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Bubberstation/code/datums/components
Ghom da31ea158c The edible component now uses DUPE_SOURCE mode (#89687)
## About The Pull Request
The edible component now uses DUPE_SOURCE mode, which is needed to avoid
conflicts between sources. This includes some other tidbits from my
refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of
the fact it doesn't only contain flags anymore even before this PR),
meat materials giving protein and fat reagents to affected atoms instead
of generic nutriment and oil, and the pizza material no longer
containing meat, because margherita pizza, which the material is
extracted from, doesn't contain meat either. The pepperonis were
magically conjured space bs.

## Why It's Good For The Game
There are multiple sources of the edible component and we don't want
issues with that. Also atomizing stuff from my refactor.

## Changelog

🆑
balance: objects made out of meat are no longer classified as gross food
on top of being raw and meaty, and actually contain protein and fat
instead of standard nutriment and oil.
balance: the pizza material stacks, crafted with margherita pizza and
rollig pin mind you, no longer magically contain pepperoni.
/🆑
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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 its 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