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
npcOptional
vehicleReadonly
xReadonly
yReadonly
zGets the depth of the tile (how far it is dug down to).
This 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
Gets the primary/first blocking entity on this tile.
Checks if the tile has a blocking doodad
Checks if the tile has terrain that blocks
Checks if the tile has any blocking tile event
Check if this tile contains some items
Check if the tile is blocked (impassable terrain / creatures / npcs / players / doodads that cause blocked movement).
Gets if the tile is a deep hole to perform special functionality.
Checks for: Passable No doodads No tile items No creatures No corpses No tile events No holes/depth 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 if the tile is open. Opposite of isTileBlocked.
Gets if the tile is overfished.
Check if this tile is Void type
Check if the tile is water or not.
Gets the primary/first blocking entity on this tile, that is a creature, NPC, or player.
Gets the tile's max capacity based on the TILE_MAX_CAPACITY constant with variation provided by the depth of the tile.
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: FieldOfViewOptional
customRadius: numberOptional
customRadius: numberOptional
fieldOfView: FieldOfViewOptional
customRadius: numberChecks things can slip on this tile
Optional
isClientSide: booleanWhen true, it will assume puddles do not cause slipping
Changes the tile
Optional
dropTiles: booleanA* path finding
Tile path or undefined if no path is available
The entity moving
The target tile to move to
Function for determining if the entity can move onto the tile
Optional
getTilePenalty: ((tile: default) => number)Function for determining the tile penalty
Maximum number of nodes to pathfind though
Optional
shouldEndEarly: ((tile: default) => boolean)Find a path using the preferred algorithm. Use only if you're not calling this very often, or you're calling it clientside.
Use 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.
Optional
options: ITileGetNameOptionsGets 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
includeGhosts: booleanOptional
includeZMovement: booleanGets the preferred adjacent tile for the human to walk onto.
Updates the DoodadOverHidden tile flag if the creature is large. Large creatures/corpses should render over the doodad over layer, which means we should hide the doodad over layer for doodads on the creatures tile. This should be called when a doodad changes (add / remove / growth change)
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.
Updates the flow field state for the tile
Optional
updatedRenderer: booleanUpdates the world renderer & flow field state for the tile
Optional
updateNeighbors: booleanOptional
skipFlowFieldUpdate: booleanStatic
createStatic
isGenerated using TypeDoc
Tile class