List of all turfs currently inside this area. Acts as a filtered bersion of area.contents
For faster lookup (area.contents is actually a filtered loop over world)
@@ -185,104 +185,104 @@
Var Details
A var for whether the area allows for detecting fires/etc. Disabled or enabled at a fire alarm.
Contained turfs is a MASSIVE list, so rather then adding/removing from it each time we have a problem turf
We should instead store a list of turfs to REMOVE from it, then hook into a getter for it
There is a risk of this and contained_turfs leaking, so a subsystem will run it down to 0 incrementally if it gets too large
Proc Details
AllowDrop
Causes a runtime error
Destroy
Destroy an area and clean it up
@@ -291,7 +291,7 @@
Var Details
Call back when an atom enters an area
@@ -299,33 +299,33 @@
Var Details
Called when an atom exits an area
Sends signals COMSIG_AREA_EXITED and COMSIG_EXIT_AREA (to a list of atoms)
LateInitialize
Sets machine power levels in the area
New
Called when an area loads
Adds the item to the GLOB.areas_by_type list based on area type
PlaceOnTopReact
A hook so areas can modify the incoming args (of what??)
addStaticPower
Add a static amount of power load to an area
@@ -335,13 +335,13 @@
Var Details
Adjusts the spook level and sends out a signal
burglaralert
Raise a burglar alert for this area
@@ -349,70 +349,70 @@
Var Details
Ensures that the contained_turfs list properly represents the turfs actually inside us
clear_usage
Clear all non-static power usage in area
Clears all power used for the dynamic equipment, light and environment channels
close_and_lock_door
Close and lock a door passed into this proc
Does this need to exist on area? probably not
communicate_fire_alert
Called by airalarms and firealarms to communicate the status of the area to relevant machines
create_area_lighting_objects
regenerates lighting objects for turfs in this area, primary use is VV changes
drop_location
Causes a runtime error
has_contained_turfs
Returns TRUE if we have contained turfs, FALSE otherwise
on_joining_game
Called when a living mob that spawned here, joining the round, receives the player client.