Files
Bubberstation/code/datums/components
ChungusGamer666 dff70625e7 Bible refactor (#75350)
## About The Pull Request

This started as a simple addition where burning a bible would curse you,
but then I realized... Bibles aren't even proper books, thus can't be
burned!
So yeah, since that is not necessary due to how atom_storage works, I
reworked that.

## Why It's Good For The Game

Because burning bibles and getting cursed for it is funny.

![image](https://github.com/tgstation/tgstation/assets/82850673/2a8489ce-ecd6-45ee-9eb9-168ff820af65)

![image](https://github.com/tgstation/tgstation/assets/82850673/ebe98ad6-2d0d-4d20-9ea1-5d472d6ca465)

## Changelog

🆑
add: You can burn bibles now! But heresy has a steep cost...
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-15 04:27:43 +00:00
..
2023-05-15 04:27:43 +00:00
2023-05-07 22:45:20 +00:00
2023-05-07 23:52:03 -07:00
2023-05-15 04:27:43 +00:00
2023-05-15 04:27:43 +00:00
2023-04-05 16:54:22 +01:00

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