/atom
The base type for nearly all physical objects in SS13
Lots and lots of functionality lives here, although in general we are striving to move as much as possible to the components/elements system
Vars | |
add_overlays | a very temporary list of overlays to add |
---|---|
age_restricted | Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item |
article | If non-null, overrides a/an/some in all cases |
atom_colours | used to store the different colors on an atom |
base_icon_state | Used for changing icon states for different base sprites. |
bottom_left_corner | Smoothing variable |
bottom_right_corner | Smoothing variable |
buckle_message_cooldown | Cooldown tick timer for buckle messages |
canSmoothWith | List of smoothing groups this atom can smooth with. If this is null and atom is smooth, it smooths only with itself. |
chat_color | Last color calculated for the the chatmessage overlays |
chat_color_darkened | A luminescence-shifted value of the last color calculated for chatmessage overlays |
chat_color_name | Last name used to calculate a color for the chatmessage overlays |
custom_materials | The custom materials this atom is made of, used by a lot of things like furniture, walls, and floors (if I finish the functionality, that is.) |
custom_premium_price | Economy cost of item in premium vendor |
custom_price | Economy cost of item |
demo_last_appearance | Last appearance of the atom for demo saving purposes |
explosion_block | Value used to increment ex_act() if reactionary_explosions is on |
fingerprintslast | Last fingerprints to touch this atom |
flags_1 | First atom flags var |
hud_list | This atom's HUD (med/sec, etc) images. Associative list. |
hud_possible | HUD images that this atom can provide. |
interaction_flags_atom | Intearaction flags |
light | Our light source. Don't fuck with this directly unless you have a good reason! |
light_color | Hexadecimal RGB string representing the colour of the light. White by default. |
light_flags | Bitflags to determine lighting-related atom properties. |
light_on | Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values. |
light_power | Intensity of the light. The stronger, the less shadows you will see on the lit area. |
light_range | Range of the light in tiles. Zero means no light. |
light_sources | Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list. |
light_system | Light systems, both shouldn't be active at the same time. |
managed_overlays | overlays managed by update_overlays to prevent removing overlays that weren't added by the same proc |
managed_vis_overlays | vis overlays managed by SSvis_overlays to automaticaly turn them like other overlays |
material_flags | Bitfield for how the atom handles materials. |
material_modifier | Modifier that raises/lowers the effect of the amount of a material, prevents small and easy to get items from being death machines. |
orbit_target | Reference to atom being orbited |
priority_overlays | overlays that should remain on top and not normally removed when using cut_overlay functions, like c4. |
proximity_monitor | Proximity monitor associated with this atom |
rad_insulation | Radiation insulation types |
reagents | Reagents holder |
receive_ricochet_chance_mod | When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this |
receive_ricochet_damage_coeff | When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom |
remove_overlays | a very temporary list of overlays to remove |
smoothing_flags | Icon-smoothing behavior. |
smoothing_groups | What smoothing groups does this atom belongs to, to match canSmoothWith. If null, nobody can smooth with it. |
smoothing_junction | What directions this is currently smoothing with. IMPORTANT: This uses the smoothing direction flags as defined in icon_smoothing.dm, instead of the BYOND flags. |
targeted_by | Mobs that are currently do_after'ing this atom, to be cleared from on Destroy() |
top_left_corner | Smoothing variable |
top_right_corner | Smoothing variable |
Procs | |
AllowDrop | Are you allowed to drop this atom |
AltClickNoInteract | Use this instead of /mob/proc/AltClickOn where you only want turf content listing without additional atom alt-click interaction |
CanAllowThrough | Returns true or false to allow the mover to move through src |
CanPass | Can the mover object pass this atom, while heading for the target turf |
CheckParts | Ensure a list of atoms/reagents exists inside this atom |
Click | Before anything else, defer these calls to a per-mobtype handler. This allows us to remove istype() spaghetti code, but requires the addition of other handler procs to simplify it. |
ComponentInitialize | Put your AddComponent calls here |
Destroy | Top level of the destroy chain for most atoms |
Entered | An atom has entered this atom's contents |
Exit | An atom is attempting to exit this atom's contents |
Exited | An atom has exited this atom's contents |
GenerateTag | Generate a tag for this atom |
HandleTurfChange | called when the turf the atom resides on is ChangeTurfed |
HasProximity | Is this atom within 1 tile of another atom |
Initialize | The primary method that objects are setup in SS13 with |
IsObscured | Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it |
LateInitialize | Sends a signal that the new atom src , has been created at loc
Late Intialization, for code that should run after all atoms have run Intialization |
New | Called when an atom is created in byond (built in engine proc) |
Topic | Passes Stat Browser Panel clicks to the game and calls client click on an atom |
acid_act | Respond to acid being used on our atom |
add_atom_colour | Adds an instance of colour_type to the atom's atom_colours list |
add_mob_blood | to add blood from a mob onto something, and transfer their dna info |
analyzer_act | Analyzer act |
assume_air | Take air from the passed in gas mixture datum |
attack_hand | Return TRUE to cancel other attack hand effects that respect it. |
attack_hulk | This atom has been hit by a hulkified mob in hulk mode (user) |
attackby | Called on an object being hit by an item |
audible_message | Show a message to all mobs in earshot of this atom |
bitmask_smooth | Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that. |
blob_act | React to a hit by a blob objecd |
bullet_act | React to a hit by a projectile object |
calculate_adjacencies | Scans all adjacent turfs to find targets to smooth with. |
check_eye | Check if this atoms eye is still alive (probably) |
component_storage_contents_dump_act | Implement the behaviour for when a user click drags another storage item to you |
connect_to_shuttle | Connect this atom to a shuttle |
container_resist_act | Called when something resists while this atom is its loc |
contents_explosion | Handle what happens when your contents are exploded by a bomb |
contents_ui_distance | public |
create_reagents | Convenience proc to create a reagents holder for an atom |
crowbar_act | Crowbar act |
do_alert_animation | Does the MGS ! animation |
drop_location | Where atoms should drop if taken from this atom |
emag_act | Respond to an emag being used on our atom |
emp_act | React to an EMP of the given severity |
ex_act | React to being hit by an explosion |
examine | Called when a mob examines (shift click or verb) this atom |
examine_more | Called when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_TIME (default 1.5 seconds) |
expose_reagents | |
find_type_in_direction | Scans direction to find targets to smooth with. |
get_dumping_location | Get the best place to dump the items contained in the source storage item? |
get_examine_name | Get the name of this object for examine |
get_examine_string | Generate the full examine string of this atom (including icon for goonchat) |
get_remote_view_fullscreens | the vision impairment to give to the mob whose perspective is set to that atom |
handle_atom_del | This proc is called when an atom in our contents has it's Destroy called |
handle_fall | Used for making a sound when a mob involuntarily falls into the ground. |
handle_slip | Handle the atom being slipped over |
has_gravity | Returns true if this atom has gravity for the passed in turf |
hitby | React to being hit by a thrown object |
hitby_react | We have have actually hit the passed in atom |
in_contents_of | Return true if we're inside the passed in atom |
is_drainable | Is this atom drainable of reagents |
is_drawable | Can we draw from this atom with an injectable atom |
is_injectable | Is this atom injectable into other atoms |
is_open_container | Convenience proc to see if a container is open for chemistry handling |
is_refillable | Can this atoms reagents be refilled |
isinspace | Is this atom in space |
log_message | Generic logging helper |
log_talk | Helper for logging chat messages or other logs with arbitrary inputs (e.g. announcements) |
mat_update_desc | This proc is called when a material updates an object's description |
mech_melee_attack | Handle melee attack by a mech |
multitool_act | Multitool act |
multitool_check_buffer | Check if the multitool has an item in it's data buffer |
narsie_act | Respond to narsie eating our atom |
onAwayMission | Is the atom in an away mission |
onCentCom | Is this atom currently located on centcom |
onSyndieBase | Is the atom in any of the centcom syndicate areas |
on_log | Called when the atom log's in or out |
prepare_huds | Prepare the huds for this atom |
rad_act | Respond to a radioactive wave hitting this atom |
rcd_act | Respond to an RCD acting on our item |
rcd_vals | Return the values you get when an RCD eats you? |
relaymove | An atom we are buckled or is contained within us has tried to move |
remove_air | Remove air from this atom |
remove_atom_colour | Removes an instance of colour_type from the atom's atom_colours list |
return_air | Return the current air environment in this atom |
return_analyzable_air | Return the air if we can analyze it |
return_temperature | Return atom temperature |
runechat_prefs_check | Returns the client runechat visible messages preference according to the message type. |
screwdriver_act | Screwdriver act |
setDir | Hook for running code when a dir change occurs |
set_custom_materials | Sets the custom materials for an item. |
set_opacity | Updates the atom's opacity value. |
set_smoothed_icon_state | Changes the icon state based on the new junction bitmask. Returns the old junction value. |
shuttleRotate | Base proc |
singularity_act | Respond to the singularity eating this atom |
singularity_pull | Respond to the singularity pulling on us |
skill_message | Generate a visible message from this atom that can only be seen by sufficently skilled mobs |
storage_contents_dump_act | Implement the behaviour for when a user click drags a storage object to your atom |
tool_act | Tool behavior procedure. Redirects to tool-specific procs by default. |
transfer_mob_blood_dna | to add a mob's dna info into an object's blood_dna list. |
update_atom_colour | Resets the atom's color to null, and then sets it to the highest priority colour available |
update_icon | Updates the icon of the atom |
update_icon_state | Updates the icon state of the atom |
update_multiz | Hook for multiz??? |
update_overlays | Updates the overlays of the atom |
update_remote_sight | the sight changes to give to the mob whose perspective is set to that atom |
visible_message | Generate a visible message from this atom |
vv_get_dropdown | Return the markup to for the dropdown list for the VV panel for this atom |
wash | Wash this atom |
welder_act | Welder act |
wirecutter_act | Wirecutter act |
wrench_act | Wrench act |
zap_act | Respond to a electric bolt action on our item |
Var Details
add_overlays
a very temporary list of overlays to add
age_restricted
Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item
article
If non-null, overrides a/an/some in all cases
atom_colours
used to store the different colors on an atom
its inherent color, the colored paint applied on it, special color effect etc...
base_icon_state
Used for changing icon states for different base sprites.
bottom_left_corner
Smoothing variable
bottom_right_corner
Smoothing variable
buckle_message_cooldown
Cooldown tick timer for buckle messages
canSmoothWith
List of smoothing groups this atom can smooth with. If this is null and atom is smooth, it smooths only with itself.
chat_color
Last color calculated for the the chatmessage overlays
chat_color_darkened
A luminescence-shifted value of the last color calculated for chatmessage overlays
chat_color_name
Last name used to calculate a color for the chatmessage overlays
custom_materials
The custom materials this atom is made of, used by a lot of things like furniture, walls, and floors (if I finish the functionality, that is.)
custom_premium_price
Economy cost of item in premium vendor
custom_price
Economy cost of item
demo_last_appearance
Last appearance of the atom for demo saving purposes
explosion_block
Value used to increment ex_act() if reactionary_explosions is on
fingerprintslast
Last fingerprints to touch this atom
flags_1
First atom flags var
hud_list
This atom's HUD (med/sec, etc) images. Associative list.
hud_possible
HUD images that this atom can provide.
interaction_flags_atom
Intearaction flags
light
Our light source. Don't fuck with this directly unless you have a good reason!
light_color
Hexadecimal RGB string representing the colour of the light. White by default.
light_flags
Bitflags to determine lighting-related atom properties.
light_on
Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
light_power
Intensity of the light. The stronger, the less shadows you will see on the lit area.
light_range
Range of the light in tiles. Zero means no light.
light_sources
Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
light_system
Light systems, both shouldn't be active at the same time.
managed_overlays
overlays managed by update_overlays to prevent removing overlays that weren't added by the same proc
managed_vis_overlays
vis overlays managed by SSvis_overlays to automaticaly turn them like other overlays
material_flags
Bitfield for how the atom handles materials.
material_modifier
Modifier that raises/lowers the effect of the amount of a material, prevents small and easy to get items from being death machines.
orbit_target
Reference to atom being orbited
priority_overlays
overlays that should remain on top and not normally removed when using cut_overlay functions, like c4.
proximity_monitor
Proximity monitor associated with this atom
rad_insulation
Radiation insulation types
reagents
Reagents holder
receive_ricochet_chance_mod
When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
receive_ricochet_damage_coeff
When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
remove_overlays
a very temporary list of overlays to remove
smoothing_flags
Icon-smoothing behavior.
smoothing_groups
What smoothing groups does this atom belongs to, to match canSmoothWith. If null, nobody can smooth with it.
smoothing_junction
What directions this is currently smoothing with. IMPORTANT: This uses the smoothing direction flags as defined in icon_smoothing.dm, instead of the BYOND flags.
targeted_by
Mobs that are currently do_after'ing this atom, to be cleared from on Destroy()
top_left_corner
Smoothing variable
top_right_corner
Smoothing variable
Proc Details
AllowDrop
Are you allowed to drop this atom
AltClickNoInteract
Use this instead of /mob/proc/AltClickOn where you only want turf content listing without additional atom alt-click interaction
CanAllowThrough
Returns true or false to allow the mover to move through src
CanPass
Can the mover object pass this atom, while heading for the target turf
CheckParts
Ensure a list of atoms/reagents exists inside this atom
Goes throught he list of passed in parts, if they're reagents, adds them to our reagent holder creating the reagent holder if it exists.
If the part is a moveable atom and the previous location of the item was a mob/living, it calls the inventory handler transferItemToLoc for that mob/living and transfers the part to this atom
Otherwise it simply forceMoves the atom into this atom
Click
Before anything else, defer these calls to a per-mobtype handler. This allows us to remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
Alternately, you could hardcode every mob's variation in a flat /mob/proc/ClickOn proc; however, that's a lot of code duplication and is hard to maintain.
Note that this proc can be overridden, and is in the case of screen objects.
ComponentInitialize
Put your AddComponent calls here
Destroy
Top level of the destroy chain for most atoms
Cleans up the following:
- Removes alternate apperances from huds that see them
- qdels the reagent holder from atoms if it exists
- clears the orbiters list
- clears overlays and priority overlays
- clears the light object
Entered
An atom has entered this atom's contents
Default behaviour is to send the COMSIG_ATOM_ENTERED
Exit
An atom is attempting to exit this atom's contents
Default behaviour is to send the COMSIG_ATOM_EXIT
Return value should be set to FALSE if the moving atom is unable to leave, otherwise leave value the result of the parent call
Exited
An atom has exited this atom's contents
Default behaviour is to send the COMSIG_ATOM_EXITED
GenerateTag
Generate a tag for this atom
HandleTurfChange
called when the turf the atom resides on is ChangeTurfed
Default behaviour is to loop through atom contents and call their HandleTurfChange() proc
HasProximity
Is this atom within 1 tile of another atom
Initialize
The primary method that objects are setup in SS13 with
we don't use New as we have better control over when this is called and we can choose to delay calls or hook other logic in and so forth
During roundstart map parsing, atoms are queued for intialization in the base atom/New(), After the map has loaded, then Initalize is called on all atoms one by one. NB: this is also true for loading map templates as well, so they don't Initalize until all objects in the map file are parsed and present in the world
If you're creating an object at any point after SSInit has run then this proc will be immediately be called from New.
mapload: This parameter is true if the atom being loaded is either being intialized during the Atom subsystem intialization, or if the atom is being loaded from the map template. If the item is being created at runtime any time after the Atom subsystem is intialized then it's false.
You must always call the parent of this proc, otherwise failures will occur as the item will not be seen as initalized (this can lead to all sorts of strange behaviour, like the item being completely unclickable)
You must not sleep in this proc, or any subprocs
Any parameters from new are passed through (excluding loc), naturally if you're loading from a map there are no other arguments
Must return an initialization hint or a runtime will occur.
Note: the following functions don't call the base for optimization and must copypasta handling:
IsObscured
Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
LateInitialize
Sends a signal that the new atom src
, has been created at loc
Late Intialization, for code that should run after all atoms have run Intialization
To have your LateIntialize proc be called, your atoms Initalization proc must return the hint INITIALIZE_HINT_LATELOAD otherwise you will never be called.
useful for doing things like finding other machines on GLOB.machines because you can guarantee that all atoms will actually exist in the "WORLD" at this time and that all their Intialization code has been run
New
Called when an atom is created in byond (built in engine proc)
Not a lot happens here in SS13 code, as we offload most of the work to the Intialization proc, mostly we run the preloader if the preloader is being used and then call InitAtom of which the ultimate result is that the Intialize proc is called.
We also generate a tag here if the DF_USE_TAG flag is set on the atom
Topic
Passes Stat Browser Panel clicks to the game and calls client click on an atom
acid_act
Respond to acid being used on our atom
Default behaviour is to send COMSIG_ATOM_ACID_ACT and return
add_atom_colour
Adds an instance of colour_type to the atom's atom_colours list
add_mob_blood
to add blood from a mob onto something, and transfer their dna info
analyzer_act
Analyzer act
assume_air
Take air from the passed in gas mixture datum
attack_hand
Return TRUE to cancel other attack hand effects that respect it.
attack_hulk
This atom has been hit by a hulkified mob in hulk mode (user)
attackby
Called on an object being hit by an item
Arguments:
- obj/item/W - The item hitting this atom
- mob/user - The wielder of this item
- params - click params such as alt/shift etc
See: /obj/item/proc/melee_attack_chain
audible_message
Show a message to all mobs in earshot of this atom
Use for objects performing audible actions
vars:
- message is the message output to anyone who can hear.
- deaf_message (optional) is what deaf people will see.
- hearing_distance (optional) is the range, how many tiles away the message can be heard.
bitmask_smooth
Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that.
Returns the previous smoothing_junction state so the previous state can be compared with the new one after the proc ends, and see the changes, if any.
blob_act
React to a hit by a blob objecd
default behaviour is to send the COMSIG_ATOM_BLOB_ACT signal
bullet_act
React to a hit by a projectile object
Default behaviour is to send the COMSIG_ATOM_BULLET_ACT and then call on_hit on the projectile
calculate_adjacencies
Scans all adjacent turfs to find targets to smooth with.
check_eye
Check if this atoms eye is still alive (probably)
component_storage_contents_dump_act
Implement the behaviour for when a user click drags another storage item to you
In this case we get as many of the tiems from the target items compoent storage and then put everything into ourselves (or our storage component)
TODO these should be purely component items that intercept the atom clicks higher in the call chain
connect_to_shuttle
Connect this atom to a shuttle
container_resist_act
Called when something resists while this atom is its loc
contents_explosion
Handle what happens when your contents are exploded by a bomb
contents_ui_distance
public
Check the distance for a living mob. Really only used for checks outside the context of a mob. Otherwise, use shared_living_ui_distance().
required src_object The object which owns the UI. required user mob The mob who opened/is using the UI.
return UI_state The state of the UI.
create_reagents
Convenience proc to create a reagents holder for an atom
Arguments:
- max_vol - maximum volume of holder
- flags - flags to pass to the holder
crowbar_act
Crowbar act
do_alert_animation
Does the MGS ! animation
drop_location
Where atoms should drop if taken from this atom
emag_act
Respond to an emag being used on our atom
Default behaviour is to send COMSIG_ATOM_EMAG_ACT and return
emp_act
React to an EMP of the given severity
Default behaviour is to send the COMSIG_ATOM_EMP_ACT signal
If the signal does not return protection, and there are attached wires then we call emp_pulse on the wires
We then return the protection value
ex_act
React to being hit by an explosion
Default behaviour is to call contents_explosion and send the COMSIG_ATOM_EX_ACT signal
examine
Called when a mob examines (shift click or verb) this atom
Default behaviour is to get the name and icon of the object and it's reagents where the [TRANSPARENT] flag is set on the reagents holder
Produces a signal COMSIG_PARENT_EXAMINE
examine_more
Called when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_TIME (default 1.5 seconds)
This is where you can put extra information on something that may be superfluous or not important in critical gameplay moments, while allowing people to manually double-examine to take a closer look
Produces a signal COMSIG_PARENT_EXAMINE_MORE
expose_reagents
-
Handles exposing this atom to a list of reagents.
-
Sends COMSIG_ATOM_EXPOSE_REAGENTS
-
Calls expose_atom() for every reagent in the reagent list.
-
Arguments:
-
- [reagents][/list]: The list of reagents the atom is being exposed to.
-
- source: The reagent holder the reagents are being sourced from.
-
- method: How the atom is being exposed to the reagents.
-
- volume_modifier: Volume multiplier.
-
- show_message: Whether to display anything to mobs when they are exposed.
-
find_type_in_direction
Scans direction to find targets to smooth with.
get_dumping_location
Get the best place to dump the items contained in the source storage item?
get_examine_name
Get the name of this object for examine
You can override what is returned from this proc by registering to listen for the COMSIG_ATOM_GET_EXAMINE_NAME signal
get_examine_string
Generate the full examine string of this atom (including icon for goonchat)
get_remote_view_fullscreens
the vision impairment to give to the mob whose perspective is set to that atom
(e.g. an unfocused camera giving you an impaired vision when looking through it)
handle_atom_del
This proc is called when an atom in our contents has it's Destroy called
Default behaviour is to simply send COMSIG_ATOM_CONTENTS_DEL
handle_fall
Used for making a sound when a mob involuntarily falls into the ground.
handle_slip
Handle the atom being slipped over
has_gravity
Returns true if this atom has gravity for the passed in turf
Sends signals COMSIG_ATOM_HAS_GRAVITY and COMSIG_TURF_HAS_GRAVITY, both can force gravity with the forced gravity var
Gravity situations:
- No gravity if you're not in a turf
- No gravity if this atom is in is a space turf
- Gravity if the area it's in always has gravity
- Gravity if there's a gravity generator on the z level
- Gravity if the Z level has an SSMappingTrait for ZTRAIT_GRAVITY
- otherwise no gravity
hitby
React to being hit by a thrown object
Default behaviour is to call hitby_react on ourselves after 2 seconds if we are dense and under normal gravity.
Im not sure why this the case, maybe to prevent lots of hitby's if the thrown object is deleted shortly after hitting something (during explosions or other massive events that throw lots of items around - singularity being a notable example)
hitby_react
We have have actually hit the passed in atom
Default behaviour is to move back from the item that hit us
in_contents_of
Return true if we're inside the passed in atom
is_drainable
Is this atom drainable of reagents
is_drawable
Can we draw from this atom with an injectable atom
is_injectable
Is this atom injectable into other atoms
is_open_container
Convenience proc to see if a container is open for chemistry handling
is_refillable
Can this atoms reagents be refilled
isinspace
Is this atom in space
log_message
Generic logging helper
log_talk
Helper for logging chat messages or other logs with arbitrary inputs (e.g. announcements)
mat_update_desc
This proc is called when a material updates an object's description
mech_melee_attack
Handle melee attack by a mech
multitool_act
Multitool act
multitool_check_buffer
Check if the multitool has an item in it's data buffer
narsie_act
Respond to narsie eating our atom
Default behaviour is to send COMSIG_ATOM_NARSIE_ACT and return
onAwayMission
Is the atom in an away mission
Must be in the away mission z-level to return TRUE
Also used in gamemode code for win conditions
onCentCom
Is this atom currently located on centcom
Specifically, is it on the z level and within the centcom areas
You can also be in a shuttleshuttle during endgame transit
Used in gamemode to identify mobs who have escaped and for some other areas of the code who don't want atoms where they shouldn't be
onSyndieBase
Is the atom in any of the centcom syndicate areas
Either in the syndie base on centcom, or any of their shuttles
Also used in gamemode code for win conditions
on_log
Called when the atom log's in or out
Default behaviour is to call on_log on the location this atom is in
prepare_huds
Prepare the huds for this atom
Goes through hud_possible list and adds the images to the hud_list variable (if not already cached)
rad_act
Respond to a radioactive wave hitting this atom
Default behaviour is to send COMSIG_ATOM_RAD_ACT and return
rcd_act
Respond to an RCD acting on our item
Default behaviour is to send COMSIG_ATOM_RCD_ACT and return FALSE
rcd_vals
Return the values you get when an RCD eats you?
relaymove
An atom we are buckled or is contained within us has tried to move
Default behaviour is to send a warning that the user can't move while buckled as long as the buckle_message_cooldown has expired (50 ticks)
remove_air
Remove air from this atom
remove_atom_colour
Removes an instance of colour_type from the atom's atom_colours list
return_air
Return the current air environment in this atom
return_analyzable_air
Return the air if we can analyze it
return_temperature
Return atom temperature
runechat_prefs_check
Returns the client runechat visible messages preference according to the message type.
screwdriver_act
Screwdriver act
setDir
Hook for running code when a dir change occurs
Not recommended to use, listen for the COMSIG_ATOM_DIR_CHANGE signal instead (sent by this proc)
set_custom_materials
Sets the custom materials for an item.
set_opacity
Updates the atom's opacity value.
This exists to act as a hook for associated behavior. It notifies (potentially) affected light sources so they can update (if needed).
set_smoothed_icon_state
Changes the icon state based on the new junction bitmask. Returns the old junction value.
shuttleRotate
Base proc
singularity_act
Respond to the singularity eating this atom
singularity_pull
Respond to the singularity pulling on us
Default behaviour is to send COMSIG_ATOM_SING_PULL and return
skill_message
Generate a visible message from this atom that can only be seen by sufficently skilled mobs
Show a message to all player mobs who sees this atom and have sufficent skill
Show a message to the src mob (if the src is a mob)
Use for atoms performing visible actions
message is output to anyone who can see, e.g. "The [src] does something!"
Vars:
- self_message (optional) is what the src mob sees e.g. "You do something!"
- blind_message (optional) is what blind people will hear e.g. "You hear something!"
- vision_distance (optional) define how many tiles away the message can be seen.
- ignored_mob (optional) doesn't show any message to a given mob if TRUE.
- skill - The type of skill needed
- skill_level - The level of the skill needed
storage_contents_dump_act
Implement the behaviour for when a user click drags a storage object to your atom
This behaviour is usually to mass transfer, but this is no longer a used proc as it just calls the underyling /datum/component/storage dump act if a component exists
TODO these should be purely component items that intercept the atom clicks higher in the call chain
tool_act
Tool behavior procedure. Redirects to tool-specific procs by default.
You can override it to catch all tool interactions, for use in complex deconstruction procs.
Must return parent proc ..() in the end if overridden
transfer_mob_blood_dna
to add a mob's dna info into an object's blood_dna list.
update_atom_colour
Resets the atom's color to null, and then sets it to the highest priority colour available
update_icon
Updates the icon of the atom
update_icon_state
Updates the icon state of the atom
update_multiz
Hook for multiz???
update_overlays
Updates the overlays of the atom
update_remote_sight
the sight changes to give to the mob whose perspective is set to that atom
(e.g. A mob with nightvision loses its nightvision while looking through a normal camera)
visible_message
Generate a visible message from this atom
Show a message to all player mobs who sees this atom
Show a message to the src mob (if the src is a mob)
Use for atoms performing visible actions
message is output to anyone who can see, e.g. "The [src] does something!"
Vars:
- self_message (optional) is what the src mob sees e.g. "You do something!"
- blind_message (optional) is what blind people will hear e.g. "You hear something!"
- vision_distance (optional) define how many tiles away the message can be seen.
- ignored_mob (optional) doesn't show any message to a given mob if TRUE.
vv_get_dropdown
Return the markup to for the dropdown list for the VV panel for this atom
Override in subtypes to add custom VV handling in the VV panel
wash
Wash this atom
This will clean it off any temporary stuff like blood. Override this in your item to add custom cleaning behavior. Returns true if any washing was necessary and thus performed Arguments:
- clean_types: any of the CLEAN_ constants
welder_act
Welder act
wirecutter_act
Wirecutter act
wrench_act
Wrench act
zap_act
Respond to a electric bolt action on our item
Default behaviour is to return, we define here to allow for cleaner code later on