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* Basic card interactions * initial interactions sorted * nails down some interactions, radial menu * Some more qol and keybind changes * improves card interactions * Unum decks can be flipped, showing the top card * Decks can now be split and recombined * minor tweaks to multi-deck stuff * Clean up a bunch of interactions * more cleanups * more cleanups and documentation * remote attacking looks pretty good * minor cleanups * ci * parser errs * Remove some debug things, re-add signal after merge * Adds a whole bunch more qol. * Improves examine messages * ci * concealed cards will now show properly in radial * Fixes some weird proximity monitor and control issues * Address reviews, clean up examine a bit more * radial fixes * remove todos * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * better documentation, adds label of who did what * b etter grammar * augh * missing icon state * Update code/game/gamemodes/wizard/magic_tarot.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Add sleep on proximity monitor setup to hopefully avoid mapload issues * been writing too much c lately * Try late initialize * late init * 🧌 * map load --------- Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@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.