White Sands - Modules - TypesVar Details - Proc Details

area

A grouping of tiles into a logical space, mostly used by map editors

Vars

always_unpoweredThis gets overridden to 1 for space in area/Initialize().
area_limited_icon_smoothingBoolean to limit the areas (subtypes included) that atoms in this area can smooth with. Used for shuttles.
areasizeSize of the area in open turfs, only calculated for indoors areas.
atmosalmWhether there is an atmos alarm in this area
beautyBeauty average per open turf in the area
beauty_thresholdIf a room is too big it doesn't have beauty.
map_generatorThis datum, if set, allows terrain generation behavior to be ran on Initialize()
minimap_colorWS Addition - Color on minimaps, if it's null (which is default) it makes one at random.
mood_bonusBonus mood for being in this area
mood_messageMood message for being here, only shows up if mood_bonus != 0
outdoorsFor space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)
requires_powerWill objects this area be needing power?
totalbeautyAll beauty in this area combined, only includes indoor area.

Procs

AllowDropCauses a runtime error
DestroyDestroy an area and clean it up
EnteredCall back when an atom enters an area
ExitedCalled when an atom exits an area
InitializeInitalize this area
LateInitializeSets machine power levels in the area
ModifyFiredoorsTry to close all the firedoors in the area
NewCalled when an area loads
PlaceOnTopReactA hook so areas can modify the incoming args (of what??)
addStaticPowerAdd a static amount of power load to an area
atmosalertGenerate an atmospheric alert for this area
burglaralertRaise a burglar alert for this area
clear_usageClear all power usage in area
close_and_lock_doorClose and lock a door passed into this proc
drop_locationCauses a runtime error
firealertGenerate an firealarm alert for this area
fireresetReset the firealarm alert for this area
power_changeCalled when the area power status changes
poweralertGenerate a power alert for this area
poweredReturns int 1 or 0 if the area has power for the given channel
processIf 100 ticks has elapsed, toggle all the firedoors closed again
reg_in_areas_in_zRegister this area as belonging to a z level
set_fire_alarm_effectTrigger the fire alarm visual affects in an area
setupSetup an area (with the given name)
unset_fire_alarm_effectsunset the fire alarm visual affects in an area
update_areasizeSet the area size of the area
update_beautyDivides total beauty in the room by roomsize to allow us to get an average beauty per tile.
update_icon_stateUpdate the icon state of the area
use_powerAdd a power value amount to the stored used_x variables

Var Details

always_unpowered

This gets overridden to 1 for space in area/Initialize().

area_limited_icon_smoothing

Boolean to limit the areas (subtypes included) that atoms in this area can smooth with. Used for shuttles.

areasize

Size of the area in open turfs, only calculated for indoors areas.

atmosalm

Whether there is an atmos alarm in this area

beauty

Beauty average per open turf in the area

beauty_threshold

If a room is too big it doesn't have beauty.

map_generator

This datum, if set, allows terrain generation behavior to be ran on Initialize()

minimap_color

WS Addition - Color on minimaps, if it's null (which is default) it makes one at random.

mood_bonus

Bonus mood for being in this area

mood_message

Mood message for being here, only shows up if mood_bonus != 0

outdoors

For space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)

requires_power

Will objects this area be needing power?

totalbeauty

All beauty in this area combined, only includes indoor area.

Proc Details

AllowDrop

Causes a runtime error

Destroy

Destroy an area and clean it up

Removes the area from GLOB.areas_by_type and also stops it processing on SSobj

This is despite the fact that no code appears to put it on SSobj, but who am I to argue with old coders

Entered

Call back when an atom enters an area

Sends signals COMSIG_AREA_ENTERED and COMSIG_ENTER_AREA (to the atom)

If the area has ambience, then it plays some ambience music to the ambience channel

Exited

Called when an atom exits an area

Sends signals COMSIG_AREA_EXITED and COMSIG_EXIT_AREA (to the atom)

Initialize

Initalize this area

intializes the dynamic area lighting and also registers the area with the z level via reg_in_areas_in_z

returns INITIALIZE_HINT_LATELOAD

LateInitialize

Sets machine power levels in the area

ModifyFiredoors

Try to close all the firedoors in the area

New

Called when an area loads

Adds the item to the GLOB.areas_by_type list based on area type

PlaceOnTopReact

A hook so areas can modify the incoming args (of what??)

addStaticPower

Add a static amount of power load to an area

Possible channels *AREA_USAGE_STATIC_EQUIP *AREA_USAGE_STATIC_LIGHT *AREA_USAGE_STATIC_ENVIRON

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

clear_usage

Clear all power usage in area

Clears all power used for equipment, light and environment channels

close_and_lock_door

Close and lock a door passed into this proc

Does this need to exist on area? probably not

drop_location

Causes a runtime error

firealert

Generate an 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

power_change

Called when the area power status changes

Updates the area icon, calls power change on all machinees 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

powered

Returns int 1 or 0 if the area has power for the given channel

evalutes a mixture of variables mappers can set, requires_power, always_unpowered and then per channel power_equip, power_light, power_environ

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

setup

Setup an area (with the given name)

Sets the area name, sets all status var's to false and adds the area to the sorted area list

unset_fire_alarm_effects

unset 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

update_areasize

Set the area size of the area

This is the number of open turfs in the area contents, or FALSE if the outdoors var is set

update_beauty

Divides total beauty in the room by roomsize to allow us to get an average beauty per tile.

update_icon_state

Update the icon state of the area

Im not sure what the heck this does, somethign to do with weather being able to set icon states on areas?? where the heck would that even display?

use_power

Add a power value amount to the stored used_x variables