/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/turfs.dm

RANGE_TURFSReturns a list of turf in a square
Z_TURFSReturns all turfs in a zlevel
ALL_TURFSReturns all currently loaded turfs
CORNER_BLOCKReturns a list of turfs in the rectangle specified by BOTTOM LEFT corner and height/width, checks for being outside the world border for you
CORNER_BLOCK_OFFSETReturns a list of turfs similar to CORNER_BLOCK but with offsets
CORNER_OUTLINEReturns an outline (neighboring turfs) of the given block
TURF_NEIGHBORSReturns a list of around us
UNDERFLOOR_HIDDENThe pipes, disposals, and wires are hidden
UNDERFLOOR_VISIBLEThe pipes, disposals, and wires are visible but cannot be interacted with
UNDERFLOOR_INTERACTABLEThe pipes, disposals, and wires are visible and can be interacted with
TURF_DRYTurf is dry and mobs won't slip
TURF_WET_WATERTurf has water on the floor and mobs will slip unless walking or using galoshes
TURF_WET_PERMAFROSTTurf has a thick layer of ice on the floor and mobs will slip in the direction until they bump into something
TURF_WET_ICETurf has a thin layer of ice on the floor and mobs will slip
TURF_WET_LUBETurf has lube on the floor and mobs will slip
TURF_WET_SUPERLUBETurf has superlube on the floor and mobs will slip even if they are crawling
MAXIMUM_WET_TIMEMaximum amount of time, (in deciseconds) a tile can be wet for.
get_turfGet the turf that A resides in, regardless of any containers.
get_areaGet the ultimate area of A, similarly to get_turf.
TURF_PATHING_PASS_DENSITYTurf will be passable if density is 0
TURF_PATHING_PASS_PROCTurf will be passable depending on [CanAStarPass] return value
TURF_PATHING_PASS_NOTurf is never passable
DECAL_ALPHADefine the alpha for holiday/colored tile decals
PATTERN_DEFAULTGenerate horizontal striped color turf decals
PATTERN_VERTICAL_STRIPEGenerate vertical striped color turf decals
PATTERN_RANDOMGenerate random color turf decals
PATTERN_RAINBOWGenerate rainbow color turf decals
TURF_MIDPOINTFinds the midpoint of two given turfs.

Define Details

ALL_TURFS

Returns all currently loaded turfs

CORNER_BLOCK

Returns a list of turfs in the rectangle specified by BOTTOM LEFT corner and height/width, checks for being outside the world border for you

CORNER_BLOCK_OFFSET

Returns a list of turfs similar to CORNER_BLOCK but with offsets

CORNER_OUTLINE

Returns an outline (neighboring turfs) of the given block

DECAL_ALPHA

Define the alpha for holiday/colored tile decals

MAXIMUM_WET_TIME

Maximum amount of time, (in deciseconds) a tile can be wet for.

PATTERN_DEFAULT

Generate horizontal striped color turf decals

PATTERN_RAINBOW

Generate rainbow color turf decals

PATTERN_RANDOM

Generate random color turf decals

PATTERN_VERTICAL_STRIPE

Generate vertical striped color turf decals

RANGE_TURFS

Returns a list of turf in a square

TURF_DRY

Turf is dry and mobs won't slip

TURF_MIDPOINT

Finds the midpoint of two given turfs.

TURF_NEIGHBORS

Returns a list of around us

TURF_PATHING_PASS_DENSITY

Turf will be passable if density is 0

TURF_PATHING_PASS_NO

Turf is never passable

TURF_PATHING_PASS_PROC

Turf will be passable depending on [CanAStarPass] return value

TURF_WET_ICE

Turf has a thin layer of ice on the floor and mobs will slip

TURF_WET_LUBE

Turf has lube on the floor and mobs will slip

TURF_WET_PERMAFROST

Turf has a thick layer of ice on the floor and mobs will slip in the direction until they bump into something

TURF_WET_SUPERLUBE

Turf has superlube on the floor and mobs will slip even if they are crawling

TURF_WET_WATER

Turf has water on the floor and mobs will slip unless walking or using galoshes

UNDERFLOOR_HIDDEN

The pipes, disposals, and wires are hidden

UNDERFLOOR_INTERACTABLE

The pipes, disposals, and wires are visible and can be interacted with

UNDERFLOOR_VISIBLE

The pipes, disposals, and wires are visible but cannot be interacted with

Z_TURFS

Returns all turfs in a zlevel

get_area

Get the ultimate area of A, similarly to get_turf.

Use instead of A.loc.loc.

get_turf

Get the turf that A resides in, regardless of any containers.

Use in favor of A.loc or src.loc so that things work correctly when stored inside an inventory, locker, or other container.