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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-08-01 11:07:29 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-08-01 11:07:29 -0400
commit60b41195778af33fd609eab66d9ae3f1d1165e8f (patch)
tree7128b906d40e94c56c34ed6058f27bc31c31a08b /src/SMAPI/Framework/StateTracking/PlayerTracker.cs
parentb9bc1a6d17cafa0a97b46ffecda432cfc2f23b51 (diff)
parent52cf953f685c65b2b6814e375ec9a5ffa03c440a (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/StateTracking/PlayerTracker.cs')
-rw-r--r--src/SMAPI/Framework/StateTracking/PlayerTracker.cs169
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diff --git a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
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+using System;
+using System.Collections.Generic;
+using System.Linq;
+using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
+using StardewValley;
+using StardewValley.Locations;
+
+namespace StardewModdingAPI.Framework.StateTracking
+{
+ /// <summary>Tracks changes to a player's data.</summary>
+ internal class PlayerTracker : IDisposable
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The player's inventory as of the last reset.</summary>
+ private IDictionary<Item, int> PreviousInventory;
+
+ /// <summary>The player's inventory change as of the last update.</summary>
+ private IDictionary<Item, int> CurrentInventory;
+
+ /// <summary>The player's last valid location.</summary>
+ private GameLocation LastValidLocation;
+
+ /// <summary>The underlying watchers.</summary>
+ private readonly List<IWatcher> Watchers = new List<IWatcher>();
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The player being tracked.</summary>
+ public Farmer Player { get; }
+
+ /// <summary>The player's current location.</summary>
+ public IValueWatcher<GameLocation> LocationWatcher { get; }
+
+ /// <summary>The player's current mine level.</summary>
+ public IValueWatcher<int> MineLevelWatcher { get; }
+
+ /// <summary>Tracks changes to the player's skill levels.</summary>
+ public IDictionary<EventArgsLevelUp.LevelType, IValueWatcher<int>> SkillWatchers { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="player">The player to track.</param>
+ public PlayerTracker(Farmer player)
+ {
+ // init player data
+ this.Player = player;
+ this.PreviousInventory = this.GetInventory();
+
+ // init trackers
+ this.LocationWatcher = WatcherFactory.ForReference(this.GetCurrentLocation);
+ this.MineLevelWatcher = WatcherFactory.ForEquatable(() => this.LastValidLocation is MineShaft mine ? mine.mineLevel : 0);
+ this.SkillWatchers = new Dictionary<EventArgsLevelUp.LevelType, IValueWatcher<int>>
+ {
+ [EventArgsLevelUp.LevelType.Combat] = WatcherFactory.ForNetValue(player.combatLevel),
+ [EventArgsLevelUp.LevelType.Farming] = WatcherFactory.ForNetValue(player.farmingLevel),
+ [EventArgsLevelUp.LevelType.Fishing] = WatcherFactory.ForNetValue(player.fishingLevel),
+ [EventArgsLevelUp.LevelType.Foraging] = WatcherFactory.ForNetValue(player.foragingLevel),
+ [EventArgsLevelUp.LevelType.Luck] = WatcherFactory.ForNetValue(player.luckLevel),
+ [EventArgsLevelUp.LevelType.Mining] = WatcherFactory.ForNetValue(player.miningLevel)
+ };
+
+ // track watchers for convenience
+ this.Watchers.AddRange(new IWatcher[]
+ {
+ this.LocationWatcher,
+ this.MineLevelWatcher
+ });
+ this.Watchers.AddRange(this.SkillWatchers.Values);
+ }
+
+ /// <summary>Update the current values if needed.</summary>
+ public void Update()
+ {
+ // update valid location
+ this.LastValidLocation = this.GetCurrentLocation();
+
+ // update watchers
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Update();
+
+ // update inventory
+ this.CurrentInventory = this.GetInventory();
+ }
+
+ /// <summary>Reset all trackers so their current values are the baseline.</summary>
+ public void Reset()
+ {
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Reset();
+
+ this.PreviousInventory = this.CurrentInventory;
+ }
+
+ /// <summary>Get the player's current location, ignoring temporary null values.</summary>
+ /// <remarks>The game will set <see cref="Character.currentLocation"/> to null in some cases, e.g. when they're a secondary player in multiplayer and transition to a location that hasn't been synced yet. While that's happening, this returns the player's last valid location instead.</remarks>
+ public GameLocation GetCurrentLocation()
+ {
+ return this.Player.currentLocation ?? this.LastValidLocation;
+ }
+
+ /// <summary>Get the player inventory changes between two states.</summary>
+ public IEnumerable<ItemStackChange> GetInventoryChanges()
+ {
+ IDictionary<Item, int> previous = this.PreviousInventory;
+ IDictionary<Item, int> current = this.GetInventory();
+ foreach (Item item in previous.Keys.Union(current.Keys))
+ {
+ if (!previous.TryGetValue(item, out int prevStack))
+ yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
+ else if (!current.TryGetValue(item, out int newStack))
+ yield return new ItemStackChange { Item = item, StackChange = -item.Stack, ChangeType = ChangeType.Removed };
+ else if (prevStack != newStack)
+ yield return new ItemStackChange { Item = item, StackChange = newStack - prevStack, ChangeType = ChangeType.StackChange };
+ }
+ }
+
+ /// <summary>Get the player skill levels which changed.</summary>
+ public IEnumerable<KeyValuePair<EventArgsLevelUp.LevelType, IValueWatcher<int>>> GetChangedSkills()
+ {
+ return this.SkillWatchers.Where(p => p.Value.IsChanged);
+ }
+
+ /// <summary>Get the player's new location if it changed.</summary>
+ /// <param name="location">The player's current location.</param>
+ /// <returns>Returns whether it changed.</returns>
+ public bool TryGetNewLocation(out GameLocation location)
+ {
+ location = this.LocationWatcher.CurrentValue;
+ return this.LocationWatcher.IsChanged;
+ }
+
+ /// <summary>Get the player's new mine level if it changed.</summary>
+ /// <param name="mineLevel">The player's current mine level.</param>
+ /// <returns>Returns whether it changed.</returns>
+ public bool TryGetNewMineLevel(out int mineLevel)
+ {
+ mineLevel = this.MineLevelWatcher.CurrentValue;
+ return this.MineLevelWatcher.IsChanged;
+ }
+
+ /// <summary>Stop watching the player fields and release all references.</summary>
+ public void Dispose()
+ {
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Dispose();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the player's current inventory.</summary>
+ private IDictionary<Item, int> GetInventory()
+ {
+ return this.Player.Items
+ .Where(n => n != null)
+ .Distinct()
+ .ToDictionary(n => n, n => n.Stack);
+ }
+ }
+}