mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-13 11:12:14 +00:00
* Moves /datum/var/signal_enabled to datum flags (#56372) * Moves /datum/var/signal_enabled to datum flags `signal_enabled` is a variable on /datum, so present almost every object in the game. Folding it into the existing `datum_flags` variable will save allocating a variable on every datum in the game. - Clown weaponry was using the `signal_enabled` variable to turn their attached slippery component on and off when the shield/sword was toggled. They now just remove/add the component, rather than touching deep datum internals. * Moves /datum/var/signal_enabled to datum flags Co-authored-by: coiax <yellowbounder@gmail.com>
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.