TinyLifeWeb/docs/api/TinyLife.World.LotEmployment.yml

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### YamlMime:ManagedReference
items:
- uid: TinyLife.World.LotEmployment
commentId: T:TinyLife.World.LotEmployment
id: LotEmployment
parent: TinyLife.World
children:
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- TinyLife.World.LotEmployment.#ctor(System.String,MLEM.Textures.TextureRegion,System.ValueTuple{System.Int32,System.Int32},System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}},System.Boolean,System.Int32)
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- TinyLife.World.LotEmployment.ActionPriorityMultiplier
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- TinyLife.World.LotEmployment.Actions
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- TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map,TinyLife.World.Lot,TinyLife.Objects.Person,TinyLife.Utilities.AppliedMigrations,System.Boolean,System.Boolean)
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- TinyLife.World.LotEmployment.AiPriorityMultiplier
- TinyLife.World.LotEmployment.Babysitter
- TinyLife.World.LotEmployment.Barista
- TinyLife.World.LotEmployment.Bartender
- TinyLife.World.LotEmployment.ForHireOnce
- TinyLife.World.LotEmployment.GetCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot)
- TinyLife.World.LotEmployment.GymTrainer
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- TinyLife.World.LotEmployment.Hidden
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- TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot,System.Boolean)
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- TinyLife.World.LotEmployment.HourlyFee
- TinyLife.World.LotEmployment.Icon
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- TinyLife.World.LotEmployment.IdleObjects
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- TinyLife.World.LotEmployment.IdleTime
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- TinyLife.World.LotEmployment.IsDuringWorkHours(TinyLife.World.Map)
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- TinyLife.World.LotEmployment.IsFinished
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- TinyLife.World.LotEmployment.IsRequired
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- TinyLife.World.LotEmployment.Librarian
- TinyLife.World.LotEmployment.MailCarrier
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- TinyLife.World.LotEmployment.MapWideEmployments
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- TinyLife.World.LotEmployment.MaxAmount
- TinyLife.World.LotEmployment.MuseumCurator
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- TinyLife.World.LotEmployment.Name
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- TinyLife.World.LotEmployment.OffWorkDays
- TinyLife.World.LotEmployment.OnFinished
- TinyLife.World.LotEmployment.RemoveCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot,System.Func{TinyLife.Objects.Person,System.Boolean})
- TinyLife.World.LotEmployment.TrashCollector
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- TinyLife.World.LotEmployment.WorkHours
langs:
- csharp
- vb
name: LotEmployment
nameWithType: LotEmployment
fullName: TinyLife.World.LotEmployment
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
A lot employment is a job that a <xref href="TinyLife.Objects.Person" data-throw-if-not-resolved="false"></xref> executes somewhat perpetually.
A person with a <xref href="TinyLife.Objects.Person.LotEmployment" data-throw-if-not-resolved="false"></xref> does not live on a <xref href="TinyLife.World.Lot" data-throw-if-not-resolved="false"></xref> or in a <xref href="TinyLife.World.Household" data-throw-if-not-resolved="false"></xref>, but instead either works at their lot employment or "leaves the city" through an <xref href="TinyLife.Actions.BeAwayFromLotEmploymentAction" data-throw-if-not-resolved="false"></xref>.
Lot employments can be added to lots using <xref href="TinyLife.World.LotType.Employments" data-throw-if-not-resolved="false"></xref> or to a map using <xref href="TinyLife.World.LotEmployment.MapWideEmployments" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: public class LotEmployment
content.vb: Public Class LotEmployment
inheritance:
- System.Object
inheritedMembers:
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods:
- TinyLife.World.LotEmployment.TinyLife.Utilities.Extensions.JsonCopy``1
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- uid: TinyLife.World.LotEmployment.MailCarrier
commentId: F:TinyLife.World.LotEmployment.MailCarrier
id: MailCarrier
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MailCarrier
nameWithType: LotEmployment.MailCarrier
fullName: TinyLife.World.LotEmployment.MailCarrier
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment MailCarrier
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly MailCarrier As LotEmployment
- uid: TinyLife.World.LotEmployment.TrashCollector
commentId: F:TinyLife.World.LotEmployment.TrashCollector
id: TrashCollector
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: TrashCollector
nameWithType: LotEmployment.TrashCollector
fullName: TinyLife.World.LotEmployment.TrashCollector
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment TrashCollector
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly TrashCollector As LotEmployment
- uid: TinyLife.World.LotEmployment.Babysitter
commentId: F:TinyLife.World.LotEmployment.Babysitter
id: Babysitter
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Babysitter
nameWithType: LotEmployment.Babysitter
fullName: TinyLife.World.LotEmployment.Babysitter
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Babysitter
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Babysitter As LotEmployment
- uid: TinyLife.World.LotEmployment.Barista
commentId: F:TinyLife.World.LotEmployment.Barista
id: Barista
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Barista
nameWithType: LotEmployment.Barista
fullName: TinyLife.World.LotEmployment.Barista
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Barista
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Barista As LotEmployment
- uid: TinyLife.World.LotEmployment.Librarian
commentId: F:TinyLife.World.LotEmployment.Librarian
id: Librarian
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Librarian
nameWithType: LotEmployment.Librarian
fullName: TinyLife.World.LotEmployment.Librarian
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Librarian
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Librarian As LotEmployment
- uid: TinyLife.World.LotEmployment.Bartender
commentId: F:TinyLife.World.LotEmployment.Bartender
id: Bartender
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Bartender
nameWithType: LotEmployment.Bartender
fullName: TinyLife.World.LotEmployment.Bartender
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Bartender
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Bartender As LotEmployment
- uid: TinyLife.World.LotEmployment.GymTrainer
commentId: F:TinyLife.World.LotEmployment.GymTrainer
id: GymTrainer
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: GymTrainer
nameWithType: LotEmployment.GymTrainer
fullName: TinyLife.World.LotEmployment.GymTrainer
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment GymTrainer
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly GymTrainer As LotEmployment
- uid: TinyLife.World.LotEmployment.MuseumCurator
commentId: F:TinyLife.World.LotEmployment.MuseumCurator
id: MuseumCurator
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MuseumCurator
nameWithType: LotEmployment.MuseumCurator
fullName: TinyLife.World.LotEmployment.MuseumCurator
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment MuseumCurator
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly MuseumCurator As LotEmployment
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- uid: TinyLife.World.LotEmployment.MapWideEmployments
commentId: F:TinyLife.World.LotEmployment.MapWideEmployments
id: MapWideEmployments
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MapWideEmployments
nameWithType: LotEmployment.MapWideEmployments
fullName: TinyLife.World.LotEmployment.MapWideEmployments
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
A list of lot employments that are map-wide, that is, that aren't bound to a <xref href="TinyLife.World.Lot" data-throw-if-not-resolved="false"></xref>.
To add more map-wide lot employments, just add additional entries to this list.
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example: []
syntax:
content: public static readonly List<LotEmployment> MapWideEmployments
return:
type: System.Collections.Generic.List{TinyLife.World.LotEmployment}
content.vb: Public Shared ReadOnly MapWideEmployments As List(Of LotEmployment)
- uid: TinyLife.World.LotEmployment.Name
commentId: F:TinyLife.World.LotEmployment.Name
id: Name
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Name
nameWithType: LotEmployment.Name
fullName: TinyLife.World.LotEmployment.Name
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: The name of this lot employment
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example: []
syntax:
content: public readonly string Name
return:
type: System.String
content.vb: Public ReadOnly Name As String
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- uid: TinyLife.World.LotEmployment.Icon
commentId: F:TinyLife.World.LotEmployment.Icon
id: Icon
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Icon
nameWithType: LotEmployment.Icon
fullName: TinyLife.World.LotEmployment.Icon
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The icon of this lot employment.
example: []
syntax:
content: public readonly TextureRegion Icon
return:
type: MLEM.Textures.TextureRegion
content.vb: Public ReadOnly Icon As TextureRegion
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- uid: TinyLife.World.LotEmployment.Actions
commentId: F:TinyLife.World.LotEmployment.Actions
id: Actions
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Actions
nameWithType: LotEmployment.Actions
fullName: TinyLife.World.LotEmployment.Actions
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
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A set of <xref href="TinyLife.Actions.ActionType" data-throw-if-not-resolved="false"></xref> instances that a person working in this employment should choose to randomly execute very often.
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Using actions with the <xref href="TinyLife.Objects.ObjectCategory.Nothing" data-throw-if-not-resolved="false"></xref> category will cause any instances of the action to act as if they had the <xref href="TinyLife.Objects.ObjectCategory.Self" data-throw-if-not-resolved="false"></xref> category instead.
Note that, for an <xref href="TinyLife.Actions.Action" data-throw-if-not-resolved="false"></xref> returned by this function to have an effect, its <xref href="TinyLife.Actions.ActionType.AiSettings.PassivePriority" data-throw-if-not-resolved="false"></xref> needs to be greater than 0.
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example: []
syntax:
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content: public readonly Func<IEnumerable<ActionType>> Actions
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return:
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type: System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}}
content.vb: Public ReadOnly Actions As Func(Of IEnumerable(Of ActionType))
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- uid: TinyLife.World.LotEmployment.WorkHours
commentId: F:TinyLife.World.LotEmployment.WorkHours
id: WorkHours
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: WorkHours
nameWithType: LotEmployment.WorkHours
fullName: TinyLife.World.LotEmployment.WorkHours
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
The range of hours that this lot employment is active in.
During times outside of these hours, people with this employment will automatically enqueue and execute a <xref href="TinyLife.Actions.BeAwayFromLotEmploymentAction" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
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content: public readonly (int Start, int End) WorkHours
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return:
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type: System.ValueTuple{System.Int32,System.Int32}
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content.vb: Public ReadOnly WorkHours As (Start As Integer, [End] As Integer)
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- uid: TinyLife.World.LotEmployment.ForHireOnce
commentId: F:TinyLife.World.LotEmployment.ForHireOnce
id: ForHireOnce
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: ForHireOnce
nameWithType: LotEmployment.ForHireOnce
fullName: TinyLife.World.LotEmployment.ForHireOnce
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
Whether this lot employment is intended for one-off hires.
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If this is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">true</a>, the person will never autonomously start work, and has to be hired for a lot using <xref href="TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref>.
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Additionally, employments that are for hire once won't automatically have members assigned or generated in <xref href="TinyLife.World.Map.UpdateExternalPeople(System.Collections.Generic.ICollection%7bTinyLife.World.Map%7d%2cSystem.Action%7bSystem.String%7d%2cSystem.Action%7bSystem.Single%7d)" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: public readonly bool ForHireOnce
return:
type: System.Boolean
content.vb: Public ReadOnly ForHireOnce As Boolean
- uid: TinyLife.World.LotEmployment.MaxAmount
commentId: F:TinyLife.World.LotEmployment.MaxAmount
id: MaxAmount
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MaxAmount
nameWithType: LotEmployment.MaxAmount
fullName: TinyLife.World.LotEmployment.MaxAmount
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
The maximum amount of people that can simultaneously be employed in this position.
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By default, this only has an effect in <xref href="TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> and when manually invoking <xref href="TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map%2cTinyLife.World.Lot%2cTinyLife.Objects.Person%2cTinyLife.Utilities.AppliedMigrations%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: public readonly int MaxAmount
return:
type: System.Int32
content.vb: Public ReadOnly MaxAmount As Integer
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- uid: TinyLife.World.LotEmployment.IsFinished
commentId: P:TinyLife.World.LotEmployment.IsFinished
id: IsFinished
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IsFinished
nameWithType: LotEmployment.IsFinished
fullName: TinyLife.World.LotEmployment.IsFinished
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
A function that can be used to finish the lot employment's work hours before the current time is outside of <xref href="TinyLife.World.LotEmployment.WorkHours" data-throw-if-not-resolved="false"></xref>.
This is used by the mail carrier to make them stop working once all mail is delivered.
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example: []
syntax:
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content: public Func<LotEmployment.Instance, Person, bool> IsFinished { get; init; }
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parameters: []
return:
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type: System.Func{TinyLife.World.LotEmployment.Instance,TinyLife.Objects.Person,System.Boolean}
content.vb: Public Property IsFinished As Func(Of LotEmployment.Instance, Person, Boolean)
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overload: TinyLife.World.LotEmployment.IsFinished*
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- uid: TinyLife.World.LotEmployment.IdleObjects
commentId: P:TinyLife.World.LotEmployment.IdleObjects
id: IdleObjects
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IdleObjects
nameWithType: LotEmployment.IdleObjects
fullName: TinyLife.World.LotEmployment.IdleObjects
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
A set of <xref href="TinyLife.Objects.ObjectCategory" data-throw-if-not-resolved="false"></xref> flags that represent the item types that a person with this lot employment will idle around if they have nothing else to do.
If this is set to a non-<xref href="TinyLife.Objects.ObjectCategory.Nothing" data-throw-if-not-resolved="false"></xref> category, people with this lot employment will automatically enqueue the <xref href="TinyLife.Actions.ActionType.LotEmploymentIdle" data-throw-if-not-resolved="false"></xref> action if there is nothing else to do currently.
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example: []
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syntax:
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content: public ObjectCategory IdleObjects { get; init; }
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parameters: []
return:
type: TinyLife.Objects.ObjectCategory
content.vb: Public Property IdleObjects As ObjectCategory
overload: TinyLife.World.LotEmployment.IdleObjects*
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- uid: TinyLife.World.LotEmployment.IdleTime
commentId: P:TinyLife.World.LotEmployment.IdleTime
id: IdleTime
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IdleTime
nameWithType: LotEmployment.IdleTime
fullName: TinyLife.World.LotEmployment.IdleTime
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
The amount of in-game time that a person with this lot employment will idle at one of their <xref href="TinyLife.World.LotEmployment.IdleObjects" data-throw-if-not-resolved="false"></xref> for.
Defaults to 5 minutes.
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example: []
syntax:
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content: public TimeSpan IdleTime { get; init; }
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parameters: []
return:
type: System.TimeSpan
content.vb: Public Property IdleTime As TimeSpan
overload: TinyLife.World.LotEmployment.IdleTime*
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- uid: TinyLife.World.LotEmployment.ActionPriorityMultiplier
commentId: P:TinyLife.World.LotEmployment.ActionPriorityMultiplier
id: ActionPriorityMultiplier
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parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
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name: ActionPriorityMultiplier
nameWithType: LotEmployment.ActionPriorityMultiplier
fullName: TinyLife.World.LotEmployment.ActionPriorityMultiplier
type: Property
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assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
A function that can optionally be used to make certain actions have a higher priority for people with this lot employment.
The returned <xref href="System.Single" data-throw-if-not-resolved="false"></xref> will be multiplied with the default priority for the given <xref href="TinyLife.Actions.ActionType" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
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content: public Func<Person, ActionType, float> ActionPriorityMultiplier { get; init; }
parameters: []
return:
type: System.Func{TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Single}
content.vb: Public Property ActionPriorityMultiplier As Func(Of Person, ActionType, Single)
overload: TinyLife.World.LotEmployment.ActionPriorityMultiplier*
- uid: TinyLife.World.LotEmployment.AiPriorityMultiplier
commentId: P:TinyLife.World.LotEmployment.AiPriorityMultiplier
id: AiPriorityMultiplier
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parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
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name: AiPriorityMultiplier
nameWithType: LotEmployment.AiPriorityMultiplier
fullName: TinyLife.World.LotEmployment.AiPriorityMultiplier
type: Property
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assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: >-
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A function that can optionally be used to make certain objects have a higher priority for usage with a given action.
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The returned <xref href="System.Single" data-throw-if-not-resolved="false"></xref> will be multiplied with the default priority for the given <xref href="TinyLife.Objects.MapObject" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
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content: public Func<Person, MapObject, ObjectCategory, float> AiPriorityMultiplier { get; init; }
parameters: []
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return:
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type: System.Func{TinyLife.Objects.Person,TinyLife.Objects.MapObject,TinyLife.Objects.ObjectCategory,System.Single}
content.vb: Public Property AiPriorityMultiplier As Func(Of Person, MapObject, ObjectCategory, Single)
overload: TinyLife.World.LotEmployment.AiPriorityMultiplier*
- uid: TinyLife.World.LotEmployment.OnFinished
commentId: P:TinyLife.World.LotEmployment.OnFinished
id: OnFinished
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parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
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name: OnFinished
nameWithType: LotEmployment.OnFinished
fullName: TinyLife.World.LotEmployment.OnFinished
type: Property
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assemblies:
- Tiny Life
namespace: TinyLife.World
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summary: An action that is invoked when this lot employment's work is finished in <xref href="TinyLife.World.LotEmployment.Instance.FinishWork(System.Boolean)" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
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content: public Action<LotEmployment.Instance, Person> OnFinished { get; init; }
parameters: []
return:
type: System.Action{TinyLife.World.LotEmployment.Instance,TinyLife.Objects.Person}
content.vb: Public Property OnFinished As Action(Of LotEmployment.Instance, Person)
overload: TinyLife.World.LotEmployment.OnFinished*
- uid: TinyLife.World.LotEmployment.OffWorkDays
commentId: P:TinyLife.World.LotEmployment.OffWorkDays
id: OffWorkDays
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: OffWorkDays
nameWithType: LotEmployment.OffWorkDays
fullName: TinyLife.World.LotEmployment.OffWorkDays
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A set of weekdays where work should not be done.
example: []
syntax:
content: public DayOfWeek[] OffWorkDays { get; init; }
parameters: []
return:
type: System.DayOfWeek[]
content.vb: Public Property OffWorkDays As DayOfWeek()
overload: TinyLife.World.LotEmployment.OffWorkDays*
- uid: TinyLife.World.LotEmployment.HourlyFee
commentId: P:TinyLife.World.LotEmployment.HourlyFee
id: HourlyFee
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: HourlyFee
nameWithType: LotEmployment.HourlyFee
fullName: TinyLife.World.LotEmployment.HourlyFee
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The amount of tiny bucks that a person with this lot employment will earn per hour if hired once using <xref href="TinyLife.World.LotEmployment.ForHireOnce" data-throw-if-not-resolved="false"></xref>.
example: []
syntax:
content: public float HourlyFee { get; init; }
parameters: []
return:
type: System.Single
content.vb: Public Property HourlyFee As Single
overload: TinyLife.World.LotEmployment.HourlyFee*
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- uid: TinyLife.World.LotEmployment.Hidden
commentId: P:TinyLife.World.LotEmployment.Hidden
id: Hidden
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Hidden
nameWithType: LotEmployment.Hidden
fullName: TinyLife.World.LotEmployment.Hidden
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A property that determines whether instances of this lot employment should be hidden from the player in the household selection and build mode UIs. This defaults to <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">false</a>.
example: []
syntax:
content: public bool Hidden { get; init; }
parameters: []
return:
type: System.Boolean
content.vb: Public Property Hidden As Boolean
overload: TinyLife.World.LotEmployment.Hidden*
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- uid: TinyLife.World.LotEmployment.IsRequired
commentId: P:TinyLife.World.LotEmployment.IsRequired
id: IsRequired
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IsRequired
nameWithType: LotEmployment.IsRequired
fullName: TinyLife.World.LotEmployment.IsRequired
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A function that optionally returns whether this lot employment type is actualy required on the given <xref href="TinyLife.World.Map" data-throw-if-not-resolved="false"></xref> and <xref href="TinyLife.World.Lot" data-throw-if-not-resolved="false"></xref>. If this is nonnull and returns <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">false</a>, the lot employment is not displayed, and a person is not added to it.
example: []
syntax:
content: public Func<Map, Lot, bool> IsRequired { get; init; }
parameters: []
return:
type: System.Func{TinyLife.World.Map,TinyLife.World.Lot,System.Boolean}
content.vb: Public Property IsRequired As Func(Of Map, Lot, Boolean)
overload: TinyLife.World.LotEmployment.IsRequired*
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- uid: TinyLife.World.LotEmployment.#ctor(System.String,MLEM.Textures.TextureRegion,System.ValueTuple{System.Int32,System.Int32},System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}},System.Boolean,System.Int32)
commentId: M:TinyLife.World.LotEmployment.#ctor(System.String,MLEM.Textures.TextureRegion,System.ValueTuple{System.Int32,System.Int32},System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}},System.Boolean,System.Int32)
id: '#ctor(System.String,MLEM.Textures.TextureRegion,System.ValueTuple{System.Int32,System.Int32},System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}},System.Boolean,System.Int32)'
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parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
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name: LotEmployment(string, TextureRegion, (int Start, int End), Func<IEnumerable<ActionType>>, bool, int)
nameWithType: LotEmployment.LotEmployment(string, TextureRegion, (int Start, int End), Func<IEnumerable<ActionType>>, bool, int)
fullName: TinyLife.World.LotEmployment.LotEmployment(string, MLEM.Textures.TextureRegion, (int Start, int End), System.Func<System.Collections.Generic.IEnumerable<TinyLife.Actions.ActionType>>, bool, int)
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type: Constructor
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Creates a new lot employment with the given settings
example: []
syntax:
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content: public LotEmployment(string name, TextureRegion icon, (int Start, int End) workHours, Func<IEnumerable<ActionType>> actions, bool forHireOnce = false, int maxAmount = 1)
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parameters:
- id: name
type: System.String
description: The lot employment's name
- id: icon
type: MLEM.Textures.TextureRegion
description: The icon to use for this lot employment.
- id: workHours
type: System.ValueTuple{System.Int32,System.Int32}
description: The lot employment's work hours.
- id: actions
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type: System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}}
description: The <xref href="TinyLife.World.LotEmployment.Actions" data-throw-if-not-resolved="false"></xref> that lot employees should execute. Using actions with the <xref href="TinyLife.Objects.ObjectCategory.Nothing" data-throw-if-not-resolved="false"></xref> category will cause any instances of the action to act as if they had the <xref href="TinyLife.Objects.ObjectCategory.Self" data-throw-if-not-resolved="false"></xref> category instead. Note that, for an <xref href="TinyLife.Actions.Action" data-throw-if-not-resolved="false"></xref> returned by this function to have an effect, its <xref href="TinyLife.Actions.ActionType.AiSettings.PassivePriority" data-throw-if-not-resolved="false"></xref> needs to be greater than 0.
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- id: forHireOnce
type: System.Boolean
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description: Whether this lot employment is intended for one-off hires. If this is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">true</a>, the person will never autonomously start work, and has to be hired for a lot using <xref href="TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref>.
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- id: maxAmount
type: System.Int32
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description: The maximum amount of people that can simultaneously be employed in this position. By default, this only has an effect in <xref href="TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> and when manually invoking <xref href="TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map%2cTinyLife.World.Lot%2cTinyLife.Objects.Person%2cTinyLife.Utilities.AppliedMigrations%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref>.
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content.vb: Public Sub New(name As String, icon As TextureRegion, workHours As (Start As Integer, [End] As Integer), actions As Func(Of IEnumerable(Of ActionType)), forHireOnce As Boolean = False, maxAmount As Integer = 1)
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overload: TinyLife.World.LotEmployment.#ctor*
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nameWithType.vb: LotEmployment.New(String, TextureRegion, (Start As Integer, End As Integer), Func(Of IEnumerable(Of ActionType)), Boolean, Integer)
fullName.vb: TinyLife.World.LotEmployment.New(String, MLEM.Textures.TextureRegion, (Start As Integer, End As Integer), System.Func(Of System.Collections.Generic.IEnumerable(Of TinyLife.Actions.ActionType)), Boolean, Integer)
name.vb: New(String, TextureRegion, (Start As Integer, End As Integer), Func(Of IEnumerable(Of ActionType)), Boolean, Integer)
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- uid: TinyLife.World.LotEmployment.GetCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot)
commentId: M:TinyLife.World.LotEmployment.GetCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot)
id: GetCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot)
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: GetCurrentPeople(Map, Lot)
nameWithType: LotEmployment.GetCurrentPeople(Map, Lot)
fullName: TinyLife.World.LotEmployment.GetCurrentPeople(TinyLife.World.Map, TinyLife.World.Lot)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
Returns the <xref href="TinyLife.Objects.Person" data-throw-if-not-resolved="false"></xref> that is currently in charge of this lot employment.
To check for <xref href="TinyLife.World.LotEmployment.MapWideEmployments" data-throw-if-not-resolved="false"></xref>, a null lot can be passed.
example: []
syntax:
content: public IEnumerable<Person> GetCurrentPeople(Map map, Lot employmentLot)
parameters:
- id: map
type: TinyLife.World.Map
description: The map that the employment is on.
- id: employmentLot
type: TinyLife.World.Lot
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description: The lot, or null for a <xref href="TinyLife.World.LotEmployment.MapWideEmployments" data-throw-if-not-resolved="false"></xref> entry. Please note that this parameter does not check the <xref href="TinyLife.World.LotEmployment.Instance.WorkLot" data-throw-if-not-resolved="false"></xref>, only the <xref href="TinyLife.World.LotEmployment.Instance.EmploymentLot" data-throw-if-not-resolved="false"></xref>.
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return:
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.Person}
description: The person that currently works in this lot employment, or null if there is none
content.vb: Public Function GetCurrentPeople(map As Map, employmentLot As Lot) As IEnumerable(Of Person)
overload: TinyLife.World.LotEmployment.GetCurrentPeople*
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- uid: TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map,TinyLife.World.Lot,TinyLife.Objects.Person,TinyLife.Utilities.AppliedMigrations,System.Boolean,System.Boolean)
commentId: M:TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map,TinyLife.World.Lot,TinyLife.Objects.Person,TinyLife.Utilities.AppliedMigrations,System.Boolean,System.Boolean)
id: AddCurrentPerson(TinyLife.World.Map,TinyLife.World.Lot,TinyLife.Objects.Person,TinyLife.Utilities.AppliedMigrations,System.Boolean,System.Boolean)
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parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
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name: AddCurrentPerson(Map, Lot, Person, AppliedMigrations, bool, bool)
nameWithType: LotEmployment.AddCurrentPerson(Map, Lot, Person, AppliedMigrations, bool, bool)
fullName: TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map, TinyLife.World.Lot, TinyLife.Objects.Person, TinyLife.Utilities.AppliedMigrations, bool, bool)
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type: Method
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
Sets the current person for this lot employment on the given <xref href="TinyLife.World.Map" data-throw-if-not-resolved="false"></xref> and <xref href="TinyLife.World.Lot" data-throw-if-not-resolved="false"></xref>.
If this employment is a <xref href="TinyLife.World.LotEmployment.MapWideEmployments" data-throw-if-not-resolved="false"></xref> entry, the <code class="paramref">employmentLot</code> should be null.
example: []
syntax:
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content: public bool AddCurrentPerson(Map map, Lot employmentLot, Person person, AppliedMigrations appliedMigrations, bool manual = true, bool enqueueAwayAction = true)
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parameters:
- id: map
type: TinyLife.World.Map
description: The map
- id: employmentLot
type: TinyLife.World.Lot
description: The lot, or null if this is a map wide employment
- id: person
type: TinyLife.Objects.Person
description: The person to set, or null to remove the currently employed person.
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- id: appliedMigrations
type: TinyLife.Utilities.AppliedMigrations
description: The set of migrations that have already been applied on the given <code class="paramref">person</code>.
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- id: manual
type: System.Boolean
description: Whether this person was set manually (by a user) or automatically (using <xref href="TinyLife.World.Map.UpdateExternalPeople(System.Collections.Generic.ICollection%7bTinyLife.World.Map%7d%2cSystem.Action%7bSystem.String%7d%2cSystem.Action%7bSystem.Single%7d)" data-throw-if-not-resolved="false"></xref>
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- id: enqueueAwayAction
type: System.Boolean
description: Whether the <xref href="TinyLife.Actions.ActionType.BeAwayFromLotEmployment" data-throw-if-not-resolved="false"></xref> action should be immediately enqueued.
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return:
type: System.Boolean
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content.vb: Public Function AddCurrentPerson(map As Map, employmentLot As Lot, person As Person, appliedMigrations As AppliedMigrations, manual As Boolean = True, enqueueAwayAction As Boolean = True) As Boolean
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overload: TinyLife.World.LotEmployment.AddCurrentPerson*
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nameWithType.vb: LotEmployment.AddCurrentPerson(Map, Lot, Person, AppliedMigrations, Boolean, Boolean)
fullName.vb: TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map, TinyLife.World.Lot, TinyLife.Objects.Person, TinyLife.Utilities.AppliedMigrations, Boolean, Boolean)
name.vb: AddCurrentPerson(Map, Lot, Person, AppliedMigrations, Boolean, Boolean)
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- uid: TinyLife.World.LotEmployment.RemoveCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot,System.Func{TinyLife.Objects.Person,System.Boolean})
commentId: M:TinyLife.World.LotEmployment.RemoveCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot,System.Func{TinyLife.Objects.Person,System.Boolean})
id: RemoveCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot,System.Func{TinyLife.Objects.Person,System.Boolean})
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: RemoveCurrentPeople(Map, Lot, Func<Person, bool>)
nameWithType: LotEmployment.RemoveCurrentPeople(Map, Lot, Func<Person, bool>)
fullName: TinyLife.World.LotEmployment.RemoveCurrentPeople(TinyLife.World.Map, TinyLife.World.Lot, System.Func<TinyLife.Objects.Person, bool>)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Removes all people that match the given predicate (or all people, if <code class="paramref">shouldRemove</code> is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a>), from this lot employment.
example: []
syntax:
content: public void RemoveCurrentPeople(Map map, Lot employmentLot, Func<Person, bool> shouldRemove = null)
parameters:
- id: map
type: TinyLife.World.Map
description: The map to remove people from.
- id: employmentLot
type: TinyLife.World.Lot
description: The lot, or null if this is a map wide employment
- id: shouldRemove
type: System.Func{TinyLife.Objects.Person,System.Boolean}
description: A predicate that checks whether a given person should be removed. If this is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a>, all people will be removed.
content.vb: Public Sub RemoveCurrentPeople(map As Map, employmentLot As Lot, shouldRemove As Func(Of Person, Boolean) = Nothing)
overload: TinyLife.World.LotEmployment.RemoveCurrentPeople*
nameWithType.vb: LotEmployment.RemoveCurrentPeople(Map, Lot, Func(Of Person, Boolean))
fullName.vb: TinyLife.World.LotEmployment.RemoveCurrentPeople(TinyLife.World.Map, TinyLife.World.Lot, System.Func(Of TinyLife.Objects.Person, Boolean))
name.vb: RemoveCurrentPeople(Map, Lot, Func(Of Person, Boolean))
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- uid: TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot,System.Boolean)
commentId: M:TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot,System.Boolean)
id: HireOnceForLot(TinyLife.World.Lot,System.Boolean)
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parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
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name: HireOnceForLot(Lot, bool)
nameWithType: LotEmployment.HireOnceForLot(Lot, bool)
fullName: TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot, bool)
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type: Method
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
Causes a person that works at this lot employment to be hired as a one-off laborer at the given <code class="paramref">workLot</code>.
If <code class="paramref">generateAdditional</code> is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">true</a>, and there is no lot employee currently free, a new one will be generated if <xref href="TinyLife.World.LotEmployment.MaxAmount" data-throw-if-not-resolved="false"></xref> has not been reached yet.
example: []
syntax:
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content: public Person HireOnceForLot(Lot workLot, bool generateAdditional = true)
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parameters:
- id: workLot
type: TinyLife.World.Lot
description: The lot to work at.
- id: generateAdditional
type: System.Boolean
description: Whether additional employees should be generated if none are free.
return:
type: TinyLife.Objects.Person
description: The hired person, or <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a> if no person could be hired.
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content.vb: Public Function HireOnceForLot(workLot As Lot, generateAdditional As Boolean = True) As Person
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overload: TinyLife.World.LotEmployment.HireOnceForLot*
exceptions:
- type: System.InvalidOperationException
commentId: T:System.InvalidOperationException
description: Thrown if this lot employment is not <xref href="TinyLife.World.LotEmployment.ForHireOnce" data-throw-if-not-resolved="false"></xref>.
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nameWithType.vb: LotEmployment.HireOnceForLot(Lot, Boolean)
fullName.vb: TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot, Boolean)
name.vb: HireOnceForLot(Lot, Boolean)
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- uid: TinyLife.World.LotEmployment.IsDuringWorkHours(TinyLife.World.Map)
commentId: M:TinyLife.World.LotEmployment.IsDuringWorkHours(TinyLife.World.Map)
id: IsDuringWorkHours(TinyLife.World.Map)
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IsDuringWorkHours(Map)
nameWithType: LotEmployment.IsDuringWorkHours(Map)
fullName: TinyLife.World.LotEmployment.IsDuringWorkHours(TinyLife.World.Map)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Whether the given map's <xref href="TinyLife.World.Map.Time" data-throw-if-not-resolved="false"></xref> is during <xref href="TinyLife.World.LotEmployment.WorkHours" data-throw-if-not-resolved="false"></xref>, and not during <xref href="TinyLife.World.LotEmployment.OffWorkDays" data-throw-if-not-resolved="false"></xref>.
example: []
syntax:
content: public bool IsDuringWorkHours(Map map)
parameters:
- id: map
type: TinyLife.World.Map
description: The map whose time to use.
return:
type: System.Boolean
description: Whether the map's time is during work hours.
content.vb: Public Function IsDuringWorkHours(map As Map) As Boolean
overload: TinyLife.World.LotEmployment.IsDuringWorkHours*
references:
- uid: TinyLife.Objects.Person
commentId: T:TinyLife.Objects.Person
parent: TinyLife.Objects
href: TinyLife.Objects.Person.html
name: Person
nameWithType: Person
fullName: TinyLife.Objects.Person
- uid: TinyLife.Objects.Person.LotEmployment
commentId: F:TinyLife.Objects.Person.LotEmployment
href: TinyLife.Objects.Person.html#TinyLife_Objects_Person_LotEmployment
name: LotEmployment
nameWithType: Person.LotEmployment
fullName: TinyLife.Objects.Person.LotEmployment
- uid: TinyLife.World.Lot
commentId: T:TinyLife.World.Lot
parent: TinyLife.World
href: TinyLife.World.Lot.html
name: Lot
nameWithType: Lot
fullName: TinyLife.World.Lot
- uid: TinyLife.World.Household
commentId: T:TinyLife.World.Household
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parent: TinyLife.World
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href: TinyLife.World.Household.html
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name: Household
nameWithType: Household
fullName: TinyLife.World.Household
- uid: TinyLife.Actions.BeAwayFromLotEmploymentAction
commentId: T:TinyLife.Actions.BeAwayFromLotEmploymentAction
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href: TinyLife.Actions.BeAwayFromLotEmploymentAction.html
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name: BeAwayFromLotEmploymentAction
nameWithType: BeAwayFromLotEmploymentAction
fullName: TinyLife.Actions.BeAwayFromLotEmploymentAction
2021-08-04 06:51:12 +02:00
- uid: TinyLife.World.LotType.Employments
commentId: P:TinyLife.World.LotType.Employments
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href: TinyLife.World.LotType.html#TinyLife_World_LotType_Employments
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name: Employments
nameWithType: LotType.Employments
fullName: TinyLife.World.LotType.Employments
2021-08-04 06:51:12 +02:00
- uid: TinyLife.World.LotEmployment.MapWideEmployments
commentId: F:TinyLife.World.LotEmployment.MapWideEmployments
2024-01-07 16:53:47 +01:00
href: TinyLife.World.LotEmployment.html#TinyLife_World_LotEmployment_MapWideEmployments
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name: MapWideEmployments
nameWithType: LotEmployment.MapWideEmployments
fullName: TinyLife.World.LotEmployment.MapWideEmployments
2021-08-04 06:51:12 +02:00
- uid: TinyLife.World
commentId: N:TinyLife.World
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2024-04-14 17:55:54 +02:00
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2021-08-04 06:51:12 +02:00
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2023-07-20 14:27:20 +02:00
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2023-03-30 18:07:55 +02:00
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2023-07-20 14:27:20 +02:00
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2023-07-20 14:27:20 +02:00
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2023-03-30 18:07:55 +02:00
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2021-08-04 06:51:12 +02:00
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2021-08-04 06:51:12 +02:00
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2023-07-20 14:27:20 +02:00
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2021-08-04 06:51:12 +02:00
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2023-07-20 14:27:20 +02:00
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2021-08-04 06:51:12 +02:00
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2023-03-30 18:07:55 +02:00
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2024-01-07 16:53:47 +01:00
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2022-06-09 20:12:10 +02:00
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2023-03-30 18:07:55 +02:00
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2022-06-10 12:18:26 +02:00
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2024-01-07 16:53:47 +01:00
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2023-03-30 18:07:55 +02:00
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2022-12-20 13:25:03 +01:00
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2023-03-30 18:07:55 +02:00
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2022-12-20 13:25:03 +01:00
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