/tg/ Station 13 - Modules - Types — Var Details - Proc Details

dirt_aim

A mess aimed at a zone: one deposit's random draws, made once, and the features each level draws from them, as the reference generator's aimed cause draws them.

Every draw happens whatever the level, so the levels nest, each level its own features from the same draws.

Vars

angleThe shot's direction, in degrees: up and across.
areasThe areas its shots land in, each list(limb, lowest theta, highest theta, lowest h, highest h).
beadedWhether its shots bead and run down instead of streaking.
boundedWhether its streaks end inside the zone's heights.
candidatesThe twelve shots drawn, in draw order, each list(limb, theta, h, aim, length, width, drip fraction, seed, area).
coversThe top level's seven draws, each list(limb, theta, h, size, length, seed, area).
dropsThe six drops drawn, each list(limb, theta, h, radius, seed).
hung_partsLevels 2 and 3's runs and drops once made (hang_runs()), which both draw from.
made_levelsEach level's features once made: the levels above share the features they nest, and their pixels on the view.
runsThe thighs' drips the features being made have so far, each list(limb, top, bottom).
staggeredWhether each clamped end takes its own bound.
streaksThe shots kept for streaks, five at most with their starts 3 px apart, in the same form.
zoneThe DIRT_ZONE_* define it's aimed at.

Procs

NewMakes a deposit's draws from the "aimed_:" stream, or takes those already made for the same zone and variant: they're the same wherever it lands, so each is drawn once a round.
cappedReturns a drip's or a run's bottom: on the thighs it ends above the knee, at its own inset, and a matching run on the other leg is halved; elsewhere it's left as it is.
coveredReturns the features of the top level, the glaze: level 3's exactly, then on top, from the deposit's own draws:
featuresReturns the features of one level, made once. You should NEVER modify the list it returns.
glint_atReturns the glint over a streak's end or a bead: 0.3 px back round the limb and 0.3 px up.
hang_runsReturns levels 2 and 3's runs and drops, made once for both: list(each run or drop as list(its group, its features), level 2's carry-on from level 1's drop, that drop).
hangingReturns a run hung straight down from a point, ending in a 2 px bulb. One carried on goes past its bulb to a smaller one from level 3: with no room for another run, a level-up showed nothing.
hungReturns the features of levels 2 and 3 off the face: level 1's exactly, then runs straight down instead of fills. Level 1's streak hangs a run from part of its length (level 2) and level 1's drop one from its middle (level 3). Later shots come from the twelve drawn in draw order, each landing at level 1's length at least DIRT_AIM_RUN_PITCH px round its limb from every shot and from level 1's drop, as a bead with a one-pixel highlight and one run straight down. The other drops follow. A run plan holds level 3's set, so each view keeps the same ones at every level.
landReturns where a streak starts and ends: list(its start's h, its end's theta, its end's h). Laid along the shot, then held in its zone's heights where the zone bounds them.
odd_sideReturns whether a streak's or a drip's insets are odd: odd on one side of a pair, even on the other, the shot's direction picking which. On the thighs the sides are the legs, elsewhere either side of the midline.
streakedReturns the features of level 1, and of the face's levels 2 and 3: streaks laid along the shot, each ending in a small lump with a glint, drips running down from them from level 2, and drops round them. At level 3 each streak breaks into beads.
tiltedReturns a groin streak's direction turned 45 degrees off upright, on the same side: two side by side up the belly read as bars.

Var Details

angle

The shot's direction, in degrees: up and across.

areas

The areas its shots land in, each list(limb, lowest theta, highest theta, lowest h, highest h).

beaded

Whether its shots bead and run down instead of streaking.

bounded

Whether its streaks end inside the zone's heights.

candidates

The twelve shots drawn, in draw order, each list(limb, theta, h, aim, length, width, drip fraction, seed, area).

covers

The top level's seven draws, each list(limb, theta, h, size, length, seed, area).

drops

The six drops drawn, each list(limb, theta, h, radius, seed).

hung_parts

Levels 2 and 3's runs and drops once made (hang_runs()), which both draw from.

made_levels

Each level's features once made: the levels above share the features they nest, and their pixels on the view.

runs

The thighs' drips the features being made have so far, each list(limb, top, bottom).

staggered

Whether each clamped end takes its own bound.

streaks

The shots kept for streaks, five at most with their starts 3 px apart, in the same form.

zone

The DIRT_ZONE_* define it's aimed at.

Proc Details

New

Makes a deposit's draws from the "aimed_:" stream, or takes those already made for the same zone and variant: they're the same wherever it lands, so each is drawn once a round.

Arguments:

capped

Returns a drip's or a run's bottom: on the thighs it ends above the knee, at its own inset, and a matching run on the other leg is halved; elsewhere it's left as it is.

Arguments:

covered

Returns the features of the top level, the glaze: level 3's exactly, then on top, from the deposit's own draws:

features

Returns the features of one level, made once. You should NEVER modify the list it returns.

Arguments:

glint_at

Returns the glint over a streak's end or a bead: 0.3 px back round the limb and 0.3 px up.

Arguments:

hang_runs

Returns levels 2 and 3's runs and drops, made once for both: list(each run or drop as list(its group, its features), level 2's carry-on from level 1's drop, that drop).

hanging

Returns a run hung straight down from a point, ending in a 2 px bulb. One carried on goes past its bulb to a smaller one from level 3: with no room for another run, a level-up showed nothing.

Arguments:

hung

Returns the features of levels 2 and 3 off the face: level 1's exactly, then runs straight down instead of fills. Level 1's streak hangs a run from part of its length (level 2) and level 1's drop one from its middle (level 3). Later shots come from the twelve drawn in draw order, each landing at level 1's length at least DIRT_AIM_RUN_PITCH px round its limb from every shot and from level 1's drop, as a bead with a one-pixel highlight and one run straight down. The other drops follow. A run plan holds level 3's set, so each view keeps the same ones at every level.

Where level 2 shows nothing new in the zone's main facing, level 1's drop runs a little to a smaller bead, so every level-up shows (dirt_runs_apart() decides).

Arguments:

land

Returns where a streak starts and ends: list(its start's h, its end's theta, its end's h). Laid along the shot, then held in its zone's heights where the zone bounds them.

Arguments:

odd_side

Returns whether a streak's or a drip's insets are odd: odd on one side of a pair, even on the other, the shot's direction picking which. On the thighs the sides are the legs, elsewhere either side of the midline.

Arguments:

streaked

Returns the features of level 1, and of the face's levels 2 and 3: streaks laid along the shot, each ending in a small lump with a glint, drips running down from them from level 2, and drops round them. At level 3 each streak breaks into beads.

Arguments:

tilted

Returns a groin streak's direction turned 45 degrees off upright, on the same side: two side by side up the belly read as bars.

Arguments: