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* hard mode stuff * further progress * more progress * pausing work to fix bug * lets pr this mess * more progress saving as vacation soon * sleep_check_qdel * saving work * medals into deconflicting * icons * Fix compilings, medals * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * yes * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * earliest of the returns * icons * Apply suggestions from code review Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * ah lateload, my beloved and hated with no debug points * todoops * requested changes * move medals / move comment * guh --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@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.