Files
Bubberstation/code/datums/components
Iamgoofball 941183ac58 Light Footed now makes stepping on glass Knockdown instead of Paralyze (#80270)
## About The Pull Request

Light Footed now makes stepping on glass Knockdown instead of Paralyze
Fixes some single letter variable usage in caltrop.dm

## Why It's Good For The Game

1. hard stuns bad
2. quirk's description implies it makes stepping on glass suck less, but
the primary effect of stepping on glass was previously untouched
3. this splits the difference between making it not stun and keeping it
dangerous to be barefoot because you are incredibly vulnerable when
knocked down

## Changelog
🆑
balance: Light Footed now makes stepping on glass Knockdown instead of
Paralyze
code: Fixes some single letter variable usage in caltrop.dm
/🆑
2023-12-13 20:15:25 +01:00
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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