Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.
Simplifies everything. There should be no player facing changes.
The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.
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.