Calculates the light level of a tile.
32bit number representing RED GREEN BLUE ALPHA
Checks if island.tileData is synced with ITile.data
Converts shallow single bodies of fresh water into seawater.
x/y/z of the tile to check against.
Contaminate water sources when new ones are created based on the surrounding water.
x/y/z of the water tile created.
Create puddles around a point and limit them (so they can't expand infinitely).
x/y/z of the splash/puddle source.
Game render loop Not executed for the host in dedicated servers
Note: Don't inject here. This gets called ten million times. If you want to override this functionality,
Gets the default terrain type that should be under a tile (in the case of melting or removing it in some way).
ITile that we are getting the default terrain type for.
The default terrain type with a fallback to dirt (which shouldn't happen without mods or bugs).
Gets the largest damage type weaknesses of a human or creature based on a type and damage value
Defense of the human or creature
Measures the weaknesses compared to damage types passed
The damage value given to the human or creature
returns DamageType array or undefined if there are no weaknesses
Gets the nearest player based on x/y/z coordinates.
The x coord to get the closest player.
The y coord to get the closest player.
The z coord to get the closest player.
If set to true, check if the player can see the x/y/z coords. Defaults to false.
Set to force a specific webgl version
a range value for the weapon being shot based on the weapon range and the players skill with that weapon type. This value then becomes the maximum potential range of the current shot.
Removes the top tiledata (index 0) from the tile If there is no remaining tile data, a new tile data will be added with the newTileTypeWhenEmpty type
Compiles webgl programs / shaders and creates renderers
Synchronizes flow field, entity flow, and island temperature Usually calls when a new player joins
AVOID USING THIS. USE updateTablesAndWeightNextTick INSTEAD! For most cases you don't need this
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