tModLoader v2024.10
A mod to make and play Terraria mods
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A data structure used for accessing information about tiles, walls, wires, and liquids at a single position in the world.Vanilla tile code and a mods tile code will be quite different, since tModLoader reworked how tiles function to improve performance. This means that copying vanilla code will leave you with many errors. Running the code through tModPorter will fix most of the issues, however.For your sanity, all of the changes are well documented to make it easier to port vanilla code. More...
Public Member Functions | |
TileColorCache | BlockColorAndCoating () |
Gets the paint and coating information from the tile at this position as a TileColorCache. More... | |
void | Clear (TileDataType types) |
Clears the specified data at this position based on the given TileDataType. More... | |
void | ClearBlockPaintAndCoating () |
Clears any paint or coating on the tile at this position. | |
void | ClearEverything () |
Resets all of the data at this position. To only remove the tile data, use ClearTile. | |
void | ClearTile () |
Resets the tile data at this position. Sets HasTile and IsActuated to false and sets the BlockType to ID.BlockType.Solid. More... | |
void | ClearWallPaintAndCoating () |
Clears any paint or coating on the wall at this position. | |
object | Clone () |
void | CopyFrom (Tile from) |
Copies all data from the given position to this position. More... | |
void | CopyPaintAndCoating (Tile other) |
Copies the paint and coating data from the specified tile to this tile. Does not copy wall paint and coating data. More... | |
unsafe ref T | Get< T > () |
Used to get a reference to the ITileData at this position. More... | |
override int | GetHashCode () |
void | ResetToType (ushort type) |
Resets all of the data at this position except for the WallType, and sets TileType to type . More... | |
override string | ToString () |
void | UseBlockColors (TileColorCache cache) |
Sets the paint and coating of the tile at this position based on the given TileColorCache. More... | |
void | UseWallColors (TileColorCache cache) |
Sets the paint and coating of the wall at this position based on the given TileColorCache. More... | |
TileColorCache | WallColorAndCoating () |
Gets the paint and coating information from the wall at this position as a TileColorCache. More... | |
Static Public Member Functions | |
static bool | operator!= (Tile tile, ArgumentException justSoYouCanCompareWithNull) |
static bool | operator!= (Tile tile, Tile tile2) |
static bool | operator== (Tile tile, ArgumentException justSoYouCanCompareWithNull) |
static bool | operator== (Tile tile, Tile tile2) |
static void | SmoothSlope (int x, int y, bool applyToNeighbors=true, bool sync=false) |
Slopes a tile based on the tiles adjacent to it. More... | |
Properties | |
BlockType | BlockType [get, set] |
The Slope and IsHalfBlock of this tile combined, which can be changed by hammering. Legacy/vanilla equivalent is blockType. | |
bool | BlueWire [get, set] |
Whether there is blue wire at this position. Legacy/vanilla equivalent is wire2() or wire2(bool). | |
bool | BottomSlope [get] |
Whether a tile's Slope has a solid bottom side (SlopeType.SlopeUpLeft or SlopeType.SlopeUpRight). Legacy/vanilla equivalent is bottomSlope. | |
bool | CheckingLiquid [get, set] |
Whether there is liquid at this position. Legacy/vanilla equivalent is checkingLiquid() or checkingLiquid(bool). | |
bool | GreenWire [get, set] |
Whether there is green wire at this position. Legacy/vanilla equivalent is wire3() or wire3(bool). | |
bool | HasActuator [get, set] |
Whether there is an actuator at this position. Legacy/vanilla equivalent is actuator() or actuator(bool). | |
bool | HasTile [get, set] |
Whether there is a tile at this position. Check this whenever you are accessing data from a tile to avoid getting data from an empty tile. Legacy/vanilla equivalent is active() or active(bool). More... | |
bool | HasUnactuatedTile [get] |
Whether there is a tile at this position that isn't actuated. Legacy/vanilla equivalent is nactive. More... | |
bool | IsActuated [get, set] |
Whether the tile at this position is actuated by an actuator. Legacy/vanilla equivalent is inActive() or inActive(bool). More... | |
bool | IsHalfBlock [get, set] |
Whether a tile is a half block shape, which can be changed by hammering. Used by WorldGen.PoundTile(int, int) and BlockType. Legacy/vanilla equivalent is halfBrick() or halfBrick(bool). | |
bool | IsTileFullbright [get, set] |
Whether the tile at this position is fully illuminated. Used by ItemID.GlowPaint. Legacy/vanilla equivalent is fullbrightBlock() or fullbrightBlock(bool). | |
bool | IsTileInvisible [get, set] |
Whether the tile at this position is invisible. Used by ItemID.EchoCoating. Legacy/vanilla equivalent is invisibleBlock() or invisibleBlock(bool). | |
bool | IsWallFullbright [get, set] |
Whether the wall at this position is fully illuminated. Used by ItemID.GlowPaint. Legacy/vanilla equivalent is fullbrightWall() or fullbrightWall(bool). | |
bool | IsWallInvisible [get, set] |
Whether the wall at this position is invisible. Used by ItemID.EchoCoating. Legacy/vanilla equivalent is invisibleWall() or invisibleWall(bool). | |
bool | LeftSlope [get] |
Whether a tile's Slope has a solid left side (SlopeType.SlopeDownRight or SlopeType.SlopeUpRight). Legacy/vanilla equivalent is leftSlope. | |
ref byte | LiquidAmount [get] |
The amount of liquid at this position. Ranges from 0, no liquid, to 255, filled with liquid. Legacy/vanilla equivalent is liquid. | |
int | LiquidType [get, set] |
The LiquidID of the liquid at this position. Make sure to check that LiquidAmount is greater than 0. Legacy/vanilla equivalent is liquidType() or liquidType(int). | |
bool | RedWire [get, set] |
Whether there is red wire at this position. Legacy/vanilla equivalent is wire() or wire(bool). | |
bool | RightSlope [get] |
Whether a tile's Slope has a solid right side (SlopeType.SlopeDownLeft or SlopeType.SlopeUpLeft). Legacy/vanilla equivalent is rightSlope. | |
bool | SkipLiquid [get, set] |
Whether the liquid at this position should skip updating for 1 tick. Legacy/vanilla equivalent is skipLiquid() or skipLiquid(bool). | |
SlopeType | Slope [get, set] |
The slope shape of the tile, which can be changed by hammering. Used by WorldGen.SlopeTile(int, int, int, bool) and BlockType. Legacy/vanilla equivalent is slope() or slope(byte). | |
byte | TileColor [get, set] |
The PaintID the tile at this position is painted with. Is PaintID.None if not painted. Legacy/vanilla equivalent is color() or color(byte). | |
int | TileFrameNumber [get, set] |
The random style number the tile at this position has, which is random number between 0 and 2 (inclusive). This is used in non-Main.tileFrameImportant tiles (aka "Terrain" tiles) to provide visual variation and is not synced in multiplayer nor will it be preserved when saving and loading the world. Legacy/vanilla equivalent is frameNumber() or frameNumber(byte). | |
ref short | TileFrameX [get] |
The X coordinate of the top left corner of the area in the spritesheet for the TileType to be used to draw the tile at this position.For a Framed tile, this value is set automatically according to the framing logic as the world loads or other tiles are placed or mined nearby. See Framed vs FrameImportantfor more info. For Main.tileFrameImportant tiles, this value will not change due to tile framing and will be saved and synced in Multiplayer. In either case, TileFrameX and TileFrameY correspond to the coordinates of the top left corner of the area in the spritesheet corresponding to the TileType that should be drawn at this position. Custom drawing logic can adjust these values.Some tiles such as Christmas Tree and Weapon Rack use the higher bits of these fields to do tile-specific behaviors. Modders should not attempt to do similar approaches, but should use ModLoader.ModTileEntitys.Legacy/vanilla equivalent is frameX. | |
ref short | TileFrameY [get] |
The Y coordinate of the top left corner of the area in the spritesheet for the TileType to be used to draw the tile at this position.For a Framed tile, this value is set automatically according to the framing logic as the world loads or other tiles are placed or mined nearby. See Framed vs FrameImportantfor more info. For Main.tileFrameImportant tiles, this value will not change due to tile framing and will be saved and synced in Multiplayer. In either case, TileFrameX and TileFrameY correspond to the coordinates of the top left corner of the area in the spritesheet corresponding to the TileType that should be drawn at this position. Custom drawing logic can adjust these values.Some tiles such as Christmas Tree and Weapon Rack use the higher bits of these fields to do tile-specific behaviors. Modders should not attempt to do similar approaches, but should use ModLoader.ModTileEntitys.Legacy/vanilla equivalent is frameY. | |
ref ushort | TileType [get] |
The TileID of the tile at this position. This value is only valid if HasTile is true. Legacy/vanilla equivalent is type. | |
bool | TopSlope [get] |
Whether a tile's Slope has a solid top side (SlopeType.SlopeDownLeft or SlopeType.SlopeDownRight). Legacy/vanilla equivalent is topSlope. | |
byte | WallColor [get, set] |
The PaintID the wall at this position is painted with. Is PaintID.None if not painted. Legacy/vanilla equivalent is wallColor() or wallColor(byte). | |
int | WallFrameNumber [get, set] |
The random style number the wall at this position has, which is a random number between 0 and 2 (inclusive). This is used to provide visual variation and is not synced in multiplayer nor will it be preserved when saving and loading the world. Legacy/vanilla equivalent is wallFrameNumber() or wallFrameNumber(byte). | |
int | WallFrameX [get, set] |
The X coordinate of the top left corner of the area in the spritesheet for the WallType to be used to draw the wall at this position.Legacy/vanilla equivalent is wallFrameX() or wallFrameX(int). | |
int | WallFrameY [get, set] |
The Y coordinate of the top left corner of the area in the spritesheet for the WallType to be used to draw the wall at this position.Legacy/vanilla equivalent is wallFrameY() or wallFrameY(int). | |
ref ushort | WallType [get] |
The WallID of the wall at this position. A value of 0 indicates no wall. Legacy/vanilla equivalent is wall. | |
bool | YellowWire [get, set] |
Whether there is yellow wire at this position. Legacy/vanilla equivalent is wire4() or wire4(bool). | |
A data structure used for accessing information about tiles, walls, wires, and liquids at a single position in the world.
Vanilla tile code and a mods tile code will be quite different, since tModLoader reworked how tiles function to improve performance. This means that copying vanilla code will leave you with many errors. Running the code through tModPorter will fix most of the issues, however.
For your sanity, all of the changes are well documented to make it easier to port vanilla code.
TileColorCache Tile.BlockColorAndCoating | ( | ) |
Gets the paint and coating information from the tile at this position as a TileColorCache.
void Tile.Clear | ( | TileDataType | types | ) |
Clears the specified data at this position based on the given TileDataType.
types | The TileDataType to clear. |
void Tile.ClearTile | ( | ) |
Resets the tile data at this position.
Sets HasTile and IsActuated to false
and sets the BlockType to ID.BlockType.Solid.
Does not reset data related to walls, wires, or anything else. For that, use ClearEverything.
void Tile.CopyFrom | ( | Tile | from | ) |
Copies all data from the given position to this position.
from | The position to copy the data from. |
void Tile.CopyPaintAndCoating | ( | Tile | other | ) |
Copies the paint and coating data from the specified tile to this tile.
Does not copy wall paint and coating data.
other | The Tile to copy the data from. |
unsafe ref T Tile.Get< T > | ( | ) |
void Tile.ResetToType | ( | ushort | type | ) |
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static |
Slopes a tile based on the tiles adjacent to it.
x | The X coordinate of the tile. |
y | The Y coordinate of the tile. |
applyToNeighbors | Whether the adjacent tiles should be automatically smoothed. |
sync | Whether the changes should automatically be synced to multiplayer. |
void Tile.UseBlockColors | ( | TileColorCache | cache | ) |
Sets the paint and coating of the tile at this position based on the given TileColorCache.
cache | The TileColorCache to apply. |
void Tile.UseWallColors | ( | TileColorCache | cache | ) |
Sets the paint and coating of the wall at this position based on the given TileColorCache.
cache | The TileColorCache to apply. |
TileColorCache Tile.WallColorAndCoating | ( | ) |
Gets the paint and coating information from the wall at this position as a TileColorCache.
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getset |
Whether there is a tile at this position. Check this whenever you are accessing data from a tile to avoid getting data from an empty tile.
Legacy/vanilla equivalent is active() or active(bool).
Actuated tiles are not solid, so use HasUnactuatedTile instead of HasTile for collision checks.
This only corresponds to whether a tile exists, however, a wall can exist without a tile. To check if a wall exists, use tile.WallType != WallID.None
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get |
Whether there is a tile at this position that isn't actuated.
Legacy/vanilla equivalent is nactive.
Actuated tiles are not solid, so use HasUnactuatedTile instead of HasTile for collision checks.
When checking if a tile exists, use HasTile instead of HasUnactuatedTile.
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getset |
Whether the tile at this position is actuated by an actuator.
Legacy/vanilla equivalent is inActive() or inActive(bool).
Actuated tiles are not solid.