* [WEBEDIT INCOMING]Allows any atom that is not an effect to increase supermatter matter power on consumption. (#73029)
If the consumed_object does not pass the isitem check, then it increases
the matter_increase by half of consumed_object.max_integrity, capped at
1000.
# WEBEDIT INFORMATION
This is indeed a webedit, but I tested the changes on local.
## About The Pull Request
If the atom is not an item, the matter power increase will be half of
the object's max integrity, up to a maximum of 1GeV (in case some object
has an absurd amount of integrity).
## Why It's Good For The Game
When a physical object gets consumed by the supermatter, people expect
it to do what it does for items, to give it trickled power over time.
It's confusing when it doesn't increase the power.
## Changelog
🆑
fix: Objects that are not items can increase supermatter power on
consumption.
/🆑
* [WEBEDIT INCOMING]Allows any atom that is not an effect to increase supermatter matter power on consumption.
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Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@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.