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Bubberstation/code/datums/components
SkyratBot d760cf7555 [MIRROR] Bileworms won't evolve if they're dead [MDB IGNORE] (#19363)
* Bileworms won't evolve if they're dead (#73427)

## About The Pull Request

Fixes #70865
I kind of agree with the comments that it would be funny to canonise
_something else_ happening to dead ones once the alive ones evolve but
that would qualify as "a feature".

## Why It's Good For The Game

Even if it's pretty funny it's not really ideal for unbutchered mobs to
come back to life without warning at the 30 minute mark, and clearly not
intended.

## Changelog

🆑
fix: Bileworms which have been struck down but not butchered no longer
return in a more powerful form.
/🆑

* Bileworms won't evolve if they're dead

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-02-15 13:05:42 -08:00
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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