/turf

Vars | |
active_hotspot | Current fire object on us. |
---|---|
allow_unrestricted_hotbox | this turf is allowing unrestricted hotbox reactions |
blocked_dirs | directions of this turf being blocked by directional blocking objects. So we don't need to loop through the entire contents |
messy | value corresponds to how many cleanables exist on this turf. Exists for the purpose of making fluid spreads do less checks. |
pass_unstable | Sum of all unstable atoms on the turf. |
passability_cache | Whether this turf is passable. Used in the pathfinding system. |
pressure_difference | Pressure delta between us and some turf. |
pressure_direction | The direction of the pressure delta. |
tagged | Gang wars thing |
vistarget | target turf for projecting its contents elsewhere |
warptarget | target turf for teleporting its contents elsewhere |
warptarget_modifier | control who gets warped to warptarget |
Procs | |
SL_lit | An approximation of "is there a simple light shining on this turf", it's slow and bad but that's the price we pay for simple lights |
add_hotspot | Adds a hotspot to self, deletes the previous if there was one. Sets processing to true also, since a fire kinda should be processed. |
assume_air | Assumes air into the turf. Use this instead of directly adding to air. |
fluid_react | this should happen whenever a liquid reagent hits a simulated tile |
gas_cross | Checks if gas can pass between two turfs. If anything within the turf does not allow passage, the check fails. Returns: TRUE if gas can pass, FALSE if not. |
generate_worldgen | Gets called after the world is finished loading and the game is basically ready to start |
get_disjoint_objects_by_type | Retrieve a list of objects matching the provided type on connection with the given flag. |
get_disjoint_turfs | Retrieve a list of turfs connected by given flag(s). |
hotspot_expose | We react to the exposed temperature, call /atom/proc/temperature_expose on everything within us, and expose things within fluids to electricity if need be. |
is_lit | A very loose approximation of "is there some light shining on this thing", taking into account all lighting systems and byond internal crap Performance warning since simple light checks are NOT CHEAP |
remove_air | Return a new gas mixture with a specified amount of moles with the composition of our gas vars. |
return_air | Return new gas mixture with the gas variables we start with. |
tilenotify | HEY HEY LOOK AT ME TODO : This is kind of a band-aid. I'm not sure why, but tilenotify() doesn't trigger when it should sometimes. do this to be absolutely sure! |
update_nearby_tiles | Tells our neighbors it's time to update. |
Var Details
active_hotspot

Current fire object on us.
allow_unrestricted_hotbox

this turf is allowing unrestricted hotbox reactions
blocked_dirs

directions of this turf being blocked by directional blocking objects. So we don't need to loop through the entire contents
messy

value corresponds to how many cleanables exist on this turf. Exists for the purpose of making fluid spreads do less checks.
pass_unstable

Sum of all unstable atoms on the turf.
passability_cache

Whether this turf is passable. Used in the pathfinding system.
pressure_difference

Pressure delta between us and some turf.
pressure_direction

The direction of the pressure delta.
tagged

Gang wars thing
vistarget

target turf for projecting its contents elsewhere
warptarget

target turf for teleporting its contents elsewhere
warptarget_modifier

control who gets warped to warptarget
Proc Details
SL_lit
An approximation of "is there a simple light shining on this turf", it's slow and bad but that's the price we pay for simple lights
add_hotspot
Adds a hotspot to self, deletes the previous if there was one. Sets processing to true also, since a fire kinda should be processed.
assume_air
Assumes air into the turf. Use this instead of directly adding to air.
fluid_react
this should happen whenever a liquid reagent hits a simulated tile
gas_cross
Checks if gas can pass between two turfs. If anything within the turf does not allow passage, the check fails. Returns: TRUE if gas can pass, FALSE if not.
generate_worldgen
Gets called after the world is finished loading and the game is basically ready to start
get_disjoint_objects_by_type
Retrieve a list of objects matching the provided type on connection with the given flag.
NOTE: Only one object per turf will be provided.
Arguments:
- flag - Flag to test for on disjoint connections.
- target_type - Target type to test for.
- limit_key - (Optional) Specific conceptual link to limit search to ("up", "down", etc)
get_disjoint_turfs
Retrieve a list of turfs connected by given flag(s).
NOTE: Only one object per turf will be provided.
Arguments:
- flag - Flag to test for on disjoint connections.
- limit_key - (Optional) Specific conceptual link to limit search to ("up", "down", etc)
hotspot_expose
We react to the exposed temperature, call /atom/proc/temperature_expose on everything within us, and expose things within fluids to electricity if need be.
is_lit
A very loose approximation of "is there some light shining on this thing", taking into account all lighting systems and byond internal crap Performance warning since simple light checks are NOT CHEAP
remove_air
Return a new gas mixture with a specified amount of moles with the composition of our gas vars.
return_air
Return new gas mixture with the gas variables we start with.
tilenotify
HEY HEY LOOK AT ME TODO : This is kind of a band-aid. I'm not sure why, but tilenotify() doesn't trigger when it should sometimes. do this to be absolutely sure!
update_nearby_tiles
Tells our neighbors it's time to update.