Optional
biomeReadonly
corpsesReadonly
creaturesOptional
detailsReadonly
doodadsReadonly
eventReadonly
flowReadonly
gameReadonly
idReadonly
itemsOptional
mapThe version the mapgen for this island uses
Readonly
mapReadonly
mapOptional
modifiersReadonly
moveEntity move types in fov on this island
Optional
nameReadonly
npcsReadonly
playersSet of players on this island
Readonly
portsOptional
referenceDo not use this property directly, instead use `game.references.getReference()
The version this island was last loaded on
Readonly
seededReadonly
seedsReadonly
simulatedHelps instruct when to tick when in simulated turn mode
Readonly
temperatureReadonly
tileReadonly
treasureThe version this island was originally made on
Readonly
wellReadonly
worldReadonly
zonesCheck if this island has players on it
The tile to apply from
The Tile
, Vector2
(direction vector, not point), or Direction
to do the ranged action towards
The range to use the action at. If towardsTileOrDirection
is a Tile
, this will be capped by the tile's distance
Optional
accuracy: number1.0 = perfectly accurate in target direction, 0.5 = can be perpendicular, 0.0 = can be in any direction around the check tile
The tile to apply from
The Tile
, Vector2
(direction vector, not point), or Direction
to do the ranged action towards
The range to use the action at. If towardsTileOrDirection
is a Tile
, this will be capped by the tile's distance
1.0 = perfectly accurate in target direction, 0.5 = can be perpendicular, 0.0 = can be in any direction around the check tile
Returns a list of directions to raycast to that ensures that all potential end tiles will be tested against
The tile to check from
The range & direction vector to check towards. Generate this information using applyRangedAccuracy
Optional
includePlayers: booleanWhether players can be hit by this check
Check the amount of water tiles there is connected to a supplied x/y area
Fast forwards an island by running lots of ticks. Defaults to IslandFastForward tick flag with no playing humans.
Gets the default terrain type that should be under a tile (in the case of melting or removing it in some way).
The default terrain type with a fallback to dirt (which shouldn't happen without mods or bugs).
Tile that we are getting the default terrain type for.
Gets the growing speed (or chance to grow more every tick).
Optional
quality: QualityQuality of the item or tile to check the growing speed of.
Optional
magicValue: numberReturns the type of liquid that can be gathered from the tile
Gets the items/resources from terrain based on the TerrainResources definition and checks if it is based on the current biome type.
undefined if nothing set, or an array of ITerrainLootItem.
Optional
terrainLoot: ITerrainLootThe resource to check.
Loads the island
Marks that the human had a turn In manual turn mode, it will tick the humans stat timers & the game
Optional
turnType: TurnTypeFlaga 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.
Collection of things to perform on each tick
Generated using TypeDoc
Represents the worlds island Items, Creatures, Npcs, etc.. all exist on the island