jps ![code/controllers/subsystem/movement/movement_types.dm 340](git.png)
Vars | |
avoid | A perticular turf to avoid |
---|---|
id | An ID card representing what access we have and what doors we can open. Kill me |
max_path_length | Max amount of steps to search |
minimum_distance | Minimum distance to the target before path returns |
movement_path | A list for the path we're currently following |
repath_cooldown | Cooldown for repathing, prevents spam |
repath_delay | How often we're allowed to recalculate our path |
simulated_only | Whether we consider turfs without atmos simulation (AKA do we want to ignore space) |
skip_first | Should we skip the first step? This is the tile we're currently on, which breaks some things |
Var Details
avoid ![code/controllers/subsystem/movement/movement_types.dm 352](git.png)
A perticular turf to avoid
id ![code/controllers/subsystem/movement/movement_types.dm 348](git.png)
An ID card representing what access we have and what doors we can open. Kill me
max_path_length ![code/controllers/subsystem/movement/movement_types.dm 344](git.png)
Max amount of steps to search
minimum_distance ![code/controllers/subsystem/movement/movement_types.dm 346](git.png)
Minimum distance to the target before path returns
movement_path ![code/controllers/subsystem/movement/movement_types.dm 356](git.png)
A list for the path we're currently following
repath_cooldown ![code/controllers/subsystem/movement/movement_types.dm 358](git.png)
Cooldown for repathing, prevents spam
repath_delay ![code/controllers/subsystem/movement/movement_types.dm 342](git.png)
How often we're allowed to recalculate our path
simulated_only ![code/controllers/subsystem/movement/movement_types.dm 350](git.png)
Whether we consider turfs without atmos simulation (AKA do we want to ignore space)
skip_first ![code/controllers/subsystem/movement/movement_types.dm 354](git.png)
Should we skip the first step? This is the tile we're currently on, which breaks some things