Hierarchy

Constructors

  • Parameters

    Returns default

Accessors

  • get active(): default[]
  • Get the list of islands that contain players

    Returns default[]

  • get default(): default
  • Get the island at position 0,0

    Returns default

  • get loaded(): default[]
  • Get the list of islands that are loaded

    Returns default[]

Methods

  • Unloads islands that are no longer needed

    Returns void

  • Type Parameters

    • ARGS extends any[]

    Parameters

    • key: `${number},${number}`
    • computer: ((key: `${number},${number}`, ...args: any[]) => default)
        • (key: `${number},${number}`, ...args: any[]): default
        • Parameters

          • key: `${number},${number}`
          • Rest ...args: any[]

          Returns default

    • Rest ...args: ARGS

    Returns default

  • Parameters

    • predicate: ((value: default) => unknown)

    Returns undefined | `${number},${number}`

  • Parameters

    • position: IVector2
    • seedType: SeedType
    • Optional seed: number

    Returns IIslandDetails

  • Gets an island by id

    Throws

    Errors if the island does not exist

    Parameters

    • islandId: `${number},${number}`

    Returns default

  • Gets an island by position

    Parameters

    • x: number
    • y: number

    Returns undefined | default

  • Parameters

    • x: number
    • y: number
    • error: true

    Returns default

  • Parameters

    • x: number
    • y: number

    Returns BiomeTypes

  • Parameters

    • x: number
    • y: number

    Returns IIslandDetails

  • Gets an island by id. Try to use "get" instead!

    Returns

    Island or undefined if it does not exist

    Parameters

    • Optional islandId: `${number},${number}`

    Returns undefined | default

  • Parameters

    Returns undefined | `${number},${number}`

  • Gets or creates a new island by id

    Parameters

    • islandId: `${number},${number}`
    • Optional ensureUpgraded: boolean
    • Optional mapSize: number

    Returns default

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