Represents the worlds island Items, Creatures, Npcs, etc.. all exist on the island

Hierarchy

Implements

Constructors

Properties

Accessors

Methods

Constructors

  • Parameters

    • Optional game: Game
    • Optional position: IVector2
    • Optional seed: number
    • Optional mapSize: number

    Returns default

Properties

biomeType: BiomeTypes = BiomeType.Coastal
brokenReferencesCount: number = 0
civilizationScore: number = 0
civilizationScoreTiles: Record<number, number> = {}
contaminatedWater: IWaterContamination[] = []
corpses: default = ...
creatureSpawnTimer: number = 0
creatures: default = ...
details?: IIslandDetails
doodads: default = ...
flowFieldManager: default = ...
game: Game
id: `${number},${number}`
items: default = ...
loadCount: number = 0
mapGenBuildTime?: number
mapGenVersion: String

The version the mapgen for this island uses

mapSize: number
mapSizeSq: number
modifiersCollection?: IslandModifiersCollection
moveTypesInFov: Map<"-1-0" | "-1-1" | "-1-2" | "-1-4" | "-1-8" | "-1-16" | "-1-32" | "-1-64" | "-1-128" | "-1-256" | "-1-512" | "-1-1024" | "-1-15" | "0-0" | "0-1" | "0-2" | "0-4" | "0-8" | "0-16" | "0-32" | "0-64" | "0-128" | "0-256" | "0-512" | "0-1024" | "0-15" | "1-0" | "1-1" | "1-2" | "1-4" | "1-8" | "1-16" | "1-32" | "1-64" | "1-128" | "1-256" | "1-512" | "1-1024" | "1-15", Set<default<number>>> = ...

Entity move types in fov on this island

name?: string
npcs: default = ...
players: Set<default<number>> = ...

Set of players on this island

ports: PortManager = ...
position: IVector2
previousSaveVersion: undefined | IVersionInfo
referenceId?: number

Do not use this property directly, instead use `game.references.getReference()

saveBuildTime: number = saveData.gameBuildTime
saveVersion: String

The version this island was last loaded on

seeds: ISeeds
spawnPoint: IVector3 = ...
temperature: default = ...
templateBiomeOptions: undefined | ITemplateBiomeOptions
tileContainers: ITileContainer[] = []
tileData: SaferNumberIndexedObject<SaferNumberIndexedObject<SaferNumberIndexedObject<ITileData[]>>> = {}
tileEvents: default = ...
time: default = ...
treasureMaps: default[] = []
version: String = gameVersion

The version this island was originally made on

wellData: SaferNumberIndexedObject<IWell> = {}
world: default = ...

Accessors

  • get hasLoadedItemReferences(): boolean
  • Returns boolean

  • get isActive(): boolean
  • Check if this island has players on it

    Returns boolean

  • get isDefaultIsland(): boolean
  • Returns boolean

  • get isLoaded(): boolean
  • Returns boolean

  • get isLocalIsland(): boolean
  • Returns boolean

  • get isTransient(): boolean
  • Returns boolean

  • get mapGenVersionInfo(): Info
  • Returns Info

  • get tiles(): Record<number, undefined | default>
  • Returns Record<number, undefined | default>

Methods

  • Adds civilization score

    Parameters

    • score: number
    • source: undefined | string

    Returns void

  • Parameters

    • human: default<number>
    • refreshStatusEffects: boolean = true

    Returns void

  • Calculates the light level of a tile.

    Returns

    32bit number representing RED GREEN BLUE ALPHA

    Parameters

    Returns number

  • Parameters

    Returns IWell

  • Checks if island.tileData is synced with Tile.data

    Returns void

  • Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • index: number
    • rendererData: number
    • quality: Quality

    Returns default

  • Parameters

    Returns undefined | number

  • Returns void

  • Parameters

    • isSynced: boolean

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • facingDirection: Direction
    • Optional itemName: default
    • Optional player: boolean

    Returns void

  • Returns number

  • Gets the default terrain type that should be under a tile (in the case of melting or removing it in some way).

    Returns

    The default terrain type with a fallback to dirt (which shouldn't happen without mods or bugs).

    Parameters

    • tile: default

      Tile that we are getting the default terrain type for.

    Returns TerrainType

  • Parameters

    • x: number
    • y: number

    Returns East | North | West | South

  • Gets the growing speed (or chance to grow more every tick).

    Parameters

    • terrainType: TerrainType
    • Optional quality: Quality

      Quality of the item or tile to check the growing speed of.

    • Optional magicValue: number

    Returns number

  • Gets the total distance away the current island is from 0, 0 as a positive value.

    Returns

    The distance as a positive number.

    Returns number

  • Parameters

    • x: number
    • y: number
    • z: number

    Returns number

  • Returns number

  • Returns number

  • Returns number

  • Parameters

    • useGenerated: boolean = false

    Returns string

  • Returns default[]

  • Parameters

    • index: number
    • x: number
    • y: number
    • z: number
    • rendererData: number
    • quality: Quality

    Returns default

  • Parameters

    • calc: ((player: default<number>) => undefined | number)
        • (player: default<number>): undefined | number
        • Parameters

          Returns undefined | number

    • Optional round: boolean

    Returns number

  • Parameters

    • Optional includeGhosts: boolean
    • Optional includeConnecting: boolean

    Returns default<number>[]

  • Parameters

    • quality: Quality
    • itemDurability: number
    • Optional getMax: boolean

    Returns number

  • Returns number

  • Parameters

    Returns number

  • Returns default

  • Returns default

  • Gets the items/resources from terrain based on the TerrainResources definition and checks if it is based on the current biome type.

    Returns

    undefined if nothing set, or an array of ITerrainLootItem.

    Parameters

    Returns undefined | ITerrainLootItem[]

  • Parameters

    • x: number
    • y: number
    • z: number
    • Optional disableLog: boolean

    Returns default

  • Parameters

    • x: number
    • y: number
    • z: number

    Returns undefined | default

  • Parameters

    Returns void

  • Only allow loading references once Even if an island is unloaded, the loaded references will remain

    Parameters

    • allowFixes: boolean

    Returns void

  • Parameters

    Returns void

  • Parameters

    Returns void

  • Parameters

    • tickFlag: TickFlag
    • ticks: number
    • playingHumans: default<number>[]
    • onProgress: ((progess: number) => Promise<void>)
        • (progess: number): Promise<void>
        • Parameters

          • progess: number

          Returns Promise<void>

    Returns Promise<void>

  • Returns void

  • Returns

    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.

    Parameters

    • weaponRange: number
    • playerSkillLevel: number
    • get: "min" | "max" | "random" = "random"

    Returns number

  • Resets & recalculates the civilization score

    Returns void

  • Refreshes the provided civ score for the given tile

    Parameters

    • tile: default
    • Optional isRecalculating: boolean

    Returns void

  • Parameters

    • human: default<number>
    • isAbsentPlayer: boolean = false

    Returns void

  • Parameters

    • human: default<number>
    • newName: string

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • tile: default

    Returns default

  • Synchronizes player events Usually called when a new player joins

    Parameters

    • playerIds: number[]

    Returns void

  • Returns string

  • Unload the island from memory Removes all players and stores tiles references

    Returns void

  • Parameters

    Returns void

  • Parameters

    • reputation: number

    Returns void

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