Files
Bubberstation/code/datums/components
lessthanthree 413dc66af1 Tram crossing signal logic fixes (#83610)
## About The Pull Request

Minor fixes to the tram crossing signal logic.

Reverts an earlier change I made to the subsystem, which resulted in the
signals being wildly off in their timings on a regular basis. Adjusted
the red length corresponding to the properly timed signals. Removed
define for degraded yellow, as that's now simplified into a check at
signal activation time.

## Why It's Good For The Game

Tram crossing lights better reflect tram status, staying green when the
tram is broken therefore safe to walk. Consistently turn red when tram
approaching.

## Changelog

🆑 LT3
fix: Fixed timing issue where tram crossing signals would be out of sync
with the moving tram
fix: Tram crossing signals consistently show green when safe, blue when
broken
fix: Tram crossing signals show red instead of yellow when degraded
/🆑
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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