water 
Vars | |
fishing_datum | Fishing element for this specific water tile |
---|---|
immerse_added | Whether the immerse element has been added yet or not |
immerse_overlay | Icon state to use for the immersion mask |
immerse_overlay_alpha | The transparency of the immerse element's overlay |
immerse_overlay_color | Used as the color arg/var for the immerse element. It should be kept more or less in line with the hue of the turf, as semi-transparent vis overlays can opacify the semi-transparent bits of an icon, and we're kinda trying to offset that issue. |
is_swimming_tile | Variables used for the swimming tile element. If TRUE, we pass these values to the element. |
Procs | |
Entered | turf/Initialize() calls Entered on its contents too, however we need to wait for movables that still need to be initialized before we add the immerse element. |
make_immersed | Makes this turf immersable, return true if we actually did anything so child procs don't have to repeat our checks |
on_atom_inited | We lazily add the immerse element when something is spawned or crosses this turf and not before. |
Var Details
fishing_datum 
Fishing element for this specific water tile
immerse_added 
Whether the immerse element has been added yet or not
immerse_overlay 
Icon state to use for the immersion mask
immerse_overlay_alpha 
The transparency of the immerse element's overlay
immerse_overlay_color 
Used as the color arg/var for the immerse element. It should be kept more or less in line with the hue of the turf, as semi-transparent vis overlays can opacify the semi-transparent bits of an icon, and we're kinda trying to offset that issue.
is_swimming_tile 
Variables used for the swimming tile element. If TRUE, we pass these values to the element.
- is_swimming_tile: Whether or not we add the element to this tile.
- stamina_entry_cost: how much stamina it costs to enter the swimming tile, and for each move into a tile
- ticking_stamina_cost: How much stamina is lost for staying in the water.
- ticking_oxy_damage: How much oxygen is lost per tick when drowning in water. Also determines how many breathes are lost.
- exhaust_swimmer_prob: The likelihood that someone suffers stamina damage when entering a swimming tile.
Proc Details
Entered
turf/Initialize() calls Entered on its contents too, however we need to wait for movables that still need to be initialized before we add the immerse element.
make_immersed
Makes this turf immersable, return true if we actually did anything so child procs don't have to repeat our checks
on_atom_inited
We lazily add the immerse element when something is spawned or crosses this turf and not before.