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Manualbiome (#11216)
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@@ -1,7 +1,6 @@
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# Template file for your new component
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See _component.dm for detailed explanations
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See \_component.dm for detailed explanations
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```dm
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/datum/component/mycomponent
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@@ -4,6 +4,6 @@
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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.
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### [HackMD page for an introduction to the system as a whole.](https://hackmd.io/@tgstation/SignalsComponentsElements)
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### [HackMD page for an introduction to the system as a whole.](https://hackmd.io/@tgstation/SignalsComponentsElements)
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### See/Define signals and their arguments in [__DEFINES\components.dm](../../__DEFINES/components.dm)
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### See/Define signals and their arguments in [\_\_DEFINES\components.dm](../../__DEFINES/components.dm)
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@@ -1,7 +1,6 @@
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# Template file for your new element
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See _element.dm for detailed explanations
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See \_element.dm for detailed explanations
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```dm
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/datum/element/myelement
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@@ -34,7 +34,7 @@ GLOBAL_LIST_INIT(unique_gamma_loot,list(\
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UnregisterSignal(target, COMSIG_LOOT_REWARD)
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/// Calculates and drops loot, the source's turf is where it will be dropped, L is the searching mob, and searched_by is a passed list for storing who has searched a loot pile.
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/datum/element/lootable/proc/loot(atom/source,mob/living/L,var/list/searched_by, wake_chance)
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/datum/element/lootable/proc/loot(atom/source,mob/living/L,var/list/searched_by, wake_chance = 0)
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SIGNAL_HANDLER
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// The loot's all gone.
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if(loot_depletion && loot_left <= 0)
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@@ -91,6 +91,10 @@ GLOBAL_LIST_INIT(unique_gamma_loot,list(\
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if("alium")
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final_message = span_alium(final_message)
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to_chat(L, span_info(final_message))
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var/disturbed_sleep = rand(1,100) //spawning of mobs, for now only the trash panda.
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if(disturbed_sleep <= wake_chance)
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new /mob/living/simple_mob/animal/passive/raccoon(get_turf(source))
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source.visible_message("A raccoon jumps out of the trash!.")
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// Check if we should delete on depletion
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if(!loot_depletion)
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