byond - Modules - TypesVar Details - Proc Details

/turf

Vars

ceiling_debrisedWhether we've broken through the ceiling yet
cleanablesAssociative list of cleanable types (strings) mapped to cleanable objects
directional_opacityList 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_lumcountLumcount added by sources other than lighting datum objects, such as the overlay lighting component.
hybrid_lights_affectinghybrid lights affecting this turf
lighting_corner_NELighting Corner datums.
opacity_sourcesLazylist of movable atoms providing opacity sources.

Procs

GetAllTurfStrictContentsReturns list of contents of a turf recursively, much like GetAllContents We only get containing atoms in the turf, excluding multitiles bordering on it
add_opacity_sourceProc to add movable sources of opacity on the turf and let it handle lighting code.
change_areaCall to move a turf from its current area to a new one
emptyRemove all atoms except observers, landmarks, docking ports - clearing up the turf contents
load_on_topPlaces a turf on top - for map loading
on_change_areaAllows for reactions to an area change without inherently requiring change_area() be called (I hate maploading)
recalculate_directional_opacityCalculate on which directions this turfs block view.
reconsider_lightsCauses any affecting light sources to be queued for a visibility update, for example a door got opened.
remove_opacity_sourceProc to remove movable sources of opacity on the turf and let it handle lighting code.
static_lighting_build_overlayBuilds a lighting object for us, but only if our area is dynamic.
transfer_area_lightingTransfer the lighting of one area to another

Var Details

ceiling_debrised

Whether we've broken through the ceiling yet

cleanables

Associative list of cleanable types (strings) mapped to cleanable objects

The cleanable object does not necessarily need to be on the turf, it can simply be for handling how the overlays or placing new cleanables of the same type work

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.

hybrid_lights_affecting

hybrid lights affecting this turf

lighting_corner_NE

Lighting Corner datums.

opacity_sources

Lazylist of movable atoms providing opacity sources.

Proc Details

GetAllTurfStrictContents

Returns list of contents of a turf recursively, much like GetAllContents We only get containing atoms in the turf, excluding multitiles bordering on it

add_opacity_source

Proc to add movable sources of opacity on the turf and let it handle lighting code.

change_area

Call to move a turf from its current area to a new one

empty

Remove all atoms except observers, landmarks, docking ports - clearing up the turf contents

load_on_top

Places a turf on top - for map loading

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