/tg/ Station 13 - Modules - TypesVar Details - Proc Details

spawner

Vars

completed_wavesNumber of waves of mobs that have been spawned. Only tracked with SPAWN_BY_WAVE_BEHAVIOR.
effectVisual Effect to spawn before the mobs spawn in that location.
factionFaction to grant to mobs (only applies to mobs)
linked_mobReference a mob that should it die, we'll stop the spawner component from functioning.
max_spawn_per_attemptHow many mobs can we spawn maximum each time we try to spawn? (1 - max) This number is applied
max_spawn_types_per_attemptHow many types of mobs, taken from spawn_types, will be spawned in every spawn attempt?
max_spawnedMaximum number of atoms we can have active at one time
max_wavesIf using SPAWN_BY_WAVE_BEHAVIOR, how many waves should spawn before the spawner component shuts down?
sound_effectAudio path to play when spawning new mobs.
spawn_callbackCallback to a proc that is called when a mob is spawned. Primarily used for sentient spawners.
spawn_distanceDistance from the spawner to spawn mobs
spawn_distance_excludeDistance from the spawner to exclude mobs from spawning
spawn_textVisible message to show when something spawns
spawn_timeTime to wait between spawns
spawn_typesList of atom types to spawn, picked randomly
spawn_windupHow long of a pause do we use between the effect spawning, and the mob spawning.
spawned_thingsList of weak references to things we have already created
spawner_logicWhat type of behavior does this spawner have?

Procs

check_spawn_availabilityDetermine if we can spawn a mob based on the current spawn logic.
delayed_mob_spawnAdds handling to the created mob from the spawner component, such as adding to spawned_things list, weakrefs to the spawned_things list, and registering relevant signals.
mob_deathCalled when a mob we spawned dies, remove it from the list and unregister signals
on_deletedCalled when an atom we spawned is deleted, remove it from the list
select_turfThis proc determines the tile that a spawner will place a mob on. @param: atom/spawner: typed definition of the parent, used to send a signal in case a mob spawns to the default position, as well as center our circles to pick turfs from.
setup_spawned_mobRegisters signals and flags onto a component spawned mob, to keep track of the spawned mob, as well as prevent them from getting treated as naturally spawned. @param: mob/spawned_mob: Mob to have signals sent to/registered onto. @param: atom/spawner:
stop_spawningStop spawning mobs
try_spawn_mobTry to create a new mob
validate_referencesRemove weakrefs to atoms which have been killed or deleted without us picking it up somehow

Var Details

completed_waves

Number of waves of mobs that have been spawned. Only tracked with SPAWN_BY_WAVE_BEHAVIOR.

effect

Visual Effect to spawn before the mobs spawn in that location.

faction

Faction to grant to mobs (only applies to mobs)

linked_mob

Reference a mob that should it die, we'll stop the spawner component from functioning.

max_spawn_per_attempt

How many mobs can we spawn maximum each time we try to spawn? (1 - max) This number is applied

max_spawn_types_per_attempt

How many types of mobs, taken from spawn_types, will be spawned in every spawn attempt?

max_spawned

Maximum number of atoms we can have active at one time

max_waves

If using SPAWN_BY_WAVE_BEHAVIOR, how many waves should spawn before the spawner component shuts down?

sound_effect

Audio path to play when spawning new mobs.

spawn_callback

Callback to a proc that is called when a mob is spawned. Primarily used for sentient spawners.

spawn_distance

Distance from the spawner to spawn mobs

spawn_distance_exclude

Distance from the spawner to exclude mobs from spawning

spawn_text

Visible message to show when something spawns

spawn_time

Time to wait between spawns

spawn_types

List of atom types to spawn, picked randomly

spawn_windup

How long of a pause do we use between the effect spawning, and the mob spawning.

spawned_things

List of weak references to things we have already created

spawner_logic

What type of behavior does this spawner have?

Proc Details

check_spawn_availability

Determine if we can spawn a mob based on the current spawn logic.

delayed_mob_spawn

Adds handling to the created mob from the spawner component, such as adding to spawned_things list, weakrefs to the spawned_things list, and registering relevant signals.

@param: turf/picked_spot: Turf to spawn the mob onto. @param: mob/chosen_mob_type: Type of mob to spawn. @param: atom/spawner: type definition of parent, passed for further setup on setup_spawned_mob.

mob_death

Called when a mob we spawned dies, remove it from the list and unregister signals

on_deleted

Called when an atom we spawned is deleted, remove it from the list

select_turf

This proc determines the tile that a spawner will place a mob on. @param: atom/spawner: typed definition of the parent, used to send a signal in case a mob spawns to the default position, as well as center our circles to pick turfs from.

setup_spawned_mob

Registers signals and flags onto a component spawned mob, to keep track of the spawned mob, as well as prevent them from getting treated as naturally spawned. @param: mob/spawned_mob: Mob to have signals sent to/registered onto. @param: atom/spawner:

stop_spawning

Stop spawning mobs

try_spawn_mob

Try to create a new mob

validate_references

Remove weakrefs to atoms which have been killed or deleted without us picking it up somehow