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PropertyDefinition

public sealed class PropertyDefinition

Namespace MapExpansions

A property the player can buy, as a copy of a main-world property: its building, grids, loading docks, employee spots and sale sign come along and stand at Root. The copy is a networked object the host spawns, so ownership, hiring and building work in co-op as on the original. A business such as the laundromat is copied the same way and launders money like the original.

public string Id { get; set; }

Stable id inside the expansion; the GUIDs of the copy’s grids and docks are made from it.

public string Code { get; set; }

The game’s property code: lowercase, unique across the world. Saves store the property under it, and the realtor’s dialogue choice uses it as its label.

public string Name { get; set; }
public float? Price { get; set; }

The purchase price; null keeps the template’s.

public int? EmployeeCapacity { get; set; }

How many employees work there; null keeps the template’s.

public string Template { get; set; }

Code of the main-world property or business that is copied, for example “bungalow”, “barn” or “laundromat”.

public LocalPoint Root { get; set; }

Type: LocalPoint

Where the template’s root stands, in expansion-local coordinates.

public bool Mirrored { get; set; }

The copy is the mirror image of the template, its local x axis reversed, as if placed with scale x -1. Grids, parking spots and spawn, access and idle points keep a proper orientation, so building, deliveries and employees work as on the original.

public List<string> Exclude { get; }

Children of the template left out of the copy, as paths below its root (transform.Find), for props that stand in the template’s surroundings rather than on its lot.

public bool SoldByRealtor { get; set; }

Ray the realtor offers the property among his others when this is set.

public string RealtorText { get; set; }

The realtor’s choice text; empty means “<Name> (<PRICE>)”. The price token is replaced by the game.