Optional
containedITileContainer
Optional
corpsesNote: corpses must be ordered by id asc
Optional
creatureEntities on the tile
Optional
doodadOptional
eventsNote: tile events must be ordered by id asc
Readonly
idReadonly
islandReadonly
islandIVector4
Optional
npcReadonly
xReadonly
yReadonly
zThis should only be called if you know what you're doing Ensure a tile data with tilled is created Otherwise the game state could get out of sync
Check if this tile contains some items
Checks for: Passable No doodads No tile items No creatures No corpses No tile events No girls
Check if the tile can be lit on fire (has terrain/doodad/items that are flammable)
Checks if the tile is full of items
Check is a tile is open
Check if the tile is blocked (impassable terrain / creatures / npcs / players / doodads that cause blocked movement).
Check if this tile is Void type
Gets a tile container. It will not create one when called.
Gets/creates tile container
Checks if this tile can be used for sailing. Ensures it's connected to the edge of the map.
Optional
fieldOfView: defaultOptional
customRadius: numberOptional
customRadius: numberOptional
fieldOfView: defaultOptional
customRadius: numberChanges the tile
Optional
dropTiles: booleanUse game.changeTile or game.removeTopTile when modifying tiles. This should only be called if you know what you're doing. Otherwise the game state could get out of sync.
Gets the nearest player based.
Optional
canSee: booleanIf set to true, check if the player can see the x/y/z coords. Defaults to false.
Optional
includeGhosts: booleanOptional
includeConnecting: booleanOptional
distance?: numberOptional
player?: default<number>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
Used to spawn a random doodad on the current biome type and at a set location (and terrain type) based on spawnOnWorldGen properties in doodad descriptions.
Optional terrain type for overriding the biome item types
Used to spawn a random item on the current biome type based on spawnOnWorldGen properties in item descriptions.
Optional terrain type for overriding the biome item types
Possibly collapses or opens up a cave (on both sides) and breaks any doodads.
Optional
checkType: TerrainTypeTerrainType to check if the tile point equals this before switching.
Static
createStatic
isGenerated using TypeDoc
Tile class