@wayward/types 2.12.0-beta.dev.20221003.2 → 2.12.0-beta.dev.20221005.1

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Files changed (34) hide show
  1. package/definitions/game/game/ObjectManager.d.ts +1 -1
  2. package/definitions/game/game/doodad/DoodadManager.d.ts +1 -1
  3. package/definitions/game/game/entity/Human.d.ts +1 -1
  4. package/definitions/game/game/entity/action/ActionExecutor.d.ts +1 -1
  5. package/definitions/game/game/entity/action/IAction.d.ts +1 -2
  6. package/definitions/game/game/entity/action/actions/CloseContainer.d.ts +1 -1
  7. package/definitions/game/game/entity/action/actions/CloseDoor.d.ts +1 -1
  8. package/definitions/game/game/entity/action/actions/Dismount.d.ts +1 -1
  9. package/definitions/game/game/entity/action/actions/OpenContainer.d.ts +1 -1
  10. package/definitions/game/game/entity/action/actions/PackGround.d.ts +1 -1
  11. package/definitions/game/game/entity/action/actions/PropOpenDoor.d.ts +1 -1
  12. package/definitions/game/game/entity/action/actions/Ride.d.ts +1 -1
  13. package/definitions/game/game/entity/action/actions/Till.d.ts +1 -1
  14. package/definitions/game/game/entity/action/usable/IUsableAction.d.ts +1 -0
  15. package/definitions/game/game/entity/action/usable/UsableAction.d.ts +6 -1
  16. package/definitions/game/game/entity/action/usable/actions/UsableActionsDynamic.d.ts +1 -0
  17. package/definitions/game/game/entity/player/Player.d.ts +1 -1
  18. package/definitions/game/game/inspection/IInspection.d.ts +2 -1
  19. package/definitions/game/game/inspection/inspections/ActionInspection.d.ts +1 -0
  20. package/definitions/game/game/island/IIsland.d.ts +2 -1
  21. package/definitions/game/game/island/Island.d.ts +2 -1
  22. package/definitions/game/game/item/Item.d.ts +1 -1
  23. package/definitions/game/game/item/ItemManager.d.ts +1 -1
  24. package/definitions/game/game/milestones/IMilestone.d.ts +1 -1
  25. package/definitions/game/game/milestones/MilestoneManager.d.ts +3 -3
  26. package/definitions/game/game/reference/ReferenceManager.d.ts +1 -1
  27. package/definitions/game/language/dictionary/UiTranslation.d.ts +677 -675
  28. package/definitions/game/multiplayer/Multiplayer.d.ts +1 -0
  29. package/definitions/game/multiplayer/packets/client/LoadIslandPacket.d.ts +1 -0
  30. package/definitions/game/save/upgrade/UpgradeIsland.d.ts +0 -4
  31. package/definitions/game/ui/component/ContextMenu.d.ts +2 -1
  32. package/definitions/game/ui/screen/screens/game/static/actions/ActionsDrawer.d.ts +13 -7
  33. package/definitions/test/interfaces.d.ts +1 -0
  34. package/package.json +1 -1
@@ -30,7 +30,7 @@ export declare abstract class ObjectManager<ObjectType extends StringableObject,
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  get(id: number): ObjectType | undefined;
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  set(id: number, value: ObjectType | undefined): void;
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  getObjects(): SaferArray<ObjectType>;
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- findUnusedId<T extends object>(): number;
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+ findUnusedId(): number;
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  protected replaceNullsWithUndefined(): void;
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  protected registerForMemoryLeakDetection(object: SaferArray<ObjectType>): void;
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  }
@@ -78,7 +78,7 @@ export default class DoodadManager extends ObjectManager<Doodad, IDoodadManagerE
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  * Runs a full gamut of updates on doodads including decaying items inside containers, spreading/growing plants/mushrooms, water distillation/desenation and more.
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  */
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  updateAllAsync(ticks: number, playingHumans: Human[], updatesPerTick: number | undefined, onProgress: (progess: number) => Promise<void>): Promise<void>;
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- verifyAndFixItemWeights(): void;
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+ verifyAndFixItemWeights(allowFixesInMultiplayer?: boolean): void;
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  /**
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  * 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.
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  * @param terrainType The terrain type to check.
@@ -168,7 +168,7 @@ export default abstract class Human extends Entity implements IHasInsulation {
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  * Returns the result of the `"getMaxHealth"` event, or the `max` in `Stat.Health`,
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  * if the result of the hook is `undefined`.
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  */
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- getMaxHealth(): number;
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+ getMaxHealth(withBonus?: boolean): number;
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  getCraftingDifficulty(level: RecipeLevel): number;
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  update(): void;
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  updateStatsAndAttributes(): void;
@@ -17,7 +17,7 @@ import type { SkillType } from "game/entity/IHuman";
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  import type { TurnTypeFlag } from "game/entity/player/IPlayer";
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  import type Item from "game/item/Item";
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  import type { IPromptDescriptionBase, PromptDescriptionArgs } from "game/meta/prompt/IPrompt";
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- import { Milestone } from "game/milestones/IMilestone";
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+ import type { Milestone } from "game/milestones/IMilestone";
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  import type { ITile } from "game/tile/ITerrain";
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  import ActionPacket from "multiplayer/packets/shared/ActionPacket";
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  import type { IRGB } from "utilities/Color";
@@ -162,11 +162,10 @@ export declare enum ActionUsability {
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  Delayed = 4
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  }
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  export declare enum ActionFlag {
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- OperatorMilestone = 0,
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  /**
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  * Allows multiple of these actions to run at once when in multiplayer
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  */
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- AllowPacketConcurrency = 1
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+ AllowPacketConcurrency = 0
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  }
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  /**
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  * Used for hiding actions that can't currently be used from context menus.
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.Container, import("game/entity/action/IAction").ActionArgument.Undefined], [import("game/entity/action/IAction").ActionArgument.Boolean, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleContainer").IToggleContainerCanUse, [(import("../../../item/IItem").IContainer | undefined)?, (boolean | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Container, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleContainer").IToggleContainerCanUse, [(import("../../../item/IItem").IContainer | undefined)?, (boolean | undefined)?]>;
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  export default _default;
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.Doodad, import("game/entity/action/IAction").ActionArgument.Undefined], [import("game/entity/action/IAction").ActionArgument.Boolean, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, true | undefined, import("game/entity/action/actions/ToggleDoor").IToggleDoorCanUse, [(import("../../../doodad/Doodad").default | undefined)?, (boolean | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, true | undefined, import("game/entity/action/actions/ToggleDoor").IToggleDoorCanUse, [(import("../../../doodad/Doodad").default | undefined)?, (boolean | undefined)?]>;
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  export default _default;
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.ItemNearby, import("game/entity/action/IAction").ActionArgument.Doodad, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleVehicle").ToggleVehicleCanUse, [(import("../../../doodad/Doodad").default | import("../../../item/Item").default | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemNearby, import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleVehicle").ToggleVehicleCanUse, [(import("../../../doodad/Doodad").default | import("../../../item/Item").default | undefined)?]>;
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  export default _default;
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.Container, import("game/entity/action/IAction").ActionArgument.Undefined], [import("game/entity/action/IAction").ActionArgument.Boolean, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleContainer").IToggleContainerCanUse, [(import("../../../item/IItem").IContainer | undefined)?, (boolean | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Container, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleContainer").IToggleContainerCanUse, [(import("../../../item/IItem").IContainer | undefined)?, (boolean | undefined)?]>;
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  export default _default;
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.ItemInventory, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleTilled").ITillCanUse, [(import("../../../item/Item").default | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemInventory, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleTilled").ITillCanUse, [(import("../../../item/Item").default | undefined)?]>;
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  export default _default;
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.Doodad, import("game/entity/action/IAction").ActionArgument.Undefined], [import("game/entity/action/IAction").ActionArgument.Boolean, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, true | undefined, import("game/entity/action/actions/ToggleDoor").IToggleDoorCanUse, [(import("../../../doodad/Doodad").default | undefined)?, (boolean | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, true | undefined, import("game/entity/action/actions/ToggleDoor").IToggleDoorCanUse, [(import("../../../doodad/Doodad").default | undefined)?, (boolean | undefined)?]>;
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  export default _default;
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.ItemNearby, import("game/entity/action/IAction").ActionArgument.Doodad, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleVehicle").ToggleVehicleCanUse, [(import("../../../doodad/Doodad").default | import("../../../item/Item").default | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemNearby, import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleVehicle").ToggleVehicleCanUse, [(import("../../../doodad/Doodad").default | import("../../../item/Item").default | undefined)?]>;
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  export default _default;
@@ -8,5 +8,5 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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- declare const _default: import("../Action").Action<[[import("game/entity/action/IAction").ActionArgument.ItemInventory, import("game/entity/action/IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleTilled").ITillCanUse, [(import("../../../item/Item").default | undefined)?]>;
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+ declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemInventory, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleTilled").ITillCanUse, [(import("../../../item/Item").default | undefined)?]>;
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  export default _default;
@@ -234,6 +234,7 @@ export interface IUsableActionDefinitionSubmenu<REQUIREMENTS extends IUsableActi
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  }
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  export interface IUsableActionDefinitionExecutable<REQUIREMENTS extends IUsableActionRequirements = IUsableActionRequirements> extends IUsableActionDefinitionBase<REQUIREMENTS> {
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  slottable?: boolean;
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+ discoveredByDefault?: true;
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  submenu?: undefined;
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  forceDisplayWhenEmpty?: undefined;
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  execute(player: Player, using: IUsableActionUsing<REQUIREMENTS>, context: IUsableActionExecutionContext): any;
@@ -8,6 +8,7 @@
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  * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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  * https://github.com/WaywardGame/types/wiki
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  */
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+ import EventEmitter from "event/EventEmitter";
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  import type { ActionId, IUsableActionDefinition, IUsableActionDefinitionExecutable, IUsableActionExecutionContext, IUsableActionPossibleUsing, IUsableActionRequirements, IUsableActionUsing, UsableActionUsability } from "game/entity/action/usable/IUsableAction";
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  import { IUsableActionNotUsable, UsableActionDisplayContext } from "game/entity/action/usable/IUsableAction";
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  import type Player from "game/entity/player/Player";
@@ -16,6 +17,10 @@ import type Item from "game/item/Item";
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  import { ActionTranslation } from "language/dictionary/Misc";
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  import type Translation from "language/Translation";
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  import type { HighlightSelector } from "ui/util/IHighlight";
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+ export interface IUsableActionEvents {
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+ preExecute(player: Player, using: IUsableActionPossibleUsing, context: IUsableActionExecutionContext): any;
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+ postExecute(player: Player, using: IUsableActionPossibleUsing, context: IUsableActionExecutionContext): any;
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+ }
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  /**
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  * Create a basic usable action:
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  * ```ts
@@ -29,7 +34,7 @@ import type { HighlightSelector } from "ui/util/IHighlight";
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  *
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  * To learn about action definitions, see {@link IUsableActionDefinitionBase}
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  */
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- declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsableActionRequirements, DEFINITION extends IUsableActionDefinition<REQUIREMENTS> = IUsableActionDefinition<REQUIREMENTS>> {
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+ declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsableActionRequirements, DEFINITION extends IUsableActionDefinition<REQUIREMENTS> = IUsableActionDefinition<REQUIREMENTS>> extends EventEmitter.Host<IUsableActionEvents> {
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  readonly requirements: REQUIREMENTS;
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  readonly definition: DEFINITION;
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  id: ActionId;
@@ -19,6 +19,7 @@ export interface IUsableActionDynamicDefinition {
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  bindable: Bindable;
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  displayLevel?: ActionDisplayLevel;
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  priority?: number;
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+ discoveredByDefault?: true;
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  }
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  export interface IUsableActionsDynamicConfig<DEFINITION extends IUsableActionDynamicDefinition, REQUIREMENTS extends IUsableActionRequirements> {
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  id: string;
@@ -61,7 +61,7 @@ export default class Player extends Human implements IUnserializedCallback {
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  protected moveToIsland(island: Island, targetPosition: IVector3): void;
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  checkSkillMilestones(): void;
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  protected onCanMove(direction: Direction.Cardinal): false | undefined;
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- addMilestone(milestone: Milestone, data?: number, update?: boolean): void;
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+ addMilestone(milestone: Milestone, data?: number | string, update?: boolean): void;
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  updateMovementIntent(movementIntent: IMovementIntent): boolean;
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  load(): void;
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  setup(spawnPoint: IVector3): void;
@@ -42,5 +42,6 @@ export declare enum InfoIcon {
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  Protected = 1,
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  PinSelf = 2,
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  PinFriend = 3,
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- PinMap = 4
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+ PinMap = 4,
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+ ActionUndiscovered = 5
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  }
@@ -30,6 +30,7 @@ export default class ActionInspection extends Inspection<ActionId | undefined> {
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  private getActionId;
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  get(context: InfoProviderContext): ArrayOr<TranslationGenerator | InfoProvider>;
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  private getTranslation;
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+ private getActionDiscovered;
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  private getActionTier;
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  private getActionUsability;
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  }
@@ -85,7 +85,8 @@ export interface IIslandLoadOptions {
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  travelTime: number;
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  newWorldBiomeTypeOverride: BiomeType;
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  pauseAndShowLoadingScreen: boolean;
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- multiplayerLoadingDescription?: MultiplayerLoadingDescription;
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+ multiplayerLoadingDescription: MultiplayerLoadingDescription;
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+ allowItemAndDoodadFixesInMultiplayer: boolean;
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  }
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  export interface IMoveToIslandOptions {
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  spawnPosition: IVector2;
@@ -106,6 +106,7 @@ export default class Island extends EventEmitter.Host<IIslandEvents> implements
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  private _world;
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  modifiersCollection?: IslandModifiersCollection;
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  details?: IIslandDetails;
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+ ranUpgrades: boolean;
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  constructor(position?: IVector2, seed?: number);
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  toString(): string;
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  private registerMemoryLeakDetector;
@@ -323,7 +324,7 @@ export default class Island extends EventEmitter.Host<IIslandEvents> implements
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  * Only allow loading references once
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  * Even if an island is unloaded, the loaded references will remain
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  */
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- loadReferences(): void;
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+ loadReferences(allowFixesInMultiplayer?: boolean): void;
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  /**
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  * Gets the items/resources from terrain based on the TerrainResources definition and checks if it is based on the current biome type.
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  * @param terrainLoot The resource to check.
@@ -190,7 +190,7 @@ export default class Item extends EventEmitter.Host<IItemEvents> implements IRef
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  * Fixes item issues.
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  * Note: Be careful with what gets fixed in multiplayer! (when onlyRestoreIslandIds is set)
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  */
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- verifyAndFixItem(onlyRestoreIslandIds: boolean): void;
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+ verifyAndFixItem(allowFixes: boolean): void;
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  /**
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  * @param source A string representing the reason for this damage. Used for multiplayer debugging. Just put a unique string of characters here
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  * @param modifier The amount of damage to take. Defaults to 1.
@@ -314,7 +314,7 @@ export default class ItemManager extends ObjectManager<Item, IItemManagerEvents>
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  /**
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  * Note: don't print items to the console because the console will hold the item indefinitely
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  */
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- loadReference(container: IContainer, loadChildReferences?: boolean, parentContainer?: IContainer): boolean;
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+ loadReference(allowFixes: boolean, container: IContainer, loadChildReferences?: boolean, parentContainer?: IContainer): boolean;
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  private removeFromContainerInternal;
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  private onItemMoveOrRemove;
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  private getCraftTierBonus;
@@ -106,5 +106,5 @@ export declare enum MilestoneDataType {
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  }
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  export interface IMilestoneData {
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  amount: number;
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- data?: number[];
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+ data?: Array<number | string>;
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  }
@@ -10,7 +10,7 @@
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  */
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  import EventEmitter from "event/EventEmitter";
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  import { Milestone, MilestoneVisibility } from "game/milestones/IMilestone";
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- declare type IMilestoneUpdate = [Milestone, number?];
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+ declare type IMilestoneUpdate = [Milestone, (number | string)?];
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  export interface IMilestoneEvents {
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  /**
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  * @param milestone The milestone that is being updated
@@ -44,9 +44,9 @@ declare class MilestonesManager extends EventEmitter.Host<IMilestoneEvents> {
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  areUnlockableInMode(mode?: import("../options/IGameOptions").GameMode): boolean;
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  isUnlockableInMode(milestone: Milestone, mode?: import("../options/IGameOptions").GameMode): boolean;
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  reset(): void;
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- getDiscovered(milestone: Milestone): number[] | undefined;
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+ getDiscovered(milestone: Milestone): (string | number)[] | undefined;
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  getVisibility(milestone: Milestone): MilestoneVisibility;
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- isDiscovered(milestone: Milestone, data: number): boolean;
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+ isDiscovered(milestone: Milestone, data: number | string): boolean;
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  private updateMilestone;
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  }
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  declare const _default: MilestonesManager;
@@ -25,7 +25,7 @@ import ReferenceTooltipHandler from "ui/screen/screens/game/ReferenceTooltipHand
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  import type Tooltip from "ui/tooltip/Tooltip";
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  export default class ReferenceManager {
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  static isEnumReference(type: ReferenceType): type is EnumReferenceTypes;
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- static getList(type: ReferenceType, gameIsland?: Island): import("../entity/creature/corpse/CorpseManager").default | import("../entity/creature/CreatureManager").default | import("../doodad/DoodadManager").default | import("../item/ItemManager").default | import("../entity/npc/NPCManager").default | import("../tile/TileEventManager").default | (Player | undefined)[] | readonly Milestone[] | readonly ItemType[] | import("game/entity/IHuman").EquipType[] | readonly SkillType[] | readonly Stat[] | IterableIterator<Island> | (string | ActionType)[];
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+ static getList(type: ReferenceType, gameIsland?: Island): import("../entity/creature/corpse/CorpseManager").default | import("../entity/creature/CreatureManager").default | import("../doodad/DoodadManager").default | import("../item/ItemManager").default | import("../entity/npc/NPCManager").default | import("../tile/TileEventManager").default | readonly Milestone[] | (Player | undefined)[] | readonly ItemType[] | import("game/entity/IHuman").EquipType[] | readonly SkillType[] | readonly Stat[] | IterableIterator<Island> | (string | ActionType)[];
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  static get(thing: Referenceable): Reference | undefined;
30
30
  static getReferenceType(thing: Value<IReferenceTypeMap>): ReferenceType;
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31
  private referenceCursor;