough

Unfortunate side effect is changing the name but not the desc leaves the
desc as it is, but I don't think anyone would really care or notice. It
used to be like this anyways.

## Why It's Good For The Game

Aesthetics. Fixes #72890

## Changelog

🆑 Melbert
fix: Custom named drinks (with a pen) no longer reset after their glass
volume updates
/🆑

* Fixes custom drink names / description being overridden

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-09 22:28:58 -08:00
..
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2023-01-24 14:27:00 -08:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2023-01-12 08:48:06 -05:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00
2022-11-15 06:59:06 +00:00

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