move_manager
Procs | |
add_to_loop | Adds a movable thing to a movement subsystem. Returns TRUE if it all worked, FALSE if it failed somehow |
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force_move | Used for force-move loops, similar to move_towards_legacy() but not quite the same |
force_move_dir | Like move(), but we don't care about collision at all |
home_onto | Helper proc for homing onto something with move_towards |
jps_move | Used for following jps defined paths. The proc signature here's a bit long, I'm sorry |
move | Replacement for walk() |
move_away | Wrapper around walk_away() |
move_disposals | Snowflake disposal movement. Moves a disposal holder along a chain of disposal pipes |
move_rand | Helper proc for the move_rand datum |
move_to | Wrapper around walk_to() |
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 |
move_towards | Helper proc for the move_towards datum |
move_towards_legacy | Wrapper for walk_towards, not reccomended, as it's movement ends up being a bit stilted |
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 |
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