area 
Vars | |
area_has_base_lighting | Whether this area has a currently active base lighting, bool |
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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 |
Procs | |
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 |
burglaralert | Raise a burglar alert for this area |
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 |
firealert | Generate a firealarm alert for this area |
firereset | Reset the firealarm alert for this area |
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 |
poweralert | Generate a power alert for this area |
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 |
set_fire_alarm_effect | Trigger the fire alarm visual affects in an area |
unset_fire_alarm_effects | unset 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