/turf
Vars | |
ceiling_debrised | Whether we've broken through the ceiling yet |
---|---|
cleanables | Associative list of cleanable types (strings) mapped to cleanable objects |
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. |
Procs | |
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 |
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