SPLURT Station 13 - Modules - TypesVar Details - Proc Details

area

A grouping of tiles into a logical space, mostly used by map editors

Vars

active_alarmsAlarm type to count of sources. Not usable for ^ because we handle fires differently
alarm_managerWe use this just for fire alarms, because they're area based right now so one alarm going poof shouldn't prevent you from clearing your alarms listing
always_unpoweredThis gets overridden to 1 for space in area/Initialize(mapload).
areasizeSize of the area in open turfs, only calculated for indoors areas.
beautyBeauty average per open turf in the area
beauty_thresholdIf a room is too big it doesn't have beauty.
clockwork_warp_allowedwhether servants can warp into this area from Reebe
clockwork_warp_failMessage to display when the clockwork warp fails
considered_hull_exteriorConsidered space for hull shielding
dirt_buildup_allowedDirty flooring allowed
fireDo we have an active fire alarm?
flora_allowedIf flora are allowed to spawn in this area randomly through tunnel generation
hiddenHides area from player Teleport function.
map_generatorThis datum, if set, allows terrain generation behavior to be ran on Initialize()
map_nameCIT SPECIFIC VARS Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
megafauna_spawn_allowedIf megafauna can be spawned by natural random generation
minimap_colorColor on minimaps, if it's null (which is default) it makes one at random.
mob_spawn_allowedif mobs can be spawned by natural random generation
mood_bonusBonus mood for being in this area
mood_messageMood message for being here, only shows up if mood_bonus != 0
outdoorsFor space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)
parallax_move_angleParallax move dir - degrees clockwise from north
parallax_move_speedParallax move speed - 0 to disable
parallax_movingParallax moving?
persistent_debris_allowedPersistent debris alowed
requires_powerWill objects this area be needing power?
safeIs the area teleport-safe: no space / radiation / aggresive mobs / other dangers
sound_environmentUsed to decide what kind of reverb the area makes sound have
sub_areasThese two vars allow for multiple unique areas to be linked to a master area and share some functionalities such as APC powernet nodes, fire alarms etc, without sacrificing their own flags, statuses, variables and more snowflakes. Friendly reminder: no map edited areas.
totalbeautyAll beauty in this area combined, only includes indoor area.
triggered_firealarmsHow many fire alarm sources do we have?
tunnel_allowedIf mining tunnel generation is allowed in this area
valid_malf_hackmalf ais can hack this

Procs

DestroyDestroy an area and clean it up
EnteredCall back when an atom enters an area
ExitedCalled when an atom exits an area
InitializeInitalize this area
LateInitializeSets machine power levels in the area
ModifyFiredoorsTry to close all the firedoors in the area
NewCalled when an area loads
reg_in_areas_in_zRegister this area as belonging to a z level
update_beautyDivides total beauty in the room by roomsize to allow us to get an average beauty per tile.
update_icon_stateUpdate the icon state of the area

Var Details

active_alarms

Alarm type to count of sources. Not usable for ^ because we handle fires differently

alarm_manager

We use this just for fire alarms, because they're area based right now so one alarm going poof shouldn't prevent you from clearing your alarms listing

always_unpowered

This gets overridden to 1 for space in area/Initialize(mapload).

areasize

Size of the area in open turfs, only calculated for indoors areas.

beauty

Beauty average per open turf in the area

beauty_threshold

If a room is too big it doesn't have beauty.

clockwork_warp_allowed

whether servants can warp into this area from Reebe

clockwork_warp_fail

Message to display when the clockwork warp fails

considered_hull_exterior

Considered space for hull shielding

dirt_buildup_allowed

Dirty flooring allowed

fire

Do we have an active fire alarm?

flora_allowed

If flora are allowed to spawn in this area randomly through tunnel generation

hidden

Hides area from player Teleport function.

map_generator

This datum, if set, allows terrain generation behavior to be ran on Initialize()

map_name

CIT SPECIFIC VARS Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.

megafauna_spawn_allowed

If megafauna can be spawned by natural random generation

minimap_color

Color on minimaps, if it's null (which is default) it makes one at random.

mob_spawn_allowed

if mobs can be spawned by natural random generation

mood_bonus

Bonus mood for being in this area

mood_message

Mood message for being here, only shows up if mood_bonus != 0

outdoors

For space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)

parallax_move_angle

Parallax move dir - degrees clockwise from north

parallax_move_speed

Parallax move speed - 0 to disable

parallax_moving

Parallax moving?

persistent_debris_allowed

Persistent debris alowed

requires_power

Will objects this area be needing power?

safe

Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers

sound_environment

Used to decide what kind of reverb the area makes sound have

sub_areas

These two vars allow for multiple unique areas to be linked to a master area and share some functionalities such as APC powernet nodes, fire alarms etc, without sacrificing their own flags, statuses, variables and more snowflakes. Friendly reminder: no map edited areas.

totalbeauty

All beauty in this area combined, only includes indoor area.

triggered_firealarms

How many fire alarm sources do we have?

tunnel_allowed

If mining tunnel generation is allowed in this area

valid_malf_hack

malf ais can hack this

Proc Details

Destroy

Destroy an area and clean it up

Removes the area from GLOB.areas_by_type and also stops it processing on SSobj

This is despite the fact that no code appears to put it on SSobj, but who am I to argue with old coders

Entered

Call back when an atom enters an area

Sends signals COMSIG_AREA_ENTERED and COMSIG_ENTER_AREA (to the atom)

If the area has ambience, then it plays some ambience music to the ambience channel

Exited

Called when an atom exits an area

Sends signals COMSIG_AREA_EXITED and COMSIG_EXIT_AREA (to the atom)

Initialize

Initalize this area

intializes the dynamic area lighting and also registers the area with the z level via reg_in_areas_in_z

returns INITIALIZE_HINT_LATELOAD

LateInitialize

Sets machine power levels in the area

ModifyFiredoors

Try to close all the firedoors in the area

New

Called when an area loads

Adds the item to the GLOB.areas_by_type list based on area type

reg_in_areas_in_z

Register this area as belonging to a z level

Ensures the item is added to the SSmapping.areas_in_z list for this z

update_beauty

Divides total beauty in the room by roomsize to allow us to get an average beauty per tile.

update_icon_state

Update the icon state of the area

Im not sure what the heck this does, somethign to do with weather being able to set icon states on areas?? where the heck would that even display?