Files
Bubberstation/code/datums/components
2whatever2 d29c354016 Webedit, fixes sanity checks for tackle and wellcheers. (WEBEDIT PR, TESTED IN VSC.) (#81855)
## About The Pull Request
Fixes both tackle Insanity checks and wellcheers sanity check. 

I couldn't get make VSC clone my fork so I just did a webedit, and
tested changes with VSC.


https://github.com/tgstation/tgstation/assets/24631139/73730216-0c0a-45ee-8ee3-94c7695f4337


https://github.com/tgstation/tgstation/assets/24631139/90d96a5f-98cd-4bf5-b1d3-d0e0d14a917a
## Why It's Good For The Game
Bugfixes are good.
Fixes https://github.com/tgstation/tgstation/issues/81852
## Changelog
🆑
fix: Tackle and wellcheers code for sanity values now function.
/🆑
2024-03-07 04:37:26 +01:00
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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