Files
Bubberstation/code/datums/components
c84af25020 [MIRROR] Fixes emote runtime / changes how emotes work for ghosts (#3033)
* Fixes emote runtime / changes how emotes work for ghosts (#56519)

* Fixes / refactors emotes

Crack emote no longer runtimes
Ghosts can use help emote
Exhale / inhale emote only work for living
Move beep emote living subtype
Help emote no longer tells you that you can't use it

* Remove var in arguments

Lint

* Replace loop with join

* Fixes emote runtime / changes how emotes work for ghosts

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-02-03 14:23:51 +00:00
..
2021-01-08 18:52:35 +01:00

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.

See this thread for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm