new Room()
Properties:
Name | Type | Attributes | Description |
---|---|---|---|
area |
Area | Area room is in |
|
coordinates |
Object |
<optional> |
Defined in yml with array [x, y, z]. Retrieved with coordinates.x, coordinates.y, ... |
defaultItems |
Array.<number> | Default list of item ids that should load in this room |
|
defaultNpcs |
Array.<number> | Default list of npc ids that should load in this room |
|
description |
string | Room description seen on 'look' |
|
exits |
Array.<object> | Exits out of this room { id: number, direction: string } |
|
id |
number | Area-relative id (vnum) |
|
items |
Set | Items currently in the room |
|
npcs |
Set | Npcs currently in the room |
|
players |
Set | Players currently in the room |
|
script |
string | Name of custom script attached to this room |
|
title |
string | Title shown on look/scan |
|
doors |
object | Doors restricting access to this room. See documentation for format |
Extends
Members
-
spawnedNpcs
-
spawnedNpcs keeps track of NPCs even when they leave the room for the purposes of respawn. So if we spawn NPC A into the room and it walks away we don't want to respawn the NPC until it's killed or otherwise removed from the area
Methods
-
addItem(item)
-
Parameters:
Name Type Description item
Item -
addNpc(npc)
-
Parameters:
Name Type Description npc
Npc -
addPlayer(player)
-
Parameters:
Name Type Description player
Player -
closeDoor(fromRoom)
-
Parameters:
Name Type Description fromRoom
Room -
emit(eventName, …args) → {void}
-
Emits event on self and proxies certain events to other entities in the room.
Parameters:
Name Type Attributes Description eventName
string args
* <repeatable>
Returns:
void -
findExit(exitName) → {false|Object}
-
Get the exit definition of a room's exit by searching the exit name
Parameters:
Name Type Description exitName
string exit name search
Returns:
false | Object -
getBroadcastTargets() → {Array.<Character>}
-
Used by Broadcaster
Returns:
Array.<Character> -
getDoor(fromRoom) → {Object}
-
Parameters:
Name Type Description fromRoom
Room Returns:
Object -
getExits() → {Array.<{id: string, direction: string, inferred: boolean, room: Room=}>}
-
Get exits for a room. Both inferred from coordinates and defined in the 'exits' property.
Returns:
Array.<{id: string, direction: string, inferred: boolean, room: Room=}> -
getExitToRoom(nextRoom) → {false|Object}
-
Get the exit definition of a room's exit to a given room
Parameters:
Name Type Description nextRoom
Room Returns:
false | Object -
hasDoor(fromRoom) → {boolean}
-
Check to see if this room has a door preventing movement from
fromRoom
to hereParameters:
Name Type Description fromRoom
Room Returns:
boolean -
isDoorLocked(fromRoom) → {boolean}
-
Check to see of the door for
fromRoom
is lockedParameters:
Name Type Description fromRoom
Room Returns:
boolean -
lockDoor(fromRoom)
-
Parameters:
Name Type Description fromRoom
Room -
openDoor(fromRoom)
-
Parameters:
Name Type Description fromRoom
Room -
removeItem(item)
-
Parameters:
Name Type Description item
Item -
removeNpc(npc, removeSpawn)
-
Parameters:
Name Type Default Description npc
Npc removeSpawn
boolean false -
removePlayer(player)
-
Parameters:
Name Type Description player
Player -
spawnItem(state, entityRef) → {Item}
-
Parameters:
Name Type Description state
GameState entityRef
string -
spawnNpc(state, entityRef) → {Npc}
-
Parameters:
Name Type Description state
GameState entityRef
string Fires:
Returns:
Npc -
unlockDoor(fromRoom)
-
Parameters:
Name Type Description fromRoom
Room
Events
-
channelReceive
-
Docs limit this to be for GameEntity (Area/Room/Item) but also applies to NPC and Player
- Inherited From:
-
npcEnter
-
-
npcLeave
-
-
playerEnter
-
-
playerLeave
-
-
ready
-
Fires after the room is hydrated and added to its area
-
spawn
-
Fires when the room is created but before it has hydrated its default contents. Use the
ready
event if you need default items to be there. -
updateTick
-
- See: