Files
VOREStation/code/datums/components
Cameron Lennox c07054d463 Trait Upports & Tweaks (#18677)
* Upport these

* wtf

* Update negative.dm

* Hard feet into a neutral

* revert

* type-o

* Makes toxin_gut a trait.

Better as a trait than a var.

* Fix these

Was free trait otherwise

* Update negative.dm

* Fixes these as well

* Update low_sugar.dm

* Update vorestation.dme

* Converts these to components

Still needs optimization.

* Makes absorbent a component

* Implements deep sleeper

* Update living_movement.dm

* Update living_movement.dm

* Update negative.dm

* why not

* Adjust these

* Update positive.dm

* Update positive.dm

* Eh, let's lower this some.

* Add singulo mtabolism

* these too

* Make this use bloodloss_rate

* Update negative.dm

* grapples you

* Update mob_grab.dm

* my brain hurts reading this

please leave more comments

* Slippery

* enable

* Remove waterbreather from breathless

Unneeded

* Update negative.dm

* Update low_sugar.dm

* Update snacks.dm
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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.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm