Daedalus Dock - Modules - TypesDefine Details

code/__DEFINES/flags.dm

ALL_CARDINALSAll the cardinal direction bitflags.
ATMOS_IS_PROCESSING_1Is this object currently processing in the atmos object list?
CONDUCT_1conducts electricity (metal etc.)
NODECONSTRUCT_1For machines and structures that should not break into parts, eg, holodeck stuff
ON_BORDER_1item has priority to check when entering or leaving
NO_SCREENTIPS_1Whether or not this atom shows screentips when hovered over
PREVENT_CLICK_UNDER_1Prevent clicking things below it on the same turf eg. doors/ fulltile windows
HOLOGRAM_1specifies that this atom is a hologram that isnt real
ADMIN_SPAWNED_1was this spawned by an admin? used for stat tracking stuff.
PREVENT_CONTENTS_EXPLOSION_1should not get harmed if this gets caught by an explosion?
ALLOW_DARK_PAINTS_1Should this object be paintable with very dark colors?
UNPAINTABLE_1Should this object be unpaintable?
IS_SPINNING_1Is the thing currently spinning?
CAN_BE_DIRTY_1If a turf can be made dirty at roundstart. This is also used in areas.
HTML_USE_INITAL_ICON_1Should we use the initial icon for display? Mostly used by overlay only objects
IS_PLAYER_COLORABLE_1Can players recolor this in-game via vendors (and maybe more if support is added)?
HAS_CONTEXTUAL_SCREENTIPS_1Whether or not this atom has contextual screentips when hovered OVER
DECAL_INIT_UPDATE_EXPERIENCED_1If this atom has experienced a decal element "init finished" sourced appearance update We use this to ensure stacked decals don't double up appearance updates for no rasin Flag as an optimization, don't make this a trait without profiling Yes I know this is a stupid flag, no you can't take him from me ~LemonInTheDark
CONTAMINATED_2Plasma Contamination
ATMOS_SENSITIVE_2Uses atom temperature. Opt-in.
UPDATE_NAMEUpdate the atom's name
UPDATE_DESCUpdate the atom's desc
UPDATE_ICON_STATEUpdate the atom's icon state
UPDATE_OVERLAYSUpdate the atom's overlays
UPDATE_GREYSCALEUpdate the atom's greyscaling
UPDATE_SMOOTHINGUpdate the atom's smoothing. (More accurately, queue it for an update)
UPDATE_ICONUpdate the atom's icon
RICOCHET_SHINYIf the thing can reflect light (lasers/energy)
RICOCHET_HARDIf the thing can reflect matter (bullets/bomb shrapnel)
NOJAUNTIf a turf cant be jaunted through.
NO_LAVA_GENBlocks lava rivers being generated on the turf.
NO_RUINSBlocks ruins spawning on the turf.
NO_RUSTBlocks this turf from being rusted
IS_SOLIDIs this turf is "solid". Space and lava aren't for instance
VALID_TERRITORY/////////////Area flags\\\\\\\ If it's a valid territory for cult summoning or the CRAB-17 phone to spawn
BLOBS_ALLOWEDIf blobs can spawn there and if it counts towards their score.
CAVES_ALLOWEDIf mining tunnel generation is allowed in this area
FLORA_ALLOWEDIf flora are allowed to spawn in this area randomly through tunnel generation
MOB_SPAWN_ALLOWEDIf mobs can be spawned by natural random generation
NOTELEPORTAre you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
HIDDEN_AREAHides area from player Teleport function.
UNIQUE_AREAIf false, loading multiple maps with this area type will create multiple instances.
BLOCK_SUICIDEIf people are allowed to suicide in it. Mostly for OOC stuff like minigames
XENOBIOLOGY_COMPATIBLECan the Xenobio management console transverse this area by default?
ABDUCTOR_PROOFIf Abductors are unable to teleport in with their observation console
NO_ALERTSIf an area should be hidden from power consoles, power/atmosphere alerts, etc.
CULT_PERMITTEDIf blood cultists can draw runes or build structures on this AREA.
AREA_USES_STARLIGHTWhther this area is iluminated by starlight
PERSISTENT_ENGRAVINGSIf engravings are persistent in this area
LETPASSTHROWLet thrown things past us. ONLY MEANINGFUL ON pass_flags_self!
LETPASSCLICKSDo not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross].
PASSFLOCKPass through flock objects and mobs
PHASINGWhen moving, will Cross() everything, but won't stop or Bump() anything.
FIRE_PROOF100% immune to fire damage (but not necessarily to lava or heat)
UNACIDABLEacid can't even appear on it, let alone melt it.
ACID_PROOFacid stuck on it doesn't melt it.
INDESTRUCTIBLEdoesn't take damage
FREEZE_PROOFcan't be frozen
ZAP_LOW_POWER_GENZaps with this flag will generate less power through tesla coils
TESLA_MOB_DAMAGE_COEFFConvert a power value to mob damage
TESLA_MOB_DAMAGE_TO_POWERConvert a desired damage value into the required power amount
MOBILITY_MOVEcan move
MOBILITY_STANDcan, and is, standing up
MOBILITY_PICKUPcan pickup items
MOBILITY_USEcan hold and use items
MOBILITY_UIcan use interfaces like machinery
MOBILITY_STORAGEcan use storage item
MOBILITY_PULLcan pull things
MOBILITY_RESTcan rest
MOBILITY_LIEDOWNcan lie down
ISDIAGONALDIRReturns true if the dir is diagonal, false otherwise
NSCOMPONENTTrue if the dir is north or south, false therwise
EWCOMPONENTTrue if the dir is east/west, false otherwise
NSDIRFLIPFlips the dir for north/south directions
EWDIRFLIPFlips the dir for east/west directions
DIRFLIPTurns the dir by 180 degrees
MAX_BITFLAG_DIGITS33554431 (2^24 - 1) is the maximum value our bitflags can reach.
DO_IGNORE_USER_LOC_CHANGECan do the action even if mob moves location
DO_IGNORE_TARGET_LOC_CHANGECan do the action even if the target moves location
DO_IGNORE_HELD_ITEMCan do the action even if the item is no longer being held
DO_IGNORE_INCAPACITATEDCan do the action even if the mob is incapacitated (ex. handcuffed)
DO_IGNORE_SLOWDOWNSUsed to prevent important slowdowns from being abused by drugs like kronkaine
DO_RESTRICT_USER_DIR_CHANGEUsed to prevent rotation by the user.
DO_RESTRICT_CLICKINGIf the user has their next_move value changed (usually by clicking), fail.
DO_PUBLICShown to all mobs not just the user
SPACEVINE_HEAT_RESISTANTIs the spacevine / flower bud heat resistant
SPACEVINE_COLD_RESISTANTIs the spacevine / flower bud cold resistant
Z_ATMOS_IN_UPAllows air to flow IN from higher Z levels
Z_ATMOS_IN_DOWNAllows air to flow IN from lower z levels
Z_ATMOS_OUT_UPAllows air to flow OUT to higher Z levels
Z_ATMOS_OUT_DOWNAllows air to flow OUT to LOWER z levels
Z_MIMIC_BELOWShould this turf mimic the below turf?
Z_MIMIC_OVERWRITEIf this turf is mimicking, overwrite its appearance instead of using a mimic object. This is faster, but means the turf cannot have its own appearance.
Z_MIMIC_NO_AOBypass turf AO and only apply Z-AO. You probably want this on visually-empty z-turfs (like openspace).
Z_MIMIC_NO_OCCLUDEIf we're a non-OVERWRITE z-turf, allow clickthrough of this turf.
Z_MIMIC_BASETURFFake-copy baseturf instead of below turf.
ZMM_IGNOREDo not copy this movable. Atoms with INVISIBILITY_ABSTRACT implicitly do not copy.
ZMM_MANGLE_PLANESCheck this movable's overlays/underlays for explicit plane use and mangle for compatibility with Z-Mimic. If you're using emissive overlays, you probably should be using this flag. Expensive, only use if necessary.
ZMM_LOOKAHEADLook one turf ahead and one turf back when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free.
ZMM_LOOKBESIDELook one turf to the left and right when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free.
ZMM_NO_CACHE_ROOTWhen performing mangling, do not cache the root (depth=0) appearance. Set this on mangled types that change appearance frequently.
Z_MIMIC_DEFAULTSCommon defaults for zturfs.
ZMM_WIDE_LOADAtom is big and needs to scan one extra turf in both X and Y. This only extends the range by one turf. Cheap, but not free.

Define Details

ABDUCTOR_PROOF

If Abductors are unable to teleport in with their observation console

ACID_PROOF

acid stuck on it doesn't melt it.

ADMIN_SPAWNED_1

was this spawned by an admin? used for stat tracking stuff.

ALLOW_DARK_PAINTS_1

Should this object be paintable with very dark colors?

ALL_CARDINALS

All the cardinal direction bitflags.

AREA_USES_STARLIGHT

Whther this area is iluminated by starlight

ATMOS_IS_PROCESSING_1

Is this object currently processing in the atmos object list?

ATMOS_SENSITIVE_2

Uses atom temperature. Opt-in.

BLOBS_ALLOWED

If blobs can spawn there and if it counts towards their score.

BLOCK_SUICIDE

If people are allowed to suicide in it. Mostly for OOC stuff like minigames

CAN_BE_DIRTY_1

If a turf can be made dirty at roundstart. This is also used in areas.

CAVES_ALLOWED

If mining tunnel generation is allowed in this area

CONDUCT_1

conducts electricity (metal etc.)

CONTAMINATED_2

Plasma Contamination

CULT_PERMITTED

If blood cultists can draw runes or build structures on this AREA.

DECAL_INIT_UPDATE_EXPERIENCED_1

If this atom has experienced a decal element "init finished" sourced appearance update We use this to ensure stacked decals don't double up appearance updates for no rasin Flag as an optimization, don't make this a trait without profiling Yes I know this is a stupid flag, no you can't take him from me ~LemonInTheDark

DIRFLIP

Turns the dir by 180 degrees

DO_IGNORE_HELD_ITEM

Can do the action even if the item is no longer being held

DO_IGNORE_INCAPACITATED

Can do the action even if the mob is incapacitated (ex. handcuffed)

DO_IGNORE_SLOWDOWNS

Used to prevent important slowdowns from being abused by drugs like kronkaine

DO_IGNORE_TARGET_LOC_CHANGE

Can do the action even if the target moves location

DO_IGNORE_USER_LOC_CHANGE

Can do the action even if mob moves location

DO_PUBLIC

Shown to all mobs not just the user

DO_RESTRICT_CLICKING

If the user has their next_move value changed (usually by clicking), fail.

DO_RESTRICT_USER_DIR_CHANGE

Used to prevent rotation by the user.

EWCOMPONENT

True if the dir is east/west, false otherwise

EWDIRFLIP

Flips the dir for east/west directions

FIRE_PROOF

100% immune to fire damage (but not necessarily to lava or heat)

FLORA_ALLOWED

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

FREEZE_PROOF

can't be frozen

HAS_CONTEXTUAL_SCREENTIPS_1

Whether or not this atom has contextual screentips when hovered OVER

HIDDEN_AREA

Hides area from player Teleport function.

HOLOGRAM_1

specifies that this atom is a hologram that isnt real

HTML_USE_INITAL_ICON_1

Should we use the initial icon for display? Mostly used by overlay only objects

INDESTRUCTIBLE

doesn't take damage

ISDIAGONALDIR

Returns true if the dir is diagonal, false otherwise

IS_PLAYER_COLORABLE_1

Can players recolor this in-game via vendors (and maybe more if support is added)?

IS_SOLID

Is this turf is "solid". Space and lava aren't for instance

IS_SPINNING_1

Is the thing currently spinning?

LETPASSCLICKS

Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross].

LETPASSTHROW

Let thrown things past us. ONLY MEANINGFUL ON pass_flags_self!

MAX_BITFLAG_DIGITS

33554431 (2^24 - 1) is the maximum value our bitflags can reach.

MOBILITY_LIEDOWN

can lie down

MOBILITY_MOVE

can move

MOBILITY_PICKUP

can pickup items

MOBILITY_PULL

can pull things

MOBILITY_REST

can rest

MOBILITY_STAND

can, and is, standing up

MOBILITY_STORAGE

can use storage item

MOBILITY_UI

can use interfaces like machinery

MOBILITY_USE

can hold and use items

MOB_SPAWN_ALLOWED

If mobs can be spawned by natural random generation

NODECONSTRUCT_1

For machines and structures that should not break into parts, eg, holodeck stuff

NOJAUNT

If a turf cant be jaunted through.

NOTELEPORT

Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)

NO_ALERTS

If an area should be hidden from power consoles, power/atmosphere alerts, etc.

NO_LAVA_GEN

Blocks lava rivers being generated on the turf.

NO_RUINS

Blocks ruins spawning on the turf.

NO_RUST

Blocks this turf from being rusted

NO_SCREENTIPS_1

Whether or not this atom shows screentips when hovered over

NSCOMPONENT

True if the dir is north or south, false therwise

NSDIRFLIP

Flips the dir for north/south directions

ON_BORDER_1

item has priority to check when entering or leaving

PASSFLOCK

Pass through flock objects and mobs

PERSISTENT_ENGRAVINGS

If engravings are persistent in this area

PHASING

When moving, will Cross() everything, but won't stop or Bump() anything.

PREVENT_CLICK_UNDER_1

Prevent clicking things below it on the same turf eg. doors/ fulltile windows

PREVENT_CONTENTS_EXPLOSION_1

should not get harmed if this gets caught by an explosion?

RICOCHET_HARD

If the thing can reflect matter (bullets/bomb shrapnel)

RICOCHET_SHINY

If the thing can reflect light (lasers/energy)

SPACEVINE_COLD_RESISTANT

Is the spacevine / flower bud cold resistant

SPACEVINE_HEAT_RESISTANT

Is the spacevine / flower bud heat resistant

TESLA_MOB_DAMAGE_COEFF

Convert a power value to mob damage

TESLA_MOB_DAMAGE_TO_POWER

Convert a desired damage value into the required power amount

UNACIDABLE

acid can't even appear on it, let alone melt it.

UNIQUE_AREA

If false, loading multiple maps with this area type will create multiple instances.

UNPAINTABLE_1

Should this object be unpaintable?

UPDATE_DESC

Update the atom's desc

UPDATE_GREYSCALE

Update the atom's greyscaling

UPDATE_ICON

Update the atom's icon

UPDATE_ICON_STATE

Update the atom's icon state

UPDATE_NAME

Update the atom's name

UPDATE_OVERLAYS

Update the atom's overlays

UPDATE_SMOOTHING

Update the atom's smoothing. (More accurately, queue it for an update)

VALID_TERRITORY

/////////////Area flags\\\\\\\ If it's a valid territory for cult summoning or the CRAB-17 phone to spawn

XENOBIOLOGY_COMPATIBLE

Can the Xenobio management console transverse this area by default?

ZAP_LOW_POWER_GEN

Zaps with this flag will generate less power through tesla coils

ZMM_IGNORE

Do not copy this movable. Atoms with INVISIBILITY_ABSTRACT implicitly do not copy.

ZMM_LOOKAHEAD

Look one turf ahead and one turf back when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free.

ZMM_LOOKBESIDE

Look one turf to the left and right when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free.

ZMM_MANGLE_PLANES

Check this movable's overlays/underlays for explicit plane use and mangle for compatibility with Z-Mimic. If you're using emissive overlays, you probably should be using this flag. Expensive, only use if necessary.

ZMM_NO_CACHE_ROOT

When performing mangling, do not cache the root (depth=0) appearance. Set this on mangled types that change appearance frequently.

ZMM_WIDE_LOAD

Atom is big and needs to scan one extra turf in both X and Y. This only extends the range by one turf. Cheap, but not free.

Z_ATMOS_IN_DOWN

Allows air to flow IN from lower z levels

Z_ATMOS_IN_UP

Allows air to flow IN from higher Z levels

Z_ATMOS_OUT_DOWN

Allows air to flow OUT to LOWER z levels

Z_ATMOS_OUT_UP

Allows air to flow OUT to higher Z levels

Z_MIMIC_BASETURF

Fake-copy baseturf instead of below turf.

Z_MIMIC_BELOW

Should this turf mimic the below turf?

Z_MIMIC_DEFAULTS

Common defaults for zturfs.

Z_MIMIC_NO_AO

Bypass turf AO and only apply Z-AO. You probably want this on visually-empty z-turfs (like openspace).

Z_MIMIC_NO_OCCLUDE

If we're a non-OVERWRITE z-turf, allow clickthrough of this turf.

Z_MIMIC_OVERWRITE

If this turf is mimicking, overwrite its appearance instead of using a mimic object. This is faster, but means the turf cannot have its own appearance.