code/__DEFINES/turfs.dm 
| TURF_PATHING_PASS_DENSITY | Turf will be passable if density is 0 |
|---|---|
| TURF_PATHING_PASS_PROC | Turf will be passable depending on [CanAStarPass] return value |
| TURF_PATHING_PASS_NO | Turf is never passable |
| TURF_Z_TRANSPARENT_TRAIT | Turf trait for when a turf is transparent |
| TURF_NONTRANSPARENT | Turf that is covered. Any turf which doesn't use alpha-channel. Don't use this. Use !transparent_floor |
| TURF_TRANSPARENT | Turf that is uses alpha-channel such as glass floor. It shows what's underneath but doesn't grant access to what's under(cables, pipes). |
| TURF_FULLTRANSPARENT | Used only by /turf/openspace. Show and grants access to what's under. |
| RANGE_TURFS | Returns a list of turf in a square |
| RANGE_EDGE_TURFS | Returns the turfs on the edge of a square with CENTER in the middle and with the given RADIUS. If used near the edge of the map, will still work fine. |
| CORNER_BLOCK | Returns a list of turfs in the rectangle specified by BOTTOM LEFT corner and height/width, checks for being outside the world border for you |
| CORNER_BLOCK_OFFSET | Returns a list of turfs similar to CORNER_BLOCK but with offsets |
| CORNER_OUTLINE | Returns an outline (neighboring turfs) of the given block |
| TURF_NEIGHBORS | Returns a list of around us |
| Z_TURFS | Returns all turfs in a zlevel |
| ALL_TURFS | Returns all currently loaded turfs |
| MAXIMUM_WET_TIME | Maximum amount of time, (in deciseconds) a tile can be wet for. |
| TURF_DRY | Turf is dry and mobs won't slip |
| TURF_WET_WATER | Turf has water on the floor and mobs will slip unless walking or using galoshes |
| TURF_WET_PERMAFROST | Turf has a thick layer of ice on the floor and mobs will slip in the direction until they bump into something |
| TURF_WET_ICE | Turf has a thin layer of ice on the floor and mobs will slip |
| TURF_WET_LUBE | Turf has lube on the floor and mobs will slip |
| get_turf | Get the turf that A resides in, regardless of any containers. |
| get_area | Get the ultimate area of A, similarly to get_turf. |
Define Details
ALL_TURFS 
Returns all currently loaded turfs
CORNER_BLOCK 
Returns a list of turfs in the rectangle specified by BOTTOM LEFT corner and height/width, checks for being outside the world border for you
CORNER_BLOCK_OFFSET 
Returns a list of turfs similar to CORNER_BLOCK but with offsets
CORNER_OUTLINE 
Returns an outline (neighboring turfs) of the given block
MAXIMUM_WET_TIME 
Maximum amount of time, (in deciseconds) a tile can be wet for.
RANGE_EDGE_TURFS 
Returns the turfs on the edge of a square with CENTER in the middle and with the given RADIUS. If used near the edge of the map, will still work fine.
RANGE_TURFS 
Returns a list of turf in a square
TURF_DRY 
Turf is dry and mobs won't slip
TURF_FULLTRANSPARENT 
Used only by /turf/openspace. Show and grants access to what's under.
TURF_NEIGHBORS 
Returns a list of around us
TURF_NONTRANSPARENT 
Turf that is covered. Any turf which doesn't use alpha-channel. Don't use this. Use !transparent_floor
TURF_PATHING_PASS_DENSITY 
Turf will be passable if density is 0
TURF_PATHING_PASS_NO 
Turf is never passable
TURF_PATHING_PASS_PROC 
Turf will be passable depending on [CanAStarPass] return value
TURF_TRANSPARENT 
Turf that is uses alpha-channel such as glass floor. It shows what's underneath but doesn't grant access to what's under(cables, pipes).
TURF_WET_ICE 
Turf has a thin layer of ice on the floor and mobs will slip
TURF_WET_LUBE 
Turf has lube on the floor and mobs will slip
TURF_WET_PERMAFROST 
Turf has a thick layer of ice on the floor and mobs will slip in the direction until they bump into something
TURF_WET_WATER 
Turf has water on the floor and mobs will slip unless walking or using galoshes
TURF_Z_TRANSPARENT_TRAIT 
Turf trait for when a turf is transparent
Z_TURFS 
Returns all turfs in a zlevel
get_area 
Get the ultimate area of A, similarly to get_turf.
Use instead of A.loc.loc.
get_turf 
Get the turf that A resides in, regardless of any containers.
Use in favor of A.loc or src.loc so that things work correctly when
stored inside an inventory, locker, or other container.