Files
Bubberstation/code/datums/components
Cameron Lennox eb42f39cd1 Fixes omens not giving proper damage mod increase (#93126)
## About The Pull Request
Fixes a copy paste error in omen's InheritComponent to properly give you
the increased damage of the original omen if it was more damaging than
the newer one.

numbers for easy explanation:

Before:
You have an omen with incident 1, luck 2, damage 2. 
You inherit one with incident 10, luck 1, damage 1. 
You now have incident 10, luck 3, damage 2.

Now:
You have an omen with incident 1, luck 2, damage 2. 
You inherit one with incident 10, luck 1, damage 1.
You now have incident 10, luck 2.5, damage 2.5
## Why It's Good For The Game
No longer can you have an omen with a massive damage modifier and get a
longer lasting, weaker omen and have it double add your luck mod while
leaving your damage mod untouched.
## Changelog
🆑
fix: Omens properly transfer their damage modifier when multiple are
applied.
/🆑
2025-09-26 14:53:21 +02:00
..
2025-09-07 09:24:34 +02:00
2024-10-09 02:03:50 +02:00
2025-09-07 09:24:34 +02:00
2025-04-05 22:27:05 +02:00
2025-02-22 13:24:53 +00:00
2025-01-22 20:50:07 -07:00
2025-01-28 03:12:59 +01:00
2025-07-11 07:21:02 +00:00
2025-05-08 07:26:01 +02:00

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 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