|GPS_list||Global GPS_list. All GPS components get saved in here for easy reference.|
|admin_state||tgui state: admin_state|
|always_state||tgui state: always_state|
|areas_by_type||An association from typepath to area instance. Only includes areas with |
|conscious_state||tgui state: conscious_state|
|contained_state||tgui state: contained_state|
|deep_inventory_state||tgui state: deep_inventory_state|
|default_state||tgui state: default_state|
|hands_state||tgui state: hands_state|
|human_adjacent_state||tgui state: human_adjacent_state|
|iconCache||For the main html chat area|
|inventory_state||tgui state: inventory_state|
|language_menu_state||tgui state: language_menu_state|
|not_incapacitated_state||tgui state: not_incapacitated_state|
|not_incapacitated_turf_state||tgui state: not_incapacitated_turf_state|
|notcontained_state||tgui state: notcontained_state|
|observer_state||tgui state: observer_state|
|physical_obscured_state||tgui state: physical_obscured_state|
|physical_state||tgui state: physical_state|
|self_state||tgui state: self_state|
|teleportlocs||A list of teleport locations|
|trait_name_map||value -> trait name, generated on use from trait_by_type global|
|z_state||tgui state: z_state|
Global GPS_list. All GPS components get saved in here for easy reference.
tgui state: admin_state
Checks that the user is an admin, end-of-story.
tgui state: always_state
Always grants the user UI_INTERACTIVE. Period.
An association from typepath to area instance. Only includes areas with
tgui state: conscious_state
Only checks if the user is conscious.
tgui state: contained_state
Checks that the user is inside the src_object.
tgui state: deep_inventory_state
Checks that the src_object is in the user's deep (backpack, box, toolbox, etc) inventory.
tgui state: default_state
Checks a number of things -- mostly physical distance for humans and view for robots.
tgui state: hands_state
Checks that the src_object is in the user's hands.
tgui state: human_adjacent_state
In addition to default checks, only allows interaction for a human adjacent user.
For the main html chat area
tgui state: inventory_state
Checks that the src_object is in the user's top-level (hand, ear, pocket, belt, etc) inventory.
tgui state: language_menu_state
tgui state: not_incapacitated_state
Checks that the user isn't incapacitated
tgui state: not_incapacitated_turf_state
Checks that the user isn't incapacitated and that their loc is a turf
tgui state: notcontained_state
Checks that the user is not inside src_object, and then makes the default checks.
tgui state: observer_state
Checks that the user is an observer/ghost.
tgui state: physical_obscured_state
Short-circuits the default state to only check physical distance, being in view doesn't matter
tgui state: physical_state
Short-circuits the default state to only check physical distance.
Originally written by errorage, updated by: Carn, needs more work though. I just added some security fixes
tgui state: self_state
Only checks that the user and src_object are the same.
A list of teleport locations
Adding a wizard area teleport list because motherfucking lag -- Urist I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game
value -> trait name, generated on use from trait_by_type global
tgui state: z_state
Only checks that the Z-level of the user and src_object are the same.