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* The Laser Musket (2023) (Settlement Helper Edition) (#76231) ## About The Pull Request This adds a craftable laser musket to the game. It's slow and unwieldy, but consistent! I'd be happy to tweak the numbers if it's too good/bad. This PR also adds an independent militia ERT, who travels the spinward sector to help defend stations! TO DO LIST: - [x] Finish worn sprites - [x] Add a crafting recipe on par with the pipegun - [x] Add bayonets - [x] Separate charging into two stages and REDO THE AUDIO AAAA - [x] Clean up code (Needs review, totally) Scrapped: - Possibly add overcharge mechanic (This is just beyond my skill level for now) - Find a unique sound for the weapon firing (We have a unique projectile, and I can't a sound that fits more than the laser gun one)      Inhands by RedSentry27 Suit sprite by Kinnebian Prime Laser Musket sprites by RedSentry27 Balance Considerations (ew): 25 damage (30 on prime) Normal wound 40 Stamina damage (45 on prime) Weak to armour (prime not weak to armor) 2 second charge time, needs to be charged twice No overcharge Requires two hands to hold (like a chainsaw) Crafting Recipe: One rifle stock Fifteen Cable Coils Four Iron Rods One micro laser One capacitor One pair of prescription glasses One drinking glass Craft for 10 seconds with a wirecutter and screwdriver Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a space ranger") One laser musket Fifteen cable coils Five silver One water recycler Fifteen units of nuka cola Craft for 30 seconds with a screwdriver while wearing cowboy boots and a cowboy hat ## Why It's Good For The Game The idea of assistants and revs forming firing lines in the halls to shoot eachother sounds hilarious. Besides, we need a parallel to the pipegun, and this is the funniest way to do so. ## Changelog 🆑 Cheshify, Kinnebian, and RedSentry27 add: Maintenance engineers have sent out blueprints across the sector for a new laser musket. admin: A new energy-gun toting ERT is available to send to the crew. --------- Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> * The Laser Musket (2023) (Settlement Helper Edition) * Update guns.dm * Update guns.dm * Fixes vox/teshari greyscale config paths --------- Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Bloop <vinylspiders@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.