SS1984 - Modules - TypesVar Details - Proc Details

singularity

Things that maybe move around and does stuff to things around them Used for the singularity (duh) and Nar'Sie

Vars

bsa_targetableCan this singularity be BSA'd?
chance_to_move_to_targetWhat's the chance that, when a singularity moves, it'll go to its target?
consume_callbackCallback for consuming objects (for example, Nar'Sie replaces this to call narsie_act)
consume_rangeThe range to pull in stuff around it
disregard_failed_movementsShould we disregard the possibility of failed movements? Used by stage five singularities
drifting_dirThe chosen direction to drift in
grav_pullHow many tiles out to pull in
last_failed_movementThe last direction we failed to move in (for example: if we are contained)
notify_adminsShould the admins be alerted when this is created?
roamingDoes this singularity move?
singularity_sizeHow big is the singularity?
targetIf specified, the singularity will slowly move to this target
time_since_last_eatThe time that has elapsed since our last move/eat call
turfs_to_consumeList of turfs we have yet to consume, but need to

Procs

admin_investigate_setupLogs to admins that a singularity was created
ascendClimbs one z-level, eating through any solid ceiling. Blocked by indestructible tiles.
bluespace_reactionFired when the singularity is fired at with the BSA and deletes it
chase_z_directionReturns one of SINGULO_CHASE_*: the z-direction we should chase target in, or SINGULO_CHASE_NONE when no chase applies (no target, target on same z, or target outside our multi-z stack).
check_turfs_inMakes sure we don't move out of the z-level by checking the turfs around us. Takes in the direction we're going, and optionally how many steps forward to look. If steps are not provided, it will be inferred by singularity_size.
default_singularity_actCalls singularity_act on the thing passed, usually destroying the object
descendDrops one z-level. With force, eats the current floor to open a hole if needed.
on_enteredTriggered when something enters the component's parent.
try_change_zAttempts to move the parent (singularity) between z-levels. Falls through open spaces, occasionally climbs up by eating through ceilings, and chases a target on another z-level when the target is in the same multi-z stack.

Var Details

bsa_targetable

Can this singularity be BSA'd?

chance_to_move_to_target

What's the chance that, when a singularity moves, it'll go to its target?

consume_callback

Callback for consuming objects (for example, Nar'Sie replaces this to call narsie_act)

consume_range

The range to pull in stuff around it

disregard_failed_movements

Should we disregard the possibility of failed movements? Used by stage five singularities

drifting_dir

The chosen direction to drift in

grav_pull

How many tiles out to pull in

last_failed_movement

The last direction we failed to move in (for example: if we are contained)

notify_admins

Should the admins be alerted when this is created?

roaming

Does this singularity move?

singularity_size

How big is the singularity?

target

If specified, the singularity will slowly move to this target

time_since_last_eat

The time that has elapsed since our last move/eat call

turfs_to_consume

List of turfs we have yet to consume, but need to

Proc Details

admin_investigate_setup

Logs to admins that a singularity was created

ascend

Climbs one z-level, eating through any solid ceiling. Blocked by indestructible tiles.

bluespace_reaction

Fired when the singularity is fired at with the BSA and deletes it

chase_z_direction

Returns one of SINGULO_CHASE_*: the z-direction we should chase target in, or SINGULO_CHASE_NONE when no chase applies (no target, target on same z, or target outside our multi-z stack).

check_turfs_in

Makes sure we don't move out of the z-level by checking the turfs around us. Takes in the direction we're going, and optionally how many steps forward to look. If steps are not provided, it will be inferred by singularity_size.

default_singularity_act

Calls singularity_act on the thing passed, usually destroying the object

descend

Drops one z-level. With force, eats the current floor to open a hole if needed.

on_entered

Triggered when something enters the component's parent.

try_change_z

Attempts to move the parent (singularity) between z-levels. Falls through open spaces, occasionally climbs up by eating through ceilings, and chases a target on another z-level when the target is in the same multi-z stack.

Returns TRUE if the parent changed z-level, FALSE otherwise.