Space Station 13 - Modules - TypesVar Details - Proc Details

area

Vars

area_has_base_lightingWhether this area has a currently active base lighting, bool
base_lighting_alphaalpha 0-255 of lighting_effect and thus baselighting intensity
base_lighting_colorThe colour of the light acting on this area
has_gravityWhether this area has a gravity by default.
holomap_colorColor of this area on holomaps.
holomap_should_drawWhether the turfs in the area should be drawn onto the "base" holomap.
ignore_gravgenIf TRUE this area will skip gravity generator's effect in its Z-level.
is_haunted"Haunted" areas such as the morgue and chapel are easier to boo. Because flavor.
lighting_effectsList of mutable appearances we underlay to show light In the form plane offset + 1 -> appearance to use
lights_cacheUsed for performance in light manipulation operations
machinery_cacheUsed for perfomance in machinery manipulation operations
map_generatorThis datum, if set, allows terrain generation behavior to be ran on Initialize() // This is unfinished, used in Lavaland
max_ambience_cooldownUsed to decide what the maximum time between ambience is
min_ambience_cooldownUsed to decide what the minimum time between ambience is
movingSets if area/shuttle is in move or not
parallax_movedirUsed by shuttle to move space visually. It is set by docking_port/mobile.preferred_direction
sound_environmentUsed to decide what kind of reverb the area makes sound have
static_lightingWhether this area allows static lighting and thus loads the lighting objects
turfs_by_zlevelList of all turfs currently inside this area as nested lists indexed by zlevel. Acts as a filtered bersion of area.contents For faster lookup (area.contents is actually a filtered loop over world) Semi fragile, but it prevents stupid so I think it's worth it
turfs_to_uncontain_by_zlevelturfs_by_z_level can become MASSIVE lists, so rather then adding/removing from it each time we have a problem turf We should instead store a list of turfs to REMOVE from it, then hook into a getter for it There is a risk of this and contained_turfs leaking, so a subsystem will run it down to 0 incrementally if it gets too large This uses the same nested list format as turfs_by_zlevel
turret_controlsTurrets use this list to see if individual power/lethal settings are allowed
use_starlightWhether this area is iluminated by starlight

Procs

AdjacentNot a sane use of the function and (for now) indicative of an error elsewhere
ModifyFiredoorsTry to close all the firedoors in the area
RunTerrainGenerationGenerate turfs, including cool cave wall gen
RunTerrainPopulationPopulate the previously generated terrain with mobs and objects
atmosalertGenerate an atmospheric alert for this area
burglaralertRaise a burglar alert for this area
cannonize_contained_turfsEnsures that the contained_turfs list properly represents the turfs actually inside us
cannonize_contained_turfs_by_zlevelEnsures that the contained_turfs list properly represents the turfs actually inside us
close_and_lock_doorClose and lock a door passed into this proc
firealertGenerate a firealarm alert for this area
fireresetReset the firealarm alert for this area
get_highest_zlevelReturns the highest zlevel that this area contains turfs for
get_turfs_by_zlevelReturns a list with all turfs in this zlevel.
get_turfs_from_all_zlevelsMerges a list containing all of the turfs zlevel lists from get_zlevel_turf_lists inside one list. Use get_zlevel_turf_lists() or get_turfs_by_zlevel() unless you need all the turfs in one list to avoid generating large lists
get_zlevel_turf_listsReturns a nested list of lists with all turfs split by zlevel. only zlevels with turfs are returned. The order of the list is not guaranteed.
has_contained_turfsReturns TRUE if we have contained turfs, FALSE otherwise
power_changeCalled when the area power status changes
poweralertGenerate a power alert for this area
processIf 100 ticks has elapsed, toggle all the firedoors closed again
reg_in_areas_in_zRegister this area as belonging to a z level
set_fire_alarm_effectTrigger the fire alarm visual affects in an area
unset_fire_alarm_effectsunset the fire alarm visual affects in an area

Var Details

area_has_base_lighting

Whether this area has a currently active base lighting, bool

base_lighting_alpha

alpha 0-255 of lighting_effect and thus baselighting intensity

base_lighting_color

The colour of the light acting on this area

has_gravity

Whether this area has a gravity by default.

holomap_color

Color of this area on holomaps.

holomap_should_draw

Whether the turfs in the area should be drawn onto the "base" holomap.

ignore_gravgen

If TRUE this area will skip gravity generator's effect in its Z-level.

is_haunted

"Haunted" areas such as the morgue and chapel are easier to boo. Because flavor.

lighting_effects

List of mutable appearances we underlay to show light In the form plane offset + 1 -> appearance to use

lights_cache

Used for performance in light manipulation operations

machinery_cache

Used for perfomance in machinery manipulation operations

map_generator

This datum, if set, allows terrain generation behavior to be ran on Initialize() // This is unfinished, used in Lavaland

max_ambience_cooldown

Used to decide what the maximum time between ambience is

min_ambience_cooldown

Used to decide what the minimum time between ambience is

moving

Sets if area/shuttle is in move or not

parallax_movedir

Used by shuttle to move space visually. It is set by docking_port/mobile.preferred_direction

sound_environment

Used to decide what kind of reverb the area makes sound have

static_lighting

Whether this area allows static lighting and thus loads the lighting objects

turfs_by_zlevel

List of all turfs currently inside this area as nested lists indexed by zlevel. Acts as a filtered bersion of area.contents For faster lookup (area.contents is actually a filtered loop over world) Semi fragile, but it prevents stupid so I think it's worth it

turfs_to_uncontain_by_zlevel

turfs_by_z_level can become MASSIVE lists, so rather then adding/removing from it each time we have a problem turf We should instead store a list of turfs to REMOVE from it, then hook into a getter for it There is a risk of this and contained_turfs leaking, so a subsystem will run it down to 0 incrementally if it gets too large This uses the same nested list format as turfs_by_zlevel

turret_controls

Turrets use this list to see if individual power/lethal settings are allowed

use_starlight

Whether this area is iluminated by starlight

Proc Details

Adjacent

Not a sane use of the function and (for now) indicative of an error elsewhere

ModifyFiredoors

Try to close all the firedoors in the area

RunTerrainGeneration

Generate turfs, including cool cave wall gen

RunTerrainPopulation

Populate the previously generated terrain with mobs and objects

atmosalert

Generate an atmospheric alert for this area

Sends to all ai players, alert consoles, drones and alarm monitor programs in the world

burglaralert

Raise a burglar alert for this area

Close and locks all doors in the area and alerts silicon mobs of a break in

Alarm auto resets after 600 ticks

cannonize_contained_turfs

Ensures that the contained_turfs list properly represents the turfs actually inside us

cannonize_contained_turfs_by_zlevel

Ensures that the contained_turfs list properly represents the turfs actually inside us

close_and_lock_door

Close and lock a door passed into this proc

Does this need to exist on area? probably not

firealert

Generate a firealarm alert for this area

Sends to all ai players, alert consoles, drones and alarm monitor programs in the world

Also starts the area processing on SSobj

firereset

Reset the firealarm alert for this area

resets the alert sent to all ai players, alert consoles, drones and alarm monitor programs in the world

Also cycles the icons of all firealarms and deregisters the area from processing on SSOBJ

get_highest_zlevel

Returns the highest zlevel that this area contains turfs for

get_turfs_by_zlevel

Returns a list with all turfs in this zlevel.

get_turfs_from_all_zlevels

Merges a list containing all of the turfs zlevel lists from get_zlevel_turf_lists inside one list. Use get_zlevel_turf_lists() or get_turfs_by_zlevel() unless you need all the turfs in one list to avoid generating large lists

get_zlevel_turf_lists

Returns a nested list of lists with all turfs split by zlevel. only zlevels with turfs are returned. The order of the list is not guaranteed.

has_contained_turfs

Returns TRUE if we have contained turfs, FALSE otherwise

power_change

Called when the area power status changes

Updates the area icon, calls power change on all machines in the area, and sends the COMSIG_AREA_POWER_CHANGE signal.

poweralert

Generate a power alert for this area

Sends to all ai players, alert consoles, drones and alarm monitor programs in the world

process

If 100 ticks has elapsed, toggle all the firedoors closed again

reg_in_areas_in_z

Register this area as belonging to a z level

Ensures the item is added to the SSmapping.areas_in_z list for this z

set_fire_alarm_effect

Trigger the fire alarm visual affects in an area

Updates the fire light on fire alarms in the area and sets all lights to emergency mode

unset_fire_alarm_effects

unset the fire alarm visual affects in an area