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//=====================================
		class World
//=====================================
>> This is the main class that stores everything about
> the game world.

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Type: Refrence | No Instance
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Group: Common
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Constructors:
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	N/A
	
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Methods:
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	bool creepExists( uint32 ) const;
	
		Function: Query by "World Id" wheather or not a creep currently exists
		
		Arguments: unsigned int - creep world Id
		
		Returns: bool - true: creep does exists, false: creep does not exist
		
	Creep@ getCreepById( uint32 id );
	
		Function: Get a creep by id
		
		Arguments: unsigned int - creep Id
		
		Returns: Creep@ - null: No creep existed with that id
		
	void killCreep( Turret@ t, Creep@ c );
	
		Function: Should be called when ever a Turret brings a creeps health to zero or below.
					It ensures that players are rewarded for their kill.
		
		Arguments:	Turret@ t - the turret doing the killing
					Creep@ c - the creep being killed
		
		Returns: N/A
		
	Creep@ getOptimalCreep( const Turret@ t );
	
		Function: Will return what NetworkDefense considers the "Optimal target"
					for the given turret. Optimal here is considered to be the
					creep who is closest to the end of their path and is with in
					the Turret's range.
		
		Arguments: const Turret@ t - the turret looking for a target
		
		Returns: Creep@ - null: no optimal creep found
		
	IdList getCreepsNear( Vector2d, float );
	
		Function: Will return a list of Creep Ids who are with in range of the given point.
		
		Arguments:	Vector2d - the position to check for creeps near
					float - the range from the given position to select creeps in
					
		Returns: IdList - A list of Creep Ids of creeps that fell inside the search area