Files
Bubberstation/code/datums/components
Jacquerel 9a31bdbd85 Swarming mobs spread out immediately (#91499)
## About The Pull Request

Mobs will check for swarming when an atom inits on their tile as well as
when one enters it

## Why It's Good For The Game

I was fucking around with the Hive Head changeling power and noticed
that the bees it spawns tend to stack up instead of spread out nicely,
and I didn't like that.

![image](https://github.com/user-attachments/assets/0c42ffbb-0183-4d56-bcd7-2352c1e16efd)

## Changelog

🆑
fix: Small stacking mobs like mice and bees will attempt to spread out
visually within their tile as soon as they spawn rather than just when
moving
/🆑
2025-06-07 11:10:11 -06:00
..
2024-10-09 02:03:50 +02:00
2025-05-12 20:37:17 -07:00
2025-04-05 22:27:05 +02:00
2024-08-21 17:07:02 +12:00
2025-02-22 13:24:53 +00:00
2025-01-22 20:50:07 -07:00
2025-01-28 03:12:59 +01:00
2025-05-08 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