turf

Vars | |
assigned_oranges_ear | what /mob/oranges_ear instance is already assigned to us as there should only ever be one. used for guaranteeing there is only one oranges_ear per turf when assigned, speeds up view() iteration |
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directional_opacity | List of light sources affecting this turf. Which directions does this turf block the vision of, taking into account both the turf's opacity and the movable opacity_sources. |
dynamic_lumcount | Lumcount added by sources other than lighting datum objects, such as the overlay lighting component. |
fixed_underlay | Icon-smoothing variable to map a diagonal wall corner with a fixed underlay. |
hard_armor | Flat-damage-reduction-based armor. |
hybrid_lights_affecting | hybrid lights affecting this turf |
lighting_corner_NE | Lighting Corner datums. |
opacity_sources | Lazylist of movable atoms providing opacity sources. |
soft_armor | %-reduction-based armor. |
turf_flags | Turf bitflags, see code/__DEFINES/flags.dm |
Procs | |
ScrapeAway | Take off the top layer turf and replace it with the next baseturf down |
add_opacity_source | Proc to add movable sources of opacity on the turf and let it handle lighting code. |
can_teleport_here | Are we able to teleport to this turf using in game teleport mechanics |
check_alien_construction | Check if alien abilities can construct structure on the turf Return TRUE if allowed, FALSE otherwise |
check_disallow_alien_fortification | Checks for whether we can build advanced xeno structures here Returns TRUE if present, FALSE otherwise |
clear_signal_refs | WARNING WARNING Turfs DO NOT lose their signals when they get replaced, REMEMBER THIS It's possible because turfs are fucked, and if you have one in a list and it's replaced with another one, the list ref points to the new turf We do it because moving signals over was needlessly expensive, and bloated a very commonly used bit of code |
fromShuttleMove | Base procs |
get_submerge_depth | Returns the number that shows how far an AM is offset when submerged in this turf |
get_submerge_height | Returns the number that represents how submerged an AM is by a turf and its contents |
on_change_area | Allows for reactions to an area change without inherently requiring change_area() be called (I hate maploading) |
recalculate_directional_opacity | Calculate on which directions this turfs block view. |
reconsider_lights | Causes any affecting light sources to be queued for a visibility update, for example a door got opened. |
remove_opacity_source | Proc to remove movable sources of opacity on the turf and let it handle lighting code. |
static_lighting_build_overlay | Builds a lighting object for us, but only if our area is dynamic. |
transfer_area_lighting | Transfer the lighting of one area to another |
wash | cleans any cleanable decals from the turf |
zFall | Precipitates a movable (plus whatever buckled to it) to lower z levels if possible and then calls zImpact() |
zImpact | Called each time the target falls down a z level possibly making their trajectory come to a halt. see __DEFINES/movement.dm. |
zPassIn | If we'd allow anything to travel into us |
zPassOut | If we'd allow anything to travel out of us |
Var Details
assigned_oranges_ear

what /mob/oranges_ear instance is already assigned to us as there should only ever be one. used for guaranteeing there is only one oranges_ear per turf when assigned, speeds up view() iteration
directional_opacity

List of light sources affecting this turf. Which directions does this turf block the vision of, taking into account both the turf's opacity and the movable opacity_sources.
dynamic_lumcount

Lumcount added by sources other than lighting datum objects, such as the overlay lighting component.
fixed_underlay

Icon-smoothing variable to map a diagonal wall corner with a fixed underlay.
hard_armor

Flat-damage-reduction-based armor.
hybrid_lights_affecting

hybrid lights affecting this turf
lighting_corner_NE

Lighting Corner datums.
opacity_sources

Lazylist of movable atoms providing opacity sources.
soft_armor

%-reduction-based armor.
turf_flags

Turf bitflags, see code/__DEFINES/flags.dm
Proc Details
ScrapeAway
Take off the top layer turf and replace it with the next baseturf down
add_opacity_source
Proc to add movable sources of opacity on the turf and let it handle lighting code.
can_teleport_here
Are we able to teleport to this turf using in game teleport mechanics
check_alien_construction
Check if alien abilities can construct structure on the turf Return TRUE if allowed, FALSE otherwise
check_disallow_alien_fortification
Checks for whether we can build advanced xeno structures here Returns TRUE if present, FALSE otherwise
clear_signal_refs
WARNING WARNING Turfs DO NOT lose their signals when they get replaced, REMEMBER THIS It's possible because turfs are fucked, and if you have one in a list and it's replaced with another one, the list ref points to the new turf We do it because moving signals over was needlessly expensive, and bloated a very commonly used bit of code
fromShuttleMove
Base procs
get_submerge_depth
Returns the number that shows how far an AM is offset when submerged in this turf
get_submerge_height
Returns the number that represents how submerged an AM is by a turf and its contents
on_change_area
Allows for reactions to an area change without inherently requiring change_area() be called (I hate maploading)
recalculate_directional_opacity
Calculate on which directions this turfs block view.
reconsider_lights
Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
remove_opacity_source
Proc to remove movable sources of opacity on the turf and let it handle lighting code.
static_lighting_build_overlay
Builds a lighting object for us, but only if our area is dynamic.
transfer_area_lighting
Transfer the lighting of one area to another
wash
cleans any cleanable decals from the turf
zFall
Precipitates a movable (plus whatever buckled to it) to lower z levels if possible and then calls zImpact()
zImpact
Called each time the target falls down a z level possibly making their trajectory come to a halt. see __DEFINES/movement.dm.
zPassIn
If we'd allow anything to travel into us
zPassOut
If we'd allow anything to travel out of us