Hierarchy

Constructors

Properties

event: IEventEmitter<default, IEntityManagerEvents<default>>
island: default
name: "CorpseManager" = "CorpseManager"

Name of this object manager

objects: SaferArray<default>
reregisterObjectsForMemoryLeaks: boolean = false

Indicates if objects should be re-registered to the memory leak detector after loading

Accessors

  • get game(): Game
  • Returns Game

  • get length(): number
  • Returns number

  • set length(val: number): void
  • This is likely only used during save upgrades

    Parameters

    • val: number

    Returns void

Methods

  • Returns IteratorObject<undefined | default>

  • Parameters

    • type: CreatureType
    • tile: default
    • Optional decay: number
    • Optional aberrant: boolean
    • Optional name: string
    • Optional qualityBonus: number
    • Optional respawned: number

    Returns undefined | default

  • Called when this object manager is not used anymore (after it was saved!)

    Returns void

  • Returns number

  • Parameters

    • id: number

    Returns undefined | default

  • Returns void

  • Parameters

    Returns void

  • Called when an entity is being removed

    Returns

    Return true if this method handled tile updates

    Parameters

    Returns boolean

  • Returns void

  • Parameters

    • entity: default
    • Optional options: undefined

    Returns void

  • Returns void

  • Parameters

    • id: number
    • value: undefined | default

    Returns void

  • Returns void

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