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FB2HouseholdManager

Overview

  • Household manager that runs per-tick or OnDayChanged computations for households. Also handles waiting-household logic here.

Metadata

FieldValue
Kindsystem
EnvironmentB2 - Simulation
Categorysystems
ExtendsFB2ManagerBase
Requirerequire('Systems.B2HouseholdManager')

Properties (3)

NameTypeDescription
Householdstable<FB1EntityId, FB2HouseholdContext>
OnDayChangedUpdateListFB1EntityId[]List of Households that need OnDayChanged updates.
RegistedHouseholdDtIdstable<string, boolean>Info on HouseholdIds that have been created at least once.

Functions (13)

FunctionParametersReturnsDescription
GetHouseholdCount-integerReturns Household Count.
GetType-EB2ManagerTypeReturns Type.
GetValidInstance (static)-FB2HouseholdManagerReturns Valid Instance.
IsAgingPausedInHouseholdId: FB1EntityIdbooleanReturns whether Aging Paused.
IsTickable-booleanReturns whether Tickable.
RegisterHouseholdInHouseholdId: FB1EntityId-Registers Household.
ResolveHouseholdInNewGamePath: string-
SetPauseAgingInHouseholdId: FB1EntityId, bInValue: boolean, bInReason: stringbooleanSets Pause Aging.
StaticIsAgingPaused (static)InHouseholdId: FB1EntityIdboolean
StaticRegisterHousehold (static)InHouseholdId: FB1EntityId-
StaticSetPauseAging (static)InHouseholdId: FB1EntityId, bInValue: boolean, InReason: stringboolean
StaticUnregisterHousehold (static)InHouseholdId: FB1EntityId-
UnregisterHouseholdInHouseholdId: FB1EntityId-Unregisters Household.

Override points (5)

Implement these in Lua as FB2HouseholdManager.Override_Name = function(...) end.

FunctionParametersReturnsDescription
Override_RegisterHouseholdInHouseholdId: FB1EntityId-Registers Household.
Override_ResolveHouseholdInNewGamePath: string-
Override_StaticRegisterHousehold (static)InHouseholdId: FB1EntityId-
Override_StaticUnregisterHousehold (static)InHouseholdId: FB1EntityId-
Override_UnregisterHouseholdInHouseholdId: FB1EntityId-Unregisters Household.