Daedalus Dock - Modules - TypesProc Details

move_manager

Procs

add_to_loopAdds a movable thing to a movement subsystem. Returns TRUE if it all worked, FALSE if it failed somehow
force_moveUsed for force-move loops, similar to move_towards_legacy() but not quite the same
force_move_dirLike move(), but we don't care about collision at all
home_ontoHelper proc for homing onto something with move_towards
jps_moveUsed for following jps defined paths. The proc signature here's a bit long, I'm sorry
moveReplacement for walk()
move_awayWrapper around walk_away()
move_disposalsSnowflake disposal movement. Moves a disposal holder along a chain of disposal pipes
move_randHelper proc for the move_rand datum
move_toWrapper around walk_to()
move_to_randWrapper around walk_rand(), doesn't actually result in a random walk, it's more like moving to random places in viewish
move_towardsHelper proc for the move_towards datum
move_towards_legacyWrapper for walk_towards, not reccomended, as it's movement ends up being a bit stilted
processing_onReturns the subsystem's loop if we're processing on it, null otherwise
stop_loopingRemoves the atom from some movement subsystem. Defaults to SSmovement

Proc Details

add_to_loop

Adds a movable thing to a movement subsystem. Returns TRUE if it all worked, FALSE if it failed somehow

force_move

Used for force-move loops, similar to move_towards_legacy() but not quite the same

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move chasing - The atom we want to move towards delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

force_move_dir

Like move(), but we don't care about collision at all

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move direction - The direction we want to move in delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

home_onto

Helper proc for homing onto something with move_towards

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move chasing - The atom we want to move towards delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 home - Should we move towards the object at all times? Or launch towards them, but allow walls and such to take us off track. Defaults to FALSE timeout - Time in deci-seconds until the moveloop self expires. Defaults to INFINITY subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

jps_move

Used for following jps defined paths. The proc signature here's a bit long, I'm sorry

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move chasing - The atom we want to move towards delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 repath_delay - How often we're allowed to recalculate our path max_path_length - The maximum number of steps we can take in a given path to search (default: 30, 0 = infinite) miminum_distance - Minimum distance to the target before path returns, could be used to get near a target, but not right to it - for an AI mob with a gun, for example id - An ID card representing what access we have and what doors we can open simulated_only - Whether we consider turfs without atmos simulation (AKA do we want to ignore space) avoid - If we want to avoid a specific turf, like if we're a mulebot who already got blocked by some turf skip_first - Whether or not to delete the first item in the path. This would be done because the first item is the starting tile, which can break things timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move

Replacement for walk()

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move direction - The direction we want to move in delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move_away

Wrapper around walk_away()

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move chasing - The atom we want to move towards max_dist - the furthest away from the target we're allowed to get delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move_disposals

Snowflake disposal movement. Moves a disposal holder along a chain of disposal pipes

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move_rand

Helper proc for the move_rand datum

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move directions - A list of acceptable directions to try and move in. Defaults to GLOB.alldirs delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move_to

Wrapper around walk_to()

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move chasing - The atom we want to move towards min_dist - the closest we're allower to get to the target delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move_to_rand

Wrapper around walk_rand(), doesn't actually result in a random walk, it's more like moving to random places in viewish

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move_towards

Helper proc for the move_towards datum

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move chasing - The atom we want to move towards delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 home - Should we move towards the object at all times? Or launch towards them, but allow walls and such to take us off track. Defaults to FALSE timeout - Time in deci-seconds until the moveloop self expires. Defaults to INFINITY subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

move_towards_legacy

Wrapper for walk_towards, not reccomended, as it's movement ends up being a bit stilted

Returns TRUE if the loop sucessfully started, or FALSE if it failed

Arguments: moving - The atom we want to move chasing - The atom we want to move towards delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1 timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm

processing_on

Returns the subsystem's loop if we're processing on it, null otherwise

stop_looping

Removes the atom from some movement subsystem. Defaults to SSmovement