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* Attacking a tendril rallies its mobs against you. * try to pull this into a signal * fix arguments * find and move together, no list signal register * Update code/modules/mob/living/simple_animal/hostile/hostile.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/__DEFINES/dcs/signals.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * invert if for early return * Update code/datums/components/spawner.dm For now spawners only spawn hostile mobs but if that changes in the future or an admin varedits a spawner to not do so this'll runtime Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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.
See this thread for an introduction to the system as a whole.