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* Move brain organ code where it belongs * Rename too * WIP, but hey, it kinda works now. * Account for a few missing heads * Remove vital check, killing the user on death * Let defibs and scanners better deal with these * Remove debug brains * Clean up some more contingencies * More head checks * Update code/modules/antagonists/changeling/datum_changeling.dm Co-authored-by: Farie82 <farie82@users.noreply.github.com> * Fixes up signal business * some stuff from sean's review * Add some type safety checks for heads * oops * Update code/game/objects/items/weapons/cosmetics.dm get this in there too Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * Remove decap sword * Quick suggestions Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Addresses shedding problems * Add new defib changes * this is why we have CI Co-authored-by: Farie82 <farie82@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@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.