Entity class that allows movement

Hierarchy

Implements

Constructors

Properties

Accessors

Methods

acquireNotify addCreature addMagicalProperties addMagicalProperty addReferenceId addTag animateAttack animateBumpTowards canBeRefined canBurnPlayer canDecay canInspect canSeeObject canSeePosition canSeeTile canSwapWith changeInto clearTileCache createOnBreak damage dropInWater extinguish getAttackDamage getAttackWithBonus getBaseDefense getBaseDefenseWithBonus getBaseTemperature getBestRangedWeapon getBookcaseFullness getCivilizationScore getContainerInsulation getContainerWeightReduction getCurrentOwner getDamageModifier getDamageType getDamageTypesForSkill getDamagedThreshold getData getDecayAtStart getDecayRate getDecayedThreshold getDescription getDisassemblyItems getDisplayItem getDriver getDurabilityCharge getEquipSlot getEquipmentInsulation getEquippedHuman getInheritItemRecipeSkill getInspectionId getItemUseBonus getMagicalPropertyInfo getMaxDecay getMaxDurability getMaxReinforcement getMoveType getMovementDelay getMovementOptions getMovementPoint getMovementProgress getName getOnUseBonus getOwner getPreservationDecayMultiplier getProducedTemperature getRangedAttackWithBonus getStokeFireBonusValue getStokeFireValue getTemperatureDecayMultiplier getTotalWeight getTraderSellPrice getValidMagicalProperties getVehicle getVisualDecay getVisualDurability getWeaponWeight getWeight getWeightCapacity getWorth hasData hasTag humansVisible isContainer isDamaged isDecayed isEquipped isInGroup isInTradeContainer isNearby isOnFire isProtected isTransient isValid isVehicleAllowedOnTile isWithinHumanBounds moveTo moveToTile notifyItem notifyStat onMovementCompleted onUnserialized overrideNextMovement placeOnTile postProcessDecay queueSoundEffect queueSoundEffectInFront removeData removeTag rerollMagicalProperty rerollMagicalPropertyValues restoreCreature returns revertFromDoodad setAttackDefenseBonus setCachedTile setData setDecay setFromPosition setHumansWithinBound setMagicalChanceFromQuality setMoveType setMoving setName setQuality setUsed skipNextMovement skipNextUpdate spawnCreatureOnItem spawnOnDecay toString tryRestoreCreature updateDirection updateItemDisplay updateRender updateTile updateView verifyAndFixItem verifyMagicalItemWeight willBreakOnDamage

Constructors

Properties

[SYMBOL_CONTAINER_CACHED_REFERENCE]?: ContainerReference
_description?: IItemDescription
_movementTime?: {
    end: number;
    start: number;
}

Type declaration

  • end: number
  • start: number
allowSmartMovementClientside?: boolean
anim?: number
attackAnimationTime?: IMovementTime
attackAnimationType?: DamageType
bonusAttack?: number
bonusDefense?: number
book?: BookType
constructedFrom?: IConstructedInfo
containedItems?: default[]
containedWithin?: IContainer
containsCreature?: default
crafterIdentifier?: string
decay?: number
direction?: default

undefined = Vector2.ZERO for this

disassembly?: default[]
driverId?: number
driverType?: EntityType
equippedId?: number
equippedType?: EntityType
facingDirection?: East | North | West | South

undefined = Direction.None for this

fireStage?: FireStage
fromX?: number

Note: This might not be a whole number.

fromY?: number

Note: This might not be a whole number.

id: number
isMoving?: boolean

Not guaranteed to be synced between the server and client for Human entities

islandId: `${number},${number}`
itemOrders?: number[]
magic?: default
map?: default
moveType?: MoveType
movementCompleteZ?: number

Only used for Human entities

movingClientside: MovingClientSide = MovingClientSide.NoInput

The state of what the client thinks is happening to this entity (regarding movement)

movingOptions?: IMoveToOptions
offsetX?: number
offsetY?: number
pid?: null | number
preventRendering?: boolean
protected?: boolean
quality?: Quality
referenceId?: number

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

renamed?: string | ISerializedTranslation
shouldSkipNextMovement?: true
shouldSkipNextUpdate?: true
startingDecay?: number
tradedFrom?: string[]
type: ItemType
used?: IItemUsed
vehicleFacingDirection?: East | North | West | South
weight: number
weightCapacity?: number
weightFraction?: number
x: number
y: number

Accessors

  • get asCorpse(): undefined
  • Returns undefined

  • get asCreature(): undefined
  • Returns undefined

  • get asDoodad(): undefined
  • Returns undefined

  • get asEntity(): default<DescriptionType, TypeType, TagType, unknown>
  • Returns default<DescriptionType, TypeType, TagType, unknown>

  • get asEntityMovable(): default<DescriptionType, TypeType, TagType, unknown>
  • Returns default<DescriptionType, TypeType, TagType, unknown>

  • get asEntityWithStats(): undefined | default<DescriptionType, TypeType, TagType>
  • Returns undefined | default<DescriptionType, TypeType, TagType>

  • get asHuman(): undefined
  • Returns undefined

  • get asItem(): undefined | default
  • Returns undefined | default

  • get asLocalPlayer(): undefined
  • Returns undefined

  • get asNPC(): undefined
  • Returns undefined

  • get asPlayer(): undefined
  • Returns undefined

  • get asTileEvent(): undefined
  • Returns undefined

  • get description(): undefined | DescriptionType
  • Get the entities description

    Returns undefined | DescriptionType

  • get durability(): number
  • Returns number

  • set durability(value: number): void
  • Parameters

    • value: number

    Returns void

  • get durabilityMax(): number
  • Returns number

  • set durabilityMax(value: number): void
  • Parameters

    • value: number

    Returns void

  • get entityType(): Item
  • Returns Item

  • get facingTile(): default
  • Regular entities don't have a direction so this will be the same as getTile()

    Returns default

  • get isFlying(): boolean
  • Returns boolean

  • get island(): default
  • Returns default

  • get point(): undefined | IVector3
  • Location of the entity on the world. Parent classes will probably mark this as always defined

    Returns undefined | IVector3

  • get reference(): undefined | Reference
  • Returns undefined | Reference

  • get tile(): undefined | default
  • Tile the entity is on in the world. Parent classes will probably mark this as always defined

    Returns undefined | default

  • get tileUpdateType(): TileUpdateType
  • Returns TileUpdateType

  • get tilesAround(): undefined | default[]
  • Returns undefined | default[]

Methods

  • Parameters

    Returns void

  • Parameters

    • creature: default
    • Optional remainTamed: boolean

    Returns void

  • Parameters

    • count: number
    • source: string = ""

    Returns boolean

  • Adds a referenceId to the entity if it doesn't already have one

    Returns void

  • Parameters

    Returns void

  • Parameters

    Returns void

  • Faces the target and animates a bump into effect

    Parameters

    Returns void

  • Returns boolean

  • Returns boolean

  • Returns the maximum decay of an item, or undefined if the item does not have the decayMax or storeDecay property.

    Returns

    A number or undefined.

    Returns undefined | 1

  • Parameters

    Returns boolean

  • Parameters

    • type: CanASeeBType
    • islandId: `${number},${number}`
    • x: number
    • y: number
    • z: number
    • fieldOfView: undefined | default = renderer.fieldOfView
    • Optional customRadius: number

    Returns boolean

  • Parameters

    • entity: default<unknown, number, unknown, unknown>
    • source: undefined | string

    Returns boolean

  • Returns void

  • Parameters

    Returns void

  • Parameters

    • source: string

      A string representing the reason for this damage. Used for multiplayer debugging. Just put a unique string of characters here

    • Optional modifier: number

      The amount of damage to take. Defaults to 1.

    • Optional min: number

      The minimum durability that this item should have remaining. Defaults to n/a

    Returns ItemDamageResult

  • Parameters

    • human: default<number>
    • Optional tile: default
    • Optional skipParticles: boolean

    Returns void

  • Extinguishes to item if it is lit.

    Parameters

    • human: undefined | default<number>

      Human entity that is carrying the item to extinguish.

    Returns void

  • Gets the attack damage with its bonus value. Note: This does not get the value with any magical properties applied.

    Returns

    number The attack value with bonus applied.

    Returns number

  • Returns number

  • Gets the base defense with its bonus value. Note: This does not get the value with any magical properties applied.

    Returns

    number The base defense value.

    Returns number

  • Returns undefined | number

  • Parameters

    Returns undefined | default

  • Determines which graphic to show based on how full the bookcase is with books/text.

    Returns

    DisplayableItemType equal to which graphic it should show.

    Returns undefined | ItemTypeExtra

  • Gets civilization score based on item's quality and type (if it can be build/set down) but without the magical property values.

    Returns

    number of score (or 0 if no civilization score is set).

    Parameters

    • actionType: SetDown | Build

      Either Build or SetDown as they are the only types that can use civilization score.

    Returns number

  • Parameters

    Returns number

  • Returns the container weight reduction

    Returns

    1 if there is no reducton or [-50% + magical storing values]

    Parameters

    Returns number

  • Gets the current human that has the item in their inventory

    Returns undefined | default<number>

  • Gets the item's damage modifier which certain special items have so they can have high durability for use, but normal damage ranges.

    Returns number

  • Returns the damage types associated with a skill with a fallback for whatever damage types the item normally provides

    Parameters

    • skillType: SkillType

      The skill to get default damage types from

    Returns undefined | DamageType[]

  • Returns number

  • Gets a data

    Returns

    Data value or undefined if it wasn't found

    Type Parameters

    • T

    Parameters

    • key: string

      Data key

    Returns undefined | T

  • Returns number

  • Parameters

    • isClientSide: boolean

    Returns number

  • Returns number

  • Returns undefined | default<number>

  • Returns number

  • Parameters

    • Optional includeDisabled: true

    Returns undefined | EquipType

  • Parameters

    Returns number

  • Returns undefined | default<number>

  • Gets the inherit item type.

    Returns SkillType

  • Returns string

  • Gets the item's quality and action level (how good it is at doing the action).

    Returns

    A number (possibly 0 if no quality or action level).

    Parameters

    • action: ActionType

      The ActionType you are trying to get the level for.

    Returns number

  • Gets the item's max decay value based on quality. The max number can be modified slightly due to overrideDefault (crafting) and adding fuel which goes over this max.

    Returns

    A number equal to the maximum item decay or 0 if the item should not have decay at all.

    Parameters

    • Optional overrideDefault: number

      Override the item's decayMax definition with something else.

    • Optional withRandomization: boolean

      True if you want to return a randomized value (useful when setting the value on an item).

    Returns number

  • Get the maximum durability for an item based on many factors.

    Returns

    The maximum durability of the item as a number.

    Parameters

    • human: default<number>

      Player that we checking to get the maximum item durability (as game options can affect this).

    Returns number

  • Get the maximum reinforcement allowed for an item based on many factors.

    Returns

    The maximum reinforcement of the item as a number.

    Parameters

    • maxDurability: number

      The maximum durability that the item should have.

    • actionTier: number

      Any bonus from the item's action tier.

    Returns number

  • Returns number

  • Gets movement progress and moves the state machine forward when the movement is completed

    Parameters

    • timeStamp: number

    Returns number

  • Parameters

    • Optional article: Article

      Whether to include an article for the name of the item. Uses the article rules on the language. Defaults to true.

    • Optional count: number

      The number of this item that you're getting the name of. Defaults to 1.

    • showCount: boolean = false

      If true, adds the passed count to the translation, using MiscTranslation.CountThing.

    • showQuality: boolean = true

      If true, shows the quality of the item.

    • showRenamedQuotes: boolean = true

      If true, show the (by default) "" quotes surrounding renamed items.

    • showMagicalType: boolean = true

      If true, show the magical type suffix.

      Examples:

      • item.getName() // "a stone axe"
      • item.getName(false) // "stone axe"
      • item.getName(undefined, 3) // "stone axes"

    Returns default

  • Returns number

  • Gets the owner of this item. This will be the human who crafted it. Note: The owner might be different than the human whose inventory the item is currently in

    Returns undefined | default

  • Returns number

  • Gets the temperature produced by this object. Positive values are "heat", negative values are "cold". Refer to the values of the Temperature enum to see the possible range. If this method is not implemented, or it returns undefined, Temperature.Neutral is used.

    Returns undefined | number

  • Gets the ranged attack damage with its bonus value. Note: This does not get the value with any magical properties applied.

    Returns

    number The ranged attack value with bonus applied.

    Returns number

  • Returns number

  • Returns undefined | number

  • Parameters

    • isClientSide: boolean

    Returns number

  • Parameters

    • Optional bypassContainer: boolean
    • Optional targetContainer: IContainer

    Returns number

  • The full price the item will go for when traded to a merchant NPC. Considers modifiers and a human's bartering skill.

    Parameters

    • human: undefined | default<number>

      The human that is trading the item.

    • Optional magicalWorth: boolean

      Include the value of MagicalPropertyType.Worth, defaults to true

    Returns number

  • Returns number

  • Returns number

  • Returns number

  • Deprecated

    This method currently shouldn't be used in production code, as it's to do with the new crafting system. Stay tuned.

    Returns number

  • Returns undefined | number

  • Gets the worth of an item used for merchant trading. Does not consider batering or modifiers bonuses; use Item.getTraderSellPrice for that.

    Parameters

    • human: undefined | default<number>

      The human that is trading the item for its worth (used for durability calculations).

    • magicalWorth: boolean = true

      Include the value of MagicalPropertyType.Worth, defaults to true

    Returns number

  • Check if a data was set

    Returns

    True if the data exists, false if it doesn't

    Parameters

    • key: string

      Data key

    Returns boolean

  • Parameters

    Returns boolean

  • Returns boolean

  • Returns boolean

  • Parameters

    • Optional includeDisabled: true

    Returns boolean

  • Parameters

    Returns boolean

  • Returns boolean

  • Parameters

    • executor: default<unknown, number, unknown, unknown>
    • allowNearby: boolean = true

    Returns boolean

  • Returns boolean

  • Returns boolean

  • Returns boolean

  • Parameters

    Returns boolean

  • Checks if the entity is within the viewport bounds of one or more humans

    Returns boolean

  • Unsupported

    Returns boolean

  • Moves an item to a target point / container while animating it

    Returns

    True if the movement is happening, false if it wasn't able to move

    Parameters

    Returns boolean

  • Returns void

  • Parameters

    • type: SfxType
    • Optional delay: number
    • Optional speed: number

    Returns void

  • Parameters

    • type: SfxType
    • Optional delay: number
    • Optional speed: number

    Returns void

  • Removes a data

    Returns

    True when the data is removed. False if the key wasn't set

    Parameters

    • key: string

      Data key

    Returns boolean

  • Returns void

  • Parameters

    • tile: default
    • Optional preventRendering: boolean

    Returns undefined | default

  • Returns and item based on returnOnUseAndDecay.

    Parameters

    • Optional disableNotify: boolean

      Set to true if no notification should be shown for the new item above the player.

    • Optional craft: boolean

      Set to true when returning consumed items to check for whenCrafted property in returnOnUseAndDecay.

    Returns boolean

  • Parameters

    Returns void

  • Gives bonus attack and defense to items with have quality. Example: Superior quality can get a bonus of 1-2; relics can get 5-10.

    Returns

    true if bonusDefense/Attack was set.

    Returns boolean

  • Sets a data

    Rturns

    The value

    Type Parameters

    • T

    Parameters

    • key: string

      Data key

    • value: T

      Data value

    Returns T

  • Sets the item's decay with some added randomization.

    Parameters

    • Optional overrideDefault: number

    Returns void

  • Parameters

    • fromX: number = ...
    • fromY: number = ...

    Returns void

  • Sets the item as magical with a chance based on quality (and clears any existing magical properties)

    Returns

    True if the item has become magical

    Parameters

    • bonus: number = 1

      The number that chances get multiplied by, for example, 2 or 3

    • Optional propertiesBypass: number

      The number of magical properties to force on to the item

    Returns boolean

  • Parameters

    • fromX: number
    • fromY: number
    • Optional toZ: number
    • Optional options: IMoveToOptions

    Returns void

  • Parameters

    Returns void

  • Parameters

    Returns void

  • Skips the next movement for this creature / npc

    Returns void

  • Skips the next update for this creature / npc

    Returns void

  • Parameters

    • tile: default
    • creatureType: undefined | CreatureType
    • Optional forceAberrant: boolean
    • Optional bypass: boolean
    • Optional preferFacingTile: default<number>
    • maxTilesChecked: number = 27

    Returns undefined | default

  • Parameters

    Returns undefined | default

  • Returns string

  • Tries restoring the creature on the target tile and fans out to nearby tiles if it's occupied

    Parameters

    • tile: default
    • Optional preventRendering: boolean

    Returns undefined | default

  • Faces the target tile

    Parameters

    Returns void

  • Update the item's display (in the case that its extras are used).

    Returns void

  • Called when the entity is about to move to another tile. This should update relevant properties on the tile and return true

    Returns

    False to block the move

    Parameters

    • fromTile: default

      Tile the entity was on

    • toTile: default

      Tile the entity is moving onto

    Returns boolean

  • Fixes item issues. Note: This is not called by clients joining a mp game.

    Returns void

  • Verifies an item has a proper weight combined with its magical item weight (featherweight) property and changes it if not.

    Returns

    A type of change via ItemWeightChange for showing a new magical property was added or a new magical weight was added. If no change happened, it will return undefined.

    Returns undefined | ItemWeightChange

  • Check if an item will break on damage.

    Returns

    True or false if the item will be broken when being damaged.

    Parameters

    Returns boolean

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