@wayward/types 2.12.2-beta.dev.20221219.1 → 2.12.3-beta

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1348) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +10 -10
  3. package/definitions/cplusplus/index.d.ts +126 -126
  4. package/definitions/game/IGlobal.d.ts +94 -94
  5. package/definitions/game/Init.d.ts +19 -19
  6. package/definitions/game/Production.d.ts +10 -10
  7. package/definitions/game/Uninit.d.ts +15 -15
  8. package/definitions/game/audio/Audio.d.ts +79 -79
  9. package/definitions/game/audio/DefaultMusicHandler.d.ts +21 -21
  10. package/definitions/game/audio/IAudio.d.ts +87 -87
  11. package/definitions/game/audio/IMusic.d.ts +15 -15
  12. package/definitions/game/audio/Music.d.ts +13 -13
  13. package/definitions/game/audio/SoundEffects.d.ts +13 -13
  14. package/definitions/game/command/CommandManager.d.ts +35 -35
  15. package/definitions/game/command/Commands.d.ts +13 -13
  16. package/definitions/game/command/ICommand.d.ts +31 -31
  17. package/definitions/game/command/ICommandManager.d.ts +16 -16
  18. package/definitions/game/command/commands/Backup.d.ts +13 -13
  19. package/definitions/game/command/commands/Ban.d.ts +13 -13
  20. package/definitions/game/command/commands/Banned.d.ts +13 -13
  21. package/definitions/game/command/commands/Commands.d.ts +13 -13
  22. package/definitions/game/command/commands/Kick.d.ts +13 -13
  23. package/definitions/game/command/commands/Pause.d.ts +13 -13
  24. package/definitions/game/command/commands/Ping.d.ts +13 -13
  25. package/definitions/game/command/commands/Players.d.ts +13 -13
  26. package/definitions/game/command/commands/Save.d.ts +13 -13
  27. package/definitions/game/command/commands/Sync.d.ts +13 -13
  28. package/definitions/game/command/commands/Unban.d.ts +13 -13
  29. package/definitions/game/event/EventBuses.d.ts +124 -121
  30. package/definitions/game/event/EventEmitter.d.ts +96 -96
  31. package/definitions/game/event/EventManager.d.ts +47 -47
  32. package/definitions/game/game/Game.d.ts +185 -185
  33. package/definitions/game/game/IGame.d.ts +294 -294
  34. package/definitions/game/game/ILoot.d.ts +16 -16
  35. package/definitions/game/game/IObject.d.ts +55 -55
  36. package/definitions/game/game/ItemDoodadGroups.d.ts +14 -14
  37. package/definitions/game/game/ObjectManager.d.ts +36 -36
  38. package/definitions/game/game/VotingManager.d.ts +44 -44
  39. package/definitions/game/game/WorldZ.d.ts +16 -16
  40. package/definitions/game/game/biome/Biomes.d.ts +12 -12
  41. package/definitions/game/game/biome/IBiome.d.ts +75 -75
  42. package/definitions/game/game/biome/arid/Arid.d.ts +23 -23
  43. package/definitions/game/game/biome/arid/mapGen/2.10.0.d.ts +12 -12
  44. package/definitions/game/game/biome/arid/mapGen/2.11.0.d.ts +12 -12
  45. package/definitions/game/game/biome/arid/mapGen/2.12.0.d.ts +12 -12
  46. package/definitions/game/game/biome/arid/mapGen/2.9.0.d.ts +12 -12
  47. package/definitions/game/game/biome/coastal/Coastal.d.ts +23 -23
  48. package/definitions/game/game/biome/coastal/mapGen/2.10.0.d.ts +12 -12
  49. package/definitions/game/game/biome/coastal/mapGen/2.11.0.d.ts +12 -12
  50. package/definitions/game/game/biome/coastal/mapGen/2.12.0.d.ts +12 -12
  51. package/definitions/game/game/biome/coastal/mapGen/2.12.1.d.ts +12 -12
  52. package/definitions/game/game/biome/coastal/mapGen/2.9.0.d.ts +12 -12
  53. package/definitions/game/game/biome/iceCap/IceCap.d.ts +23 -23
  54. package/definitions/game/game/biome/iceCap/mapGen/2.10.0.d.ts +12 -12
  55. package/definitions/game/game/biome/iceCap/mapGen/2.11.0.d.ts +12 -12
  56. package/definitions/game/game/biome/iceCap/mapGen/2.12.0.d.ts +12 -12
  57. package/definitions/game/game/biome/iceCap/mapGen/2.12.1.d.ts +12 -12
  58. package/definitions/game/game/biome/iceCap/mapGen/2.9.0.d.ts +12 -12
  59. package/definitions/game/game/biome/volcanic/Volcanic.d.ts +23 -23
  60. package/definitions/game/game/biome/volcanic/mapGen/2.11.0.d.ts +12 -12
  61. package/definitions/game/game/biome/volcanic/mapGen/2.12.0.d.ts +12 -12
  62. package/definitions/game/game/biome/wetlands/Wetlands.d.ts +23 -23
  63. package/definitions/game/game/biome/wetlands/mapGen/2.12.0.d.ts +12 -12
  64. package/definitions/game/game/doodad/Doodad.d.ts +294 -294
  65. package/definitions/game/game/doodad/DoodadInfo.d.ts +24 -24
  66. package/definitions/game/game/doodad/DoodadManager.d.ts +93 -93
  67. package/definitions/game/game/doodad/Doodads.d.ts +15 -15
  68. package/definitions/game/game/doodad/IDoodad.d.ts +400 -400
  69. package/definitions/game/game/entity/Entity.d.ts +175 -175
  70. package/definitions/game/game/entity/EntityManager.d.ts +40 -40
  71. package/definitions/game/game/entity/Human.d.ts +372 -372
  72. package/definitions/game/game/entity/IEntity.d.ts +224 -224
  73. package/definitions/game/game/entity/IEntityManager.d.ts +22 -22
  74. package/definitions/game/game/entity/IHuman.d.ts +515 -515
  75. package/definitions/game/game/entity/IStats.d.ts +174 -174
  76. package/definitions/game/game/entity/StatFactory.d.ts +136 -136
  77. package/definitions/game/game/entity/Stats.d.ts +167 -167
  78. package/definitions/game/game/entity/StatusEffects.d.ts +35 -35
  79. package/definitions/game/game/entity/action/Action.d.ts +107 -107
  80. package/definitions/game/game/entity/action/ActionArguments.d.ts +16 -16
  81. package/definitions/game/game/entity/action/ActionExecutor.d.ts +139 -139
  82. package/definitions/game/game/entity/action/Actions.d.ts +14 -14
  83. package/definitions/game/game/entity/action/ActionsRegistration.d.ts +146 -146
  84. package/definitions/game/game/entity/action/IAction.d.ts +412 -412
  85. package/definitions/game/game/entity/action/actions/Absorb.d.ts +19 -19
  86. package/definitions/game/game/entity/action/actions/AddFuel.d.ts +18 -18
  87. package/definitions/game/game/entity/action/actions/Alter.d.ts +19 -19
  88. package/definitions/game/game/entity/action/actions/Apply.d.ts +12 -12
  89. package/definitions/game/game/entity/action/actions/AttachContainer.d.ts +19 -19
  90. package/definitions/game/game/entity/action/actions/Attack.d.ts +47 -47
  91. package/definitions/game/game/entity/action/actions/Build.d.ts +24 -24
  92. package/definitions/game/game/entity/action/actions/Butcher.d.ts +21 -21
  93. package/definitions/game/game/entity/action/actions/Cast.d.ts +23 -23
  94. package/definitions/game/game/entity/action/actions/Chop.d.ts +12 -12
  95. package/definitions/game/game/entity/action/actions/CloseContainer.d.ts +12 -12
  96. package/definitions/game/game/entity/action/actions/CloseDoor.d.ts +12 -12
  97. package/definitions/game/game/entity/action/actions/ConsumeItem.d.ts +19 -19
  98. package/definitions/game/game/entity/action/actions/CopyMap.d.ts +24 -24
  99. package/definitions/game/game/entity/action/actions/Craft.d.ts +24 -24
  100. package/definitions/game/game/entity/action/actions/CraftNew.d.ts +17 -17
  101. package/definitions/game/game/entity/action/actions/CreateControllableNPC.d.ts +14 -14
  102. package/definitions/game/game/entity/action/actions/Cure.d.ts +12 -12
  103. package/definitions/game/game/entity/action/actions/DamageMap.d.ts +14 -14
  104. package/definitions/game/game/entity/action/actions/DetachContainer.d.ts +21 -21
  105. package/definitions/game/game/entity/action/actions/Dig.d.ts +31 -31
  106. package/definitions/game/game/entity/action/actions/Disassemble.d.ts +23 -23
  107. package/definitions/game/game/entity/action/actions/Dismantle.d.ts +22 -22
  108. package/definitions/game/game/entity/action/actions/Dismount.d.ts +12 -12
  109. package/definitions/game/game/entity/action/actions/DrawMap.d.ts +14 -14
  110. package/definitions/game/game/entity/action/actions/DrinkInFront.d.ts +22 -22
  111. package/definitions/game/game/entity/action/actions/DrinkItem.d.ts +12 -12
  112. package/definitions/game/game/entity/action/actions/Drop.d.ts +15 -15
  113. package/definitions/game/game/entity/action/actions/Eat.d.ts +12 -12
  114. package/definitions/game/game/entity/action/actions/Enchant.d.ts +19 -19
  115. package/definitions/game/game/entity/action/actions/Enhance.d.ts +19 -19
  116. package/definitions/game/game/entity/action/actions/Equip.d.ts +15 -15
  117. package/definitions/game/game/entity/action/actions/Extinguish.d.ts +14 -14
  118. package/definitions/game/game/entity/action/actions/Exude.d.ts +19 -19
  119. package/definitions/game/game/entity/action/actions/Fire.d.ts +17 -17
  120. package/definitions/game/game/entity/action/actions/Gather.d.ts +69 -69
  121. package/definitions/game/game/entity/action/actions/GatherLiquid.d.ts +58 -58
  122. package/definitions/game/game/entity/action/actions/GrabAll.d.ts +12 -12
  123. package/definitions/game/game/entity/action/actions/Grasp.d.ts +19 -19
  124. package/definitions/game/game/entity/action/actions/Harvest.d.ts +24 -24
  125. package/definitions/game/game/entity/action/actions/Heal.d.ts +12 -12
  126. package/definitions/game/game/entity/action/actions/HealOther.d.ts +26 -26
  127. package/definitions/game/game/entity/action/actions/Hitch.d.ts +12 -12
  128. package/definitions/game/game/entity/action/actions/Idle.d.ts +15 -15
  129. package/definitions/game/game/entity/action/actions/Ignite.d.ts +19 -19
  130. package/definitions/game/game/entity/action/actions/InterruptResponse.d.ts +14 -0
  131. package/definitions/game/game/entity/action/actions/Jump.d.ts +21 -21
  132. package/definitions/game/game/entity/action/actions/Learn.d.ts +14 -14
  133. package/definitions/game/game/entity/action/actions/Lockpick.d.ts +21 -21
  134. package/definitions/game/game/entity/action/actions/Melee.d.ts +12 -12
  135. package/definitions/game/game/entity/action/actions/Mine.d.ts +12 -12
  136. package/definitions/game/game/entity/action/actions/Move.d.ts +20 -20
  137. package/definitions/game/game/entity/action/actions/MoveItem.d.ts +48 -48
  138. package/definitions/game/game/entity/action/actions/MoveTo.d.ts +20 -20
  139. package/definitions/game/game/entity/action/actions/Navigate.d.ts +15 -15
  140. package/definitions/game/game/entity/action/actions/Offer.d.ts +19 -19
  141. package/definitions/game/game/entity/action/actions/OpenBottle.d.ts +14 -14
  142. package/definitions/game/game/entity/action/actions/OpenContainer.d.ts +12 -12
  143. package/definitions/game/game/entity/action/actions/OpenDoor.d.ts +12 -12
  144. package/definitions/game/game/entity/action/actions/PackGround.d.ts +12 -12
  145. package/definitions/game/game/entity/action/actions/Paddle.d.ts +14 -0
  146. package/definitions/game/game/entity/action/actions/Pet.d.ts +18 -18
  147. package/definitions/game/game/entity/action/actions/{PickUp.d.ts → Pickup.d.ts} +27 -27
  148. package/definitions/game/game/entity/action/actions/{PickUpAllItems.d.ts → PickupAllItems.d.ts} +18 -18
  149. package/definitions/game/game/entity/action/actions/{PickUpExcrement.d.ts → PickupExcrement.d.ts} +24 -24
  150. package/definitions/game/game/entity/action/actions/{PickUpItem.d.ts → PickupItem.d.ts} +13 -13
  151. package/definitions/game/game/entity/action/actions/PlaceDown.d.ts +12 -12
  152. package/definitions/game/game/entity/action/actions/Plant.d.ts +26 -26
  153. package/definitions/game/game/entity/action/actions/Pour.d.ts +33 -33
  154. package/definitions/game/game/entity/action/actions/PourOnYourself.d.ts +19 -19
  155. package/definitions/game/game/entity/action/actions/Preserve.d.ts +21 -21
  156. package/definitions/game/game/entity/action/actions/PromptResponse.d.ts +18 -18
  157. package/definitions/game/game/entity/action/actions/PropOpenDoor.d.ts +12 -12
  158. package/definitions/game/game/entity/action/actions/ProtectItem.d.ts +12 -12
  159. package/definitions/game/game/entity/action/actions/Read.d.ts +22 -22
  160. package/definitions/game/game/entity/action/actions/ReadMap.d.ts +14 -14
  161. package/definitions/game/game/entity/action/actions/Refine.d.ts +19 -19
  162. package/definitions/game/game/entity/action/actions/Reinforce.d.ts +22 -22
  163. package/definitions/game/game/entity/action/actions/Release.d.ts +18 -18
  164. package/definitions/game/game/entity/action/actions/RemoveControllableNPC.d.ts +14 -14
  165. package/definitions/game/game/entity/action/actions/Rename.d.ts +16 -16
  166. package/definitions/game/game/entity/action/actions/RenameIsland.d.ts +14 -14
  167. package/definitions/game/game/entity/action/actions/Repair.d.ts +25 -25
  168. package/definitions/game/game/entity/action/actions/Respawn.d.ts +18 -18
  169. package/definitions/game/game/entity/action/actions/Rest.d.ts +25 -25
  170. package/definitions/game/game/entity/action/actions/RestCancel.d.ts +13 -13
  171. package/definitions/game/game/entity/action/actions/Ride.d.ts +12 -12
  172. package/definitions/game/game/entity/action/actions/Rub.d.ts +16 -16
  173. package/definitions/game/game/entity/action/actions/RubClockwise.d.ts +14 -14
  174. package/definitions/game/game/entity/action/actions/RubCounterClockwise.d.ts +14 -14
  175. package/definitions/game/game/entity/action/actions/SailToCivilization.d.ts +19 -19
  176. package/definitions/game/game/entity/action/actions/SailToIsland.d.ts +18 -18
  177. package/definitions/game/game/entity/action/actions/SetDown.d.ts +24 -24
  178. package/definitions/game/game/entity/action/actions/Shoot.d.ts +22 -22
  179. package/definitions/game/game/entity/action/actions/Sleep.d.ts +12 -12
  180. package/definitions/game/game/entity/action/actions/SmotherFire.d.ts +28 -28
  181. package/definitions/game/game/entity/action/actions/Squeeze.d.ts +14 -14
  182. package/definitions/game/game/entity/action/actions/StartFire.d.ts +31 -31
  183. package/definitions/game/game/entity/action/actions/StokeFire.d.ts +24 -24
  184. package/definitions/game/game/entity/action/actions/Tame.d.ts +19 -19
  185. package/definitions/game/game/entity/action/actions/Teleport.d.ts +16 -16
  186. package/definitions/game/game/entity/action/actions/TellTime.d.ts +14 -14
  187. package/definitions/game/game/entity/action/actions/TestDepth.d.ts +24 -24
  188. package/definitions/game/game/entity/action/actions/Throw.d.ts +12 -12
  189. package/definitions/game/game/entity/action/actions/Till.d.ts +12 -12
  190. package/definitions/game/game/entity/action/actions/ToggleContainer.d.ts +21 -21
  191. package/definitions/game/game/entity/action/actions/ToggleDoor.d.ts +23 -23
  192. package/definitions/game/game/entity/action/actions/ToggleHitch.d.ts +20 -20
  193. package/definitions/game/game/entity/action/actions/ToggleProtectItem.d.ts +14 -14
  194. package/definitions/game/game/entity/action/actions/ToggleTilled.d.ts +25 -25
  195. package/definitions/game/game/entity/action/actions/ToggleVehicle.d.ts +33 -33
  196. package/definitions/game/game/entity/action/actions/Trade.d.ts +14 -14
  197. package/definitions/game/game/entity/action/actions/Transmogrify.d.ts +19 -19
  198. package/definitions/game/game/entity/action/actions/Unequip.d.ts +14 -14
  199. package/definitions/game/game/entity/action/actions/Unhitch.d.ts +12 -12
  200. package/definitions/game/game/entity/action/actions/UnprotectItem.d.ts +12 -12
  201. package/definitions/game/game/entity/action/actions/UpdateDirection.d.ts +16 -16
  202. package/definitions/game/game/entity/action/actions/UpdateGameOption.d.ts +14 -14
  203. package/definitions/game/game/entity/action/actions/UpdateItemOrder.d.ts +14 -14
  204. package/definitions/game/game/entity/action/actions/UpdateItemQuickSlot.d.ts +14 -0
  205. package/definitions/game/game/entity/action/actions/UpdateOption.d.ts +14 -14
  206. package/definitions/game/game/entity/action/actions/UpdateWalkPath.d.ts +14 -14
  207. package/definitions/game/game/entity/action/actions/Upgrade.d.ts +27 -27
  208. package/definitions/game/game/entity/action/actions/UseItem.d.ts +14 -0
  209. package/definitions/game/game/entity/action/actions/helper/ConfirmGatherHarvest.d.ts +13 -13
  210. package/definitions/game/game/entity/action/actions/helper/ConfirmHealUninjured.d.ts +13 -13
  211. package/definitions/game/game/entity/action/actions/helper/ConfirmItemOnFire.d.ts +13 -13
  212. package/definitions/game/game/entity/action/actions/helper/ConfirmOnFire.d.ts +16 -16
  213. package/definitions/game/game/entity/action/actions/helper/ConsumeItemType.d.ts +16 -16
  214. package/definitions/game/game/entity/action/actions/helper/GatherTreasure.d.ts +22 -0
  215. package/definitions/game/game/entity/action/actions/helper/Inventories.d.ts +19 -19
  216. package/definitions/game/game/entity/action/actions/helper/TreasureGathering.d.ts +48 -48
  217. package/definitions/game/game/entity/action/actions/map/GetObfuscation.d.ts +17 -17
  218. package/definitions/game/game/entity/action/actions/map/MapQuality.d.ts +20 -20
  219. package/definitions/game/game/entity/action/usable/IUsableAction.d.ts +248 -248
  220. package/definitions/game/game/entity/action/usable/UsableAction.d.ts +80 -80
  221. package/definitions/game/game/entity/action/usable/UsableActionItemFinder.d.ts +16 -16
  222. package/definitions/game/game/entity/action/usable/UsableActionRegistrar.d.ts +87 -87
  223. package/definitions/game/game/entity/action/usable/UsableActionTranslator.d.ts +37 -37
  224. package/definitions/game/game/entity/action/usable/UsableActionType.d.ts +80 -80
  225. package/definitions/game/game/entity/action/usable/actions/UsableActionRename.d.ts +16 -16
  226. package/definitions/game/game/entity/action/usable/actions/UsableActionsActionBar.d.ts +10 -10
  227. package/definitions/game/game/entity/action/usable/actions/UsableActionsCreatures.d.ts +13 -13
  228. package/definitions/game/game/entity/action/usable/actions/UsableActionsDynamic.d.ts +35 -35
  229. package/definitions/game/game/entity/action/usable/actions/UsableActionsMain.d.ts +65 -65
  230. package/definitions/game/game/entity/action/usable/actions/UsableActionsMisc.d.ts +13 -13
  231. package/definitions/game/game/entity/action/usable/actions/UsableActionsUseNPC.d.ts +18 -18
  232. package/definitions/game/game/entity/action/usable/actions/UsableActionsWorld.d.ts +25 -25
  233. package/definitions/game/game/entity/action/usable/actions/doodad/IUsableActionsDoodad.d.ts +25 -25
  234. package/definitions/game/game/entity/action/usable/actions/doodad/UsableActionsDoodads.d.ts +13 -13
  235. package/definitions/game/game/entity/action/usable/actions/doodad/UsableActionsDoor.d.ts +13 -13
  236. package/definitions/game/game/entity/action/usable/actions/doodad/UsableActionsUseDoodad.d.ts +18 -18
  237. package/definitions/game/game/entity/action/usable/actions/item/UsableActionCraft.d.ts +13 -13
  238. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsEquip.d.ts +13 -13
  239. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemDrop.d.ts +14 -14
  240. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemMisc.d.ts +13 -13
  241. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemMove.d.ts +13 -13
  242. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemPickUp.d.ts +13 -13
  243. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsProtect.d.ts +13 -13
  244. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsUseItem.d.ts +37 -37
  245. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsXWithY.d.ts +13 -13
  246. package/definitions/game/game/entity/action/usable/actions/itemdoodad/IUsableActionsItemDoodad.d.ts +28 -28
  247. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsContainer.d.ts +13 -13
  248. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsExtinguish.d.ts +13 -13
  249. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsRest.d.ts +13 -13
  250. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsVehicle.d.ts +13 -13
  251. package/definitions/game/game/entity/action/usable/actions/itemhands/UsableActionsTill.d.ts +13 -13
  252. package/definitions/game/game/entity/action/usable/actions/itemhands/UsableActionsWithHands.d.ts +13 -13
  253. package/definitions/game/game/entity/creature/Creature.d.ts +145 -145
  254. package/definitions/game/game/entity/creature/CreatureManager.d.ts +87 -87
  255. package/definitions/game/game/entity/creature/CreatureSpawning.d.ts +33 -33
  256. package/definitions/game/game/entity/creature/Creatures.d.ts +16 -16
  257. package/definitions/game/game/entity/creature/ICreature.d.ts +297 -297
  258. package/definitions/game/game/entity/creature/ICreatureManager.d.ts +15 -15
  259. package/definitions/game/game/entity/creature/Pathing.d.ts +30 -30
  260. package/definitions/game/game/entity/creature/corpse/Corpse.d.ts +82 -82
  261. package/definitions/game/game/entity/creature/corpse/CorpseManager.d.ts +30 -30
  262. package/definitions/game/game/entity/creature/corpse/Corpses.d.ts +14 -14
  263. package/definitions/game/game/entity/creature/corpse/ICorpse.d.ts +32 -32
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  1298. package/definitions/hosts/electron/main/util/game.d.ts +11 -11
  1299. package/definitions/hosts/electron/main/util/objects.d.ts +18 -18
  1300. package/definitions/hosts/electron/preload/greenworks.d.ts +11 -11
  1301. package/definitions/hosts/electron/preload/index.d.ts +11 -11
  1302. package/definitions/hosts/electron/preload/ipc.d.ts +13 -13
  1303. package/definitions/hosts/electron/preload/wayward-napi.d.ts +11 -11
  1304. package/definitions/hosts/node/index.d.ts +11 -11
  1305. package/definitions/hosts/node/nodeLoader.d.ts +24 -24
  1306. package/definitions/hosts/shared/args.d.ts +21 -21
  1307. package/definitions/hosts/shared/baseLoader.d.ts +19 -19
  1308. package/definitions/hosts/shared/globalTypes.d.ts +40 -40
  1309. package/definitions/hosts/shared/globals.d.ts +17 -17
  1310. package/definitions/hosts/shared/interfaces.d.ts +285 -285
  1311. package/definitions/hosts/shared/ipc/electron.d.ts +30 -30
  1312. package/definitions/hosts/shared/ipc/fileSystem.d.ts +47 -47
  1313. package/definitions/hosts/shared/ipc/handlers/fileSystem/fileSystem.d.ts +53 -53
  1314. package/definitions/hosts/shared/ipc/handlers/fileSystem/logFile.d.ts +22 -22
  1315. package/definitions/hosts/shared/ipc/handlers/os/os.d.ts +22 -22
  1316. package/definitions/hosts/shared/ipc/os.d.ts +23 -23
  1317. package/definitions/hosts/shared/ipc.d.ts +14 -14
  1318. package/definitions/hosts/webworker/index.d.ts +12 -12
  1319. package/definitions/hosts/webworker/load.d.ts +11 -11
  1320. package/definitions/matchmakingserver/dedicatedServer.d.ts +27 -27
  1321. package/definitions/matchmakingserver/directoryConnection.d.ts +31 -31
  1322. package/definitions/matchmakingserver/globalMatchmaking.d.ts +24 -24
  1323. package/definitions/matchmakingserver/globalServerDirectory.d.ts +35 -35
  1324. package/definitions/matchmakingserver/index.d.ts +13 -13
  1325. package/definitions/matchmakingserver/server.d.ts +36 -36
  1326. package/definitions/matchmakingserver/shared.d.ts +148 -148
  1327. package/definitions/matchmakingserver/vps.d.ts +11 -11
  1328. package/definitions/test/core/application.d.ts +66 -66
  1329. package/definitions/test/core/applicationDom.d.ts +31 -31
  1330. package/definitions/test/core/applicationInteractions.d.ts +98 -98
  1331. package/definitions/test/core/applicationLogger.d.ts +20 -20
  1332. package/definitions/test/core/applicationManager.d.ts +86 -86
  1333. package/definitions/test/core/chromeDriver.d.ts +21 -21
  1334. package/definitions/test/index.d.ts +18 -18
  1335. package/definitions/test/interfaces.d.ts +54 -52
  1336. package/definitions/test/suite/functionalTests/multiplayer/Multiplayer.spec.d.ts +13 -13
  1337. package/definitions/test/suite/functionalTests/singleplayer/SaveImport.spec.d.ts +13 -13
  1338. package/definitions/test/suite/functionalTests/singleplayer/Singleplayer.spec.d.ts +13 -13
  1339. package/definitions/test/suite/unitTests/game/Actions.spec.d.ts +13 -13
  1340. package/definitions/test/suite/unitTests/game/Island.spec.d.ts +13 -13
  1341. package/definitions/test/suite/unitTests/utilities/KdTree.spec.d.ts +13 -13
  1342. package/definitions/test/suite/unitTests/utilities/MagicalPropertyManager.spec.d.ts +13 -13
  1343. package/definitions/test/util/logs.d.ts +11 -11
  1344. package/definitions/test/util/mochaNUnitReporter.d.ts +38 -38
  1345. package/definitions/test/util/random.d.ts +12 -12
  1346. package/package.json +24 -24
  1347. package/tsconfig.json +7 -7
  1348. package/tsconfig.mod.base.json +44 -44
@@ -1,339 +1,339 @@
1
- /*!
2
- * Copyright 2011-2021 Unlok
3
- * https://www.unlok.ca
4
- *
5
- * Credits & Thanks:
6
- * https://www.unlok.ca/credits-thanks/
7
- *
8
- * 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:
9
- * https://github.com/WaywardGame/types/wiki
10
- */
11
- import EventEmitter from "event/EventEmitter";
12
- import type { BiomeTypes } from "game/biome/IBiome";
13
- import DoodadManager from "game/doodad/DoodadManager";
14
- import CorpseManager from "game/entity/creature/corpse/CorpseManager";
15
- import Creature from "game/entity/creature/Creature";
16
- import CreatureManager from "game/entity/creature/CreatureManager";
17
- import type { IDamageInfo, IDamageOutcome, IDamageOutcomeInput } from "game/entity/creature/ICreature";
18
- import FlowFieldManager from "game/entity/flowfield/FlowFieldManager";
19
- import Human from "game/entity/Human";
20
- import { SkillType } from "game/entity/IHuman";
21
- import NPCManager from "game/entity/npc/NPCManager";
22
- import type { IGameOld } from "game/IGame";
23
- import { FireType, TickFlag, TileUpdateType } from "game/IGame";
24
- import { Quality } from "game/IObject";
25
- import type { IIslandEvents, IIslandLoadOptions, ISeeds, IslandId, IWaterContamination, IWaterFill, IWell } from "game/island/IIsland";
26
- import { WaterType } from "game/island/IIsland";
27
- import type { ILiquidGather } from "game/item/IItem";
28
- import type { IRequirementInfo } from "game/item/IItemManager";
29
- import ItemManager from "game/item/ItemManager";
30
- import type DrawnMap from "game/mapping/DrawnMap";
31
- import type { IGameOptions } from "game/options/IGameOptions";
32
- import type { IslandModifiersCollection } from "game/options/modifiers/island/IslandModifiers";
33
- import type { IReferenceable } from "game/reference/IReferenceManager";
34
- import TemperatureManager from "game/temperature/TemperatureManager";
35
- import type { ITerrainDescription, ITile, ITileContainer, ITileData } from "game/tile/ITerrain";
36
- import { TerrainType } from "game/tile/ITerrain";
37
- import type { ITerrainLoot, ITerrainLootItem } from "game/tile/TerrainResources";
38
- import TileEventManager from "game/tile/TileEventManager";
39
- import TimeManager from "game/time/TimeManager";
40
- import Translation from "language/Translation";
41
- import World from "renderer/world/World";
42
- import type { IPreSerializeCallback, ISerializer } from "save/serializer/ISerializer";
43
- import { Direction } from "utilities/math/Direction";
44
- import type { IVector2, IVector3 } from "utilities/math/IVector";
45
- import Vector3 from "utilities/math/Vector3";
46
- import type { Random, SeededGenerator } from "utilities/random/Random";
47
- import type { IVersionInfo } from "utilities/Version";
48
- export interface IIslandDetails {
49
- seed: number;
50
- random: Random;
51
- biomeType: BiomeTypes;
52
- offset: IVector2;
53
- }
54
- export declare module IIslandDetails {
55
- const NOOP: IIslandDetails;
56
- }
57
- /**
58
- * Represents the worlds island
59
- * Items, Creatures, Npcs, etc.. all exist on the island
60
- */
61
- export default class Island extends EventEmitter.Host<IIslandEvents> implements IReferenceable, IPreSerializeCallback {
62
- static getBiomeType(x: number, y: number): BiomeTypes;
63
- static getDetails(x: number, y: number): IIslandDetails;
64
- static generateDetails(position: IVector2, seed?: number): IIslandDetails;
65
- corpses: CorpseManager;
66
- creatures: CreatureManager;
67
- doodads: DoodadManager;
68
- flowFieldManager: FlowFieldManager;
69
- items: ItemManager;
70
- npcs: NPCManager;
71
- temperature: TemperatureManager;
72
- tileEvents: TileEventManager;
73
- time: TimeManager;
74
- biomeType: BiomeTypes;
75
- civilizationScore: number;
76
- civilizationScoreTiles: Record<number, number>;
77
- contaminatedWater: IWaterContamination[];
78
- creatureSpawnTimer: number;
79
- mapGenVersion: string;
80
- name?: string;
81
- position: IVector2;
82
- referenceId?: number;
83
- saveVersion: string;
84
- tileContainers: ITileContainer[];
85
- tileData: SaferNumberIndexedObject<SaferNumberIndexedObject<SaferNumberIndexedObject<ITileData[]>>>;
86
- treasureMaps: DrawnMap[];
87
- version: string;
88
- wellData: SaferNumberIndexedObject<IWell>;
89
- loadCount: number;
90
- seeds: ISeeds;
91
- readonly seededRandom: Random<SeededGenerator>;
92
- /**
93
- * Set of players on this island
94
- */
95
- readonly players: Set<Human>;
96
- /**
97
- * Entity move types in fov on this island
98
- * `${z}-${moveType}` -> Humans
99
- */
100
- readonly moveTypesInFov: Map<string, Set<Human>>;
101
- previousSaveVersion: IVersionInfo | undefined;
102
- brokenReferencesCount: number;
103
- spawnPoint: IVector3;
104
- private _loadedReferences;
105
- private _tiles;
106
- private _world;
107
- modifiersCollection?: IslandModifiersCollection;
108
- details?: IIslandDetails;
109
- ranUpgrades: boolean;
110
- constructor(position?: IVector2, seed?: number);
111
- toString(): string;
112
- private registerMemoryLeakDetector;
113
- preSerializeObject(serializer: ISerializer): void;
114
- onUnserialized(): void;
115
- get id(): `${number},${number}`;
116
- get biome(): import("game/biome/IBiome").IBiomeDescription;
117
- get isLoaded(): boolean;
118
- get hasLoadedItemReferences(): boolean;
119
- get isLocalIsland(): boolean;
120
- get world(): World;
121
- /**
122
- * Check if this island has players on it
123
- */
124
- get isActive(): boolean;
125
- get isDefaultIsland(): boolean;
126
- getDetails(): IIslandDetails;
127
- onActivated(): void;
128
- onDeactivated(): void;
129
- private gameOptionsCached?;
130
- getGameOptions(): IGameOptions;
131
- clearGameOptionsCache(): void;
132
- rename(human: Human, newName: string): void;
133
- private generatedName?;
134
- getName(useGenerated?: boolean): string;
135
- private getNameDescriptor;
136
- private getNameNoun;
137
- getNeighboringIslands(): Island[];
138
- load(options?: Partial<IIslandLoadOptions>): Promise<void>;
139
- private initializeIslandModifiers;
140
- /**
141
- * Unload the island from memory
142
- * Removes all players and stores tiles references
143
- * @param resetState True if the game state is resetting
144
- */
145
- unload(): void;
146
- delete(): void;
147
- private deleteIfDeserialized;
148
- private fastForward;
149
- hydrateFromOldGame(oldGame: IGameOld): void;
150
- /**
151
- * Gets the total distance away the current island is from 0, 0 as a positive value.
152
- * @returns The distance as a positive number.
153
- */
154
- getIslandDistance(): number;
155
- /**
156
- * Gets the default terrain type that should be under a tile (in the case of melting or removing it in some way).
157
- * @param tile ITile that we are getting the default terrain type for.
158
- * @returns The default terrain type with a fallback to dirt (which shouldn't happen without mods or bugs).
159
- */
160
- getDefaultTerrainType(tile: ITile): TerrainType;
161
- checkForHiddenMob(human: Human, x: number, y: number, z: number): void;
162
- isMapEdge(x: number, y: number): boolean;
163
- /**
164
- * Ensures a point is valid and is not the edge of the map
165
- */
166
- ensureValidPoint<T extends IVector2>(point?: T): T | undefined;
167
- getTileFromPoint(point: IVector3): ITile;
168
- getTile(x: number, y: number, z: number): ITile;
169
- getTileSafe(x: number, y: number, z: number): ITile | undefined;
170
- setTile(x: number, y: number, z: number, tile: ITile): ITile;
171
- setTiles(tiles: ITile[]): void;
172
- getOrCreateTile(index: number): ITile;
173
- changeTile(newTileInfo: TerrainType | ITileData, x: number, y: number, z: number, stackTiles: boolean, dropTiles?: boolean): void;
174
- makeLavaPassage(human: Human): TerrainType | undefined;
175
- makeCaveEntrance(human: Human, chance?: number): TerrainType | undefined;
176
- getTileData(x: number, y: number, z: number): ITileData[] | undefined;
177
- getOrCreateTileData(x: number, y: number, z: number): ITileData[];
178
- updateFlowFieldTile(tile: ITile, x: number, y: number, z: number, tileUpdateType: TileUpdateType, updatedRenderer?: boolean): void;
179
- isTilled(x: number, y: number, z: number): boolean;
180
- packGround(x: number, y: number, z: number): void;
181
- /**
182
- * Removes the top tiledata (index 0) from the tile
183
- * If there is no remaining tile data, a new tile data will be added with the newTileTypeWhenEmpty type
184
- */
185
- removeTopTile(x: number, y: number, z: number, newTileTypeWhenEmpty: TerrainType | ((tile: ITile) => TerrainType)): void;
186
- /**
187
- * Checks if island.tileData is synced with ITile.data
188
- */
189
- checkTileState(): void;
190
- isPositionFull(x: number, y: number, z: number): boolean;
191
- isTileFull(tile: ITile): boolean;
192
- isOnFire(tile: ITile): FireType;
193
- isTileEmpty(tile: ITile): boolean;
194
- isPositionEmpty(x: number, y: number, z: number): boolean;
195
- processWaterContamination(): void;
196
- addPlayer(human: Human, refreshStatusEffects?: boolean): void;
197
- removePlayer(human: Human, isAbsentPlayer?: boolean): void;
198
- getPlayers(includeGhosts?: boolean, includeConnecting?: boolean): Human[];
199
- isPlayerAtTile(tile: ITile, includeGhosts?: boolean, includeConnecting?: boolean): boolean;
200
- isPlayerAtPosition(x: number, y: number, z: number, includeGhosts?: boolean, includeConnecting?: boolean): boolean;
201
- getPlayersAtTile(tile: ITile, includeGhosts?: boolean, includeConnecting?: boolean): Human[];
202
- getPlayersAtPosition(position: IVector3, includeGhosts?: boolean, includeConnecting?: boolean): Human[];
203
- getPlayersAtPosition(x: number, y: number, z: number, includeGhosts?: boolean, includeConnecting?: boolean): Human[];
204
- getPlayersThatSeePosition(x: number, y: number, z: number): Human[];
205
- /**
206
- * Gets the nearest player based on x/y/z coordinates.
207
- * @param x The x coord to get the closest player.
208
- * @param y The y coord to get the closest player.
209
- * @param z The z coord to get the closest player.
210
- * @param canSee If set to true, check if the player can see the x/y/z coords. Defaults to false.
211
- */
212
- getNearestPlayer(x: number, y: number, z?: number, canSee?: boolean, includeGhosts?: boolean, includeConnecting?: boolean): {
213
- player?: Human;
214
- distance?: number;
215
- };
216
- getReputation(): number;
217
- getMalignity(): number;
218
- getBenignity(): number;
219
- getMaxHealth(): number;
220
- getMaxWeight(): number;
221
- getTactics(): number;
222
- getSkillPercent(skill: SkillType): number;
223
- getPlayerAverage(calc: (player: Human) => number | undefined, round?: boolean): number;
224
- updateReputation(reputation: number): void;
225
- /**
226
- * Check the amount of water tiles there is connected to a supplied x/y area
227
- */
228
- checkWaterFill(x: number, y: number, z: number, needed: number, waterType: WaterType, waterFill?: IWaterFill): number;
229
- getSpawnPoint(): IVector3;
230
- consumeWaterTile(x: number, y: number, z: number): void;
231
- calculateDamageOutcome(input: IDamageOutcomeInput): IDamageOutcome | undefined;
232
- damage(target: Human | Creature, damageInfo: IDamageInfo, causesBlood?: boolean): number | undefined;
233
- /**
234
- * Calculates the light level of a tile.
235
- * @returns 32bit number representing RED GREEN BLUE ALPHA
236
- */
237
- calculateTileLightLevel(tile: ITile, x: number, y: number, z: number): number;
238
- getLightSourceAt(x: number, y: number, z: number): number;
239
- fireBreath(x: number, y: number, z: number, facingDirection: Direction, itemName?: Translation, player?: boolean): void;
240
- coolFires(requirements: IRequirementInfo, human: Human): void;
241
- isFlammable(x: number, y: number, z: number): boolean;
242
- /**
243
- * Converts shallow single bodies of fresh/swamp water into seawater.
244
- * @param point x/y/z of the tile to check against.
245
- */
246
- contaminateNonSeawater(point: IVector3): void;
247
- /**
248
- * Create puddles around a point and limit them (so they can't expand infinitely).
249
- * @param point x/y/z of the splash/puddle source.
250
- */
251
- createPuddles(point: IVector3): void;
252
- /**
253
- * Cools the tile (such as lava) and reveals to any in-LOS players about it.
254
- * @param point x/y/z of the lava tile.
255
- * @param islandId The island ID of where we are checking so we can tell players about the cooled lava/tile.
256
- */
257
- coolTile(point: IVector3, islandId?: IslandId): void;
258
- /**
259
- * Finds either lava or water ajacent to either lava or water, and cools the lava down based its findings.
260
- * @param point x/y/z of the lava or water source.
261
- * @param islandId The island ID of where we are checking so we can tell players about the cooled lava.
262
- */
263
- coolLava(point: IVector3, islandId?: IslandId): void;
264
- /**
265
- * Contaminate water sources when new ones are created based on the surrounding water.
266
- * @param point x/y/z of the water tile created.
267
- */
268
- contaminateWater(point: IVector3): void;
269
- /**
270
- * Resets & recalculates the civilization score
271
- */
272
- recalculateCivilizationScore(): void;
273
- /**
274
- * Refreshes the provided civ score for the given tile
275
- */
276
- refreshTileCivilizationScore(tile: ITile, x: number, y: number, z: number, isRecalculating?: boolean): void;
277
- /**
278
- * Adds civilization score
279
- */
280
- addCivilizationScore(score: number, source: string | undefined): void;
281
- /**
282
- * Gets the growing speed (or chance to grow more every tick).
283
- * @param quality Quality of the item or tile to check the growing speed of.
284
- */
285
- getGrowingSpeed(terrainType: TerrainType, quality?: Quality, magicValue?: number): number;
286
- processTickFlags(tickFlag: TickFlag, ticks: number, playingHumans: Human[]): void;
287
- processTickFlagsAsync(tickFlag: TickFlag, ticks: number, playingHumans: Human[], onProgress: (progess: number) => Promise<void>): Promise<void>;
288
- /**
289
- * Possibly collapses or opens up a cave (on both sides) and breaks any doodads.
290
- * @param point Vector3 of the location to collapse or open the caves (if it exists).
291
- * @param checkType TerrainType to check if the tile point equals this before switching.
292
- */
293
- switchCave(point: Vector3, checkType?: TerrainType): void;
294
- /**
295
- * Checks to see if there is a cave and if it can be switched to collapsed from open or vice versa.
296
- * @param terrainType TerrainType to get the description of.
297
- * @param checkType TerrainType to check if the tile point equals this before switching.
298
- * @returns TerrainType that we should switch the tile into.
299
- */
300
- canSwitchCave(terrainType: TerrainType, checkType?: TerrainType): TerrainType | undefined;
301
- private updateEntityFov;
302
- private processTimers;
303
- private runRandomEvents;
304
- /**
305
- * Plants a random seed at the given coordinates based on what can grow on that tile naturally. This will replace any doodad that is there.
306
- * @param x X coordinates.
307
- * @param y Y coordinates.
308
- * @param z Z coordinates.
309
- * @returns True if a seed was planted.
310
- */
311
- plantRandomSeed(x: number, y: number, z: number): boolean;
312
- /**
313
- * Synchronizes player events
314
- * Usually called when a new player joins
315
- */
316
- synchronizeStates(playerIds: number[]): void;
317
- /**
318
- * @returns a 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.
319
- */
320
- rangeFinder(weaponRange: number, playerSkillLevel: number, get?: "random" | "min" | "max"): number;
321
- getRandomQuality(bonusQuality?: number): Quality.None | Quality.Superior | Quality.Remarkable | Quality.Exceptional;
322
- getQualityDurabilityBonus(quality: Quality, itemDurability: number, getMax?: boolean): number;
323
- /**
324
- * Only allow loading references once
325
- * Even if an island is unloaded, the loaded references will remain
326
- */
327
- loadReferences(allowFixesInMultiplayer?: boolean): void;
328
- /**
329
- * Gets the items/resources from terrain based on the TerrainResources definition and checks if it is based on the current biome type.
330
- * @param terrainLoot The resource to check.
331
- * @returns undefined if nothing set, or an array of ITerrainLootItem.
332
- */
333
- getTerrainItems(terrainLoot?: ITerrainLoot): ITerrainLootItem[] | undefined;
334
- calculateWell(position: IVector3, existingWell?: IWell): IWell;
335
- /**
336
- * Returns the type of liquid that can be gathered from the tile
337
- */
338
- getLiquidGatherType(terrainType: TerrainType, terrainDescription?: ITerrainDescription | undefined): keyof ILiquidGather | undefined;
339
- }
1
+ /*!
2
+ * Copyright 2011-2021 Unlok
3
+ * https://www.unlok.ca
4
+ *
5
+ * Credits & Thanks:
6
+ * https://www.unlok.ca/credits-thanks/
7
+ *
8
+ * 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:
9
+ * https://github.com/WaywardGame/types/wiki
10
+ */
11
+ import EventEmitter from "event/EventEmitter";
12
+ import type { BiomeTypes } from "game/biome/IBiome";
13
+ import DoodadManager from "game/doodad/DoodadManager";
14
+ import CorpseManager from "game/entity/creature/corpse/CorpseManager";
15
+ import Creature from "game/entity/creature/Creature";
16
+ import CreatureManager from "game/entity/creature/CreatureManager";
17
+ import type { IDamageInfo, IDamageOutcome, IDamageOutcomeInput } from "game/entity/creature/ICreature";
18
+ import FlowFieldManager from "game/entity/flowfield/FlowFieldManager";
19
+ import Human from "game/entity/Human";
20
+ import { SkillType } from "game/entity/IHuman";
21
+ import NPCManager from "game/entity/npc/NPCManager";
22
+ import type { IGameOld } from "game/IGame";
23
+ import { FireType, TickFlag, TileUpdateType } from "game/IGame";
24
+ import { Quality } from "game/IObject";
25
+ import type { IIslandEvents, IIslandLoadOptions, ISeeds, IslandId, IWaterContamination, IWaterFill, IWell } from "game/island/IIsland";
26
+ import { WaterType } from "game/island/IIsland";
27
+ import type { ILiquidGather } from "game/item/IItem";
28
+ import type { IRequirementInfo } from "game/item/IItemManager";
29
+ import ItemManager from "game/item/ItemManager";
30
+ import type DrawnMap from "game/mapping/DrawnMap";
31
+ import type { IGameOptions } from "game/options/IGameOptions";
32
+ import type { IslandModifiersCollection } from "game/options/modifiers/island/IslandModifiers";
33
+ import type { IReferenceable } from "game/reference/IReferenceManager";
34
+ import TemperatureManager from "game/temperature/TemperatureManager";
35
+ import type { ITerrainDescription, ITile, ITileContainer, ITileData } from "game/tile/ITerrain";
36
+ import { TerrainType } from "game/tile/ITerrain";
37
+ import type { ITerrainLoot, ITerrainLootItem } from "game/tile/TerrainResources";
38
+ import TileEventManager from "game/tile/TileEventManager";
39
+ import TimeManager from "game/time/TimeManager";
40
+ import Translation from "language/Translation";
41
+ import World from "renderer/world/World";
42
+ import type { IPreSerializeCallback, ISerializer } from "save/serializer/ISerializer";
43
+ import { Direction } from "utilities/math/Direction";
44
+ import type { IVector2, IVector3 } from "utilities/math/IVector";
45
+ import Vector3 from "utilities/math/Vector3";
46
+ import type { Random, SeededGenerator } from "utilities/random/Random";
47
+ import type { IVersionInfo } from "utilities/Version";
48
+ export interface IIslandDetails {
49
+ seed: number;
50
+ random: Random;
51
+ biomeType: BiomeTypes;
52
+ offset: IVector2;
53
+ }
54
+ export declare module IIslandDetails {
55
+ const NOOP: IIslandDetails;
56
+ }
57
+ /**
58
+ * Represents the worlds island
59
+ * Items, Creatures, Npcs, etc.. all exist on the island
60
+ */
61
+ export default class Island extends EventEmitter.Host<IIslandEvents> implements IReferenceable, IPreSerializeCallback {
62
+ static getBiomeType(x: number, y: number): BiomeTypes;
63
+ static getDetails(x: number, y: number): IIslandDetails;
64
+ static generateDetails(position: IVector2, seed?: number): IIslandDetails;
65
+ corpses: CorpseManager;
66
+ creatures: CreatureManager;
67
+ doodads: DoodadManager;
68
+ flowFieldManager: FlowFieldManager;
69
+ items: ItemManager;
70
+ npcs: NPCManager;
71
+ temperature: TemperatureManager;
72
+ tileEvents: TileEventManager;
73
+ time: TimeManager;
74
+ biomeType: BiomeTypes;
75
+ civilizationScore: number;
76
+ civilizationScoreTiles: Record<number, number>;
77
+ contaminatedWater: IWaterContamination[];
78
+ creatureSpawnTimer: number;
79
+ mapGenVersion: string;
80
+ name?: string;
81
+ position: IVector2;
82
+ referenceId?: number;
83
+ saveVersion: string;
84
+ tileContainers: ITileContainer[];
85
+ tileData: SaferNumberIndexedObject<SaferNumberIndexedObject<SaferNumberIndexedObject<ITileData[]>>>;
86
+ treasureMaps: DrawnMap[];
87
+ version: string;
88
+ wellData: SaferNumberIndexedObject<IWell>;
89
+ loadCount: number;
90
+ seeds: ISeeds;
91
+ readonly seededRandom: Random<SeededGenerator>;
92
+ /**
93
+ * Set of players on this island
94
+ */
95
+ readonly players: Set<Human>;
96
+ /**
97
+ * Entity move types in fov on this island
98
+ * `${z}-${moveType}` -> Humans
99
+ */
100
+ readonly moveTypesInFov: Map<string, Set<Human>>;
101
+ previousSaveVersion: IVersionInfo | undefined;
102
+ brokenReferencesCount: number;
103
+ spawnPoint: IVector3;
104
+ private _loadedReferences;
105
+ private _tiles;
106
+ private _world;
107
+ modifiersCollection?: IslandModifiersCollection;
108
+ details?: IIslandDetails;
109
+ ranUpgrades: boolean;
110
+ constructor(position?: IVector2, seed?: number);
111
+ toString(): string;
112
+ private registerMemoryLeakDetector;
113
+ preSerializeObject(serializer: ISerializer): void;
114
+ onUnserialized(): void;
115
+ get id(): `${number},${number}`;
116
+ get biome(): import("game/biome/IBiome").IBiomeDescription;
117
+ get isLoaded(): boolean;
118
+ get hasLoadedItemReferences(): boolean;
119
+ get isLocalIsland(): boolean;
120
+ get world(): World;
121
+ /**
122
+ * Check if this island has players on it
123
+ */
124
+ get isActive(): boolean;
125
+ get isDefaultIsland(): boolean;
126
+ getDetails(): IIslandDetails;
127
+ onActivated(): void;
128
+ onDeactivated(): void;
129
+ private gameOptionsCached?;
130
+ getGameOptions(): IGameOptions;
131
+ clearGameOptionsCache(): void;
132
+ rename(human: Human, newName: string): void;
133
+ private generatedName?;
134
+ getName(useGenerated?: boolean): string;
135
+ private getNameDescriptor;
136
+ private getNameNoun;
137
+ getNeighboringIslands(): Island[];
138
+ load(options?: Partial<IIslandLoadOptions>): Promise<void>;
139
+ private initializeIslandModifiers;
140
+ /**
141
+ * Unload the island from memory
142
+ * Removes all players and stores tiles references
143
+ * @param resetState True if the game state is resetting
144
+ */
145
+ unload(): void;
146
+ delete(): void;
147
+ private deleteIfDeserialized;
148
+ private fastForward;
149
+ hydrateFromOldGame(oldGame: IGameOld): void;
150
+ /**
151
+ * Gets the total distance away the current island is from 0, 0 as a positive value.
152
+ * @returns The distance as a positive number.
153
+ */
154
+ getIslandDistance(): number;
155
+ /**
156
+ * Gets the default terrain type that should be under a tile (in the case of melting or removing it in some way).
157
+ * @param tile ITile that we are getting the default terrain type for.
158
+ * @returns The default terrain type with a fallback to dirt (which shouldn't happen without mods or bugs).
159
+ */
160
+ getDefaultTerrainType(tile: ITile): TerrainType;
161
+ checkForHiddenMob(human: Human, x: number, y: number, z: number): void;
162
+ isMapEdge(x: number, y: number): boolean;
163
+ /**
164
+ * Ensures a point is valid and is not the edge of the map
165
+ */
166
+ ensureValidPoint<T extends IVector2>(point?: T): T | undefined;
167
+ getTileFromPoint(point: IVector3): ITile;
168
+ getTile(x: number, y: number, z: number): ITile;
169
+ getTileSafe(x: number, y: number, z: number): ITile | undefined;
170
+ setTile(x: number, y: number, z: number, tile: ITile): ITile;
171
+ setTiles(tiles: ITile[]): void;
172
+ getOrCreateTile(index: number): ITile;
173
+ changeTile(newTileInfo: TerrainType | ITileData, x: number, y: number, z: number, stackTiles: boolean, dropTiles?: boolean): void;
174
+ makeLavaPassage(human: Human): TerrainType | undefined;
175
+ makeCaveEntrance(human: Human, chance?: number): TerrainType | undefined;
176
+ getTileData(x: number, y: number, z: number): ITileData[] | undefined;
177
+ getOrCreateTileData(x: number, y: number, z: number): ITileData[];
178
+ updateFlowFieldTile(tile: ITile, x: number, y: number, z: number, tileUpdateType: TileUpdateType, updatedRenderer?: boolean): void;
179
+ isTilled(x: number, y: number, z: number): boolean;
180
+ packGround(x: number, y: number, z: number): void;
181
+ /**
182
+ * Removes the top tiledata (index 0) from the tile
183
+ * If there is no remaining tile data, a new tile data will be added with the newTileTypeWhenEmpty type
184
+ */
185
+ removeTopTile(x: number, y: number, z: number, newTileTypeWhenEmpty: TerrainType | ((tile: ITile) => TerrainType)): void;
186
+ /**
187
+ * Checks if island.tileData is synced with ITile.data
188
+ */
189
+ checkTileState(): void;
190
+ isPositionFull(x: number, y: number, z: number): boolean;
191
+ isTileFull(tile: ITile): boolean;
192
+ isOnFire(tile: ITile): FireType;
193
+ isTileEmpty(tile: ITile): boolean;
194
+ isPositionEmpty(x: number, y: number, z: number): boolean;
195
+ processWaterContamination(): void;
196
+ addPlayer(human: Human, refreshStatusEffects?: boolean): void;
197
+ removePlayer(human: Human, isAbsentPlayer?: boolean): void;
198
+ getPlayers(includeGhosts?: boolean, includeConnecting?: boolean): Human[];
199
+ isPlayerAtTile(tile: ITile, includeGhosts?: boolean, includeConnecting?: boolean): boolean;
200
+ isPlayerAtPosition(x: number, y: number, z: number, includeGhosts?: boolean, includeConnecting?: boolean): boolean;
201
+ getPlayersAtTile(tile: ITile, includeGhosts?: boolean, includeConnecting?: boolean): Human[];
202
+ getPlayersAtPosition(position: IVector3, includeGhosts?: boolean, includeConnecting?: boolean): Human[];
203
+ getPlayersAtPosition(x: number, y: number, z: number, includeGhosts?: boolean, includeConnecting?: boolean): Human[];
204
+ getPlayersThatSeePosition(x: number, y: number, z: number): Human[];
205
+ /**
206
+ * Gets the nearest player based on x/y/z coordinates.
207
+ * @param x The x coord to get the closest player.
208
+ * @param y The y coord to get the closest player.
209
+ * @param z The z coord to get the closest player.
210
+ * @param canSee If set to true, check if the player can see the x/y/z coords. Defaults to false.
211
+ */
212
+ getNearestPlayer(x: number, y: number, z?: number, canSee?: boolean, includeGhosts?: boolean, includeConnecting?: boolean): {
213
+ player?: Human;
214
+ distance?: number;
215
+ };
216
+ getReputation(): number;
217
+ getMalignity(): number;
218
+ getBenignity(): number;
219
+ getMaxHealth(): number;
220
+ getMaxWeight(): number;
221
+ getTactics(): number;
222
+ getSkillPercent(skill: SkillType): number;
223
+ getPlayerAverage(calc: (player: Human) => number | undefined, round?: boolean): number;
224
+ updateReputation(reputation: number): void;
225
+ /**
226
+ * Check the amount of water tiles there is connected to a supplied x/y area
227
+ */
228
+ checkWaterFill(x: number, y: number, z: number, needed: number, waterType: WaterType, waterFill?: IWaterFill): number;
229
+ getSpawnPoint(): IVector3;
230
+ consumeWaterTile(x: number, y: number, z: number): void;
231
+ calculateDamageOutcome(input: IDamageOutcomeInput): IDamageOutcome | undefined;
232
+ damage(target: Human | Creature, damageInfo: IDamageInfo, causesBlood?: boolean): number | undefined;
233
+ /**
234
+ * Calculates the light level of a tile.
235
+ * @returns 32bit number representing RED GREEN BLUE ALPHA
236
+ */
237
+ calculateTileLightLevel(tile: ITile, x: number, y: number, z: number): number;
238
+ getLightSourceAt(x: number, y: number, z: number): number;
239
+ fireBreath(x: number, y: number, z: number, facingDirection: Direction, itemName?: Translation, player?: boolean): void;
240
+ coolFires(requirements: IRequirementInfo, human: Human): void;
241
+ isFlammable(x: number, y: number, z: number): boolean;
242
+ /**
243
+ * Converts shallow single bodies of fresh/swamp water into seawater.
244
+ * @param point x/y/z of the tile to check against.
245
+ */
246
+ contaminateNonSeawater(point: IVector3): void;
247
+ /**
248
+ * Create puddles around a point and limit them (so they can't expand infinitely).
249
+ * @param point x/y/z of the splash/puddle source.
250
+ */
251
+ createPuddles(point: IVector3): void;
252
+ /**
253
+ * Cools the tile (such as lava) and reveals to any in-LOS players about it.
254
+ * @param point x/y/z of the lava tile.
255
+ * @param islandId The island ID of where we are checking so we can tell players about the cooled lava/tile.
256
+ */
257
+ coolTile(point: IVector3, islandId?: IslandId): void;
258
+ /**
259
+ * Finds either lava or water ajacent to either lava or water, and cools the lava down based its findings.
260
+ * @param point x/y/z of the lava or water source.
261
+ * @param islandId The island ID of where we are checking so we can tell players about the cooled lava.
262
+ */
263
+ coolLava(point: IVector3, islandId?: IslandId): void;
264
+ /**
265
+ * Contaminate water sources when new ones are created based on the surrounding water.
266
+ * @param point x/y/z of the water tile created.
267
+ */
268
+ contaminateWater(point: IVector3): void;
269
+ /**
270
+ * Resets & recalculates the civilization score
271
+ */
272
+ recalculateCivilizationScore(): void;
273
+ /**
274
+ * Refreshes the provided civ score for the given tile
275
+ */
276
+ refreshTileCivilizationScore(tile: ITile, x: number, y: number, z: number, isRecalculating?: boolean): void;
277
+ /**
278
+ * Adds civilization score
279
+ */
280
+ addCivilizationScore(score: number, source: string | undefined): void;
281
+ /**
282
+ * Gets the growing speed (or chance to grow more every tick).
283
+ * @param quality Quality of the item or tile to check the growing speed of.
284
+ */
285
+ getGrowingSpeed(terrainType: TerrainType, quality?: Quality, magicValue?: number): number;
286
+ processTickFlags(tickFlag: TickFlag, ticks: number, playingHumans: Human[]): void;
287
+ processTickFlagsAsync(tickFlag: TickFlag, ticks: number, playingHumans: Human[], onProgress: (progess: number) => Promise<void>): Promise<void>;
288
+ /**
289
+ * Possibly collapses or opens up a cave (on both sides) and breaks any doodads.
290
+ * @param point Vector3 of the location to collapse or open the caves (if it exists).
291
+ * @param checkType TerrainType to check if the tile point equals this before switching.
292
+ */
293
+ switchCave(point: Vector3, checkType?: TerrainType): void;
294
+ /**
295
+ * Checks to see if there is a cave and if it can be switched to collapsed from open or vice versa.
296
+ * @param terrainType TerrainType to get the description of.
297
+ * @param checkType TerrainType to check if the tile point equals this before switching.
298
+ * @returns TerrainType that we should switch the tile into.
299
+ */
300
+ canSwitchCave(terrainType: TerrainType, checkType?: TerrainType): TerrainType | undefined;
301
+ private updateEntityFov;
302
+ private processTimers;
303
+ private runRandomEvents;
304
+ /**
305
+ * Plants a random seed at the given coordinates based on what can grow on that tile naturally. This will replace any doodad that is there.
306
+ * @param x X coordinates.
307
+ * @param y Y coordinates.
308
+ * @param z Z coordinates.
309
+ * @returns True if a seed was planted.
310
+ */
311
+ plantRandomSeed(x: number, y: number, z: number): boolean;
312
+ /**
313
+ * Synchronizes player events
314
+ * Usually called when a new player joins
315
+ */
316
+ synchronizeStates(playerIds: number[]): void;
317
+ /**
318
+ * @returns a 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.
319
+ */
320
+ rangeFinder(weaponRange: number, playerSkillLevel: number, get?: "random" | "min" | "max"): number;
321
+ getRandomQuality(bonusQuality?: number): Quality.None | Quality.Superior | Quality.Remarkable | Quality.Exceptional;
322
+ getQualityDurabilityBonus(quality: Quality, itemDurability: number, getMax?: boolean): number;
323
+ /**
324
+ * Only allow loading references once
325
+ * Even if an island is unloaded, the loaded references will remain
326
+ */
327
+ loadReferences(allowFixesInMultiplayer?: boolean): void;
328
+ /**
329
+ * Gets the items/resources from terrain based on the TerrainResources definition and checks if it is based on the current biome type.
330
+ * @param terrainLoot The resource to check.
331
+ * @returns undefined if nothing set, or an array of ITerrainLootItem.
332
+ */
333
+ getTerrainItems(terrainLoot?: ITerrainLoot): ITerrainLootItem[] | undefined;
334
+ calculateWell(position: IVector3, existingWell?: IWell): IWell;
335
+ /**
336
+ * Returns the type of liquid that can be gathered from the tile
337
+ */
338
+ getLiquidGatherType(terrainType: TerrainType, terrainDescription?: ITerrainDescription | undefined): keyof ILiquidGather | undefined;
339
+ }