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-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs4
-rw-r--r--src/SMAPI/Framework/Events/ModWorldEvents.cs7
-rw-r--r--src/SMAPI/Framework/SGame.cs35
-rw-r--r--src/SMAPI/Framework/StateTracking/LocationTracker.cs7
4 files changed, 40 insertions, 13 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index c909c1bd..cb331e7a 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -20,6 +20,9 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised after buildings are added or removed in a location.</summary>
public readonly ManagedEvent<WorldBuildingListChangedEventArgs> World_BuildingListChanged;
+ /// <summary>Raised after NPCs are added or removed in a location.</summary>
+ public readonly ManagedEvent<WorldNpcListChangedEventArgs> World_NpcListChanged;
+
/// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<WorldObjectListChangedEventArgs> World_ObjectListChanged;
@@ -230,6 +233,7 @@ namespace StardewModdingAPI.Framework.Events
// init events (new)
this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged));
this.World_LocationListChanged = ManageEventOf<WorldLocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged));
+ this.World_NpcListChanged = ManageEventOf<WorldNpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged));
this.World_ObjectListChanged = ManageEventOf<WorldObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));
this.World_TerrainFeatureListChanged = ManageEventOf<WorldTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged));
diff --git a/src/SMAPI/Framework/Events/ModWorldEvents.cs b/src/SMAPI/Framework/Events/ModWorldEvents.cs
index 14646c5d..ca851550 100644
--- a/src/SMAPI/Framework/Events/ModWorldEvents.cs
+++ b/src/SMAPI/Framework/Events/ModWorldEvents.cs
@@ -33,6 +33,13 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.World_BuildingListChanged.Remove(value);
}
+ /// <summary>Raised after NPCs are added or removed in a location.</summary>
+ public event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged
+ {
+ add => this.EventManager.World_NpcListChanged.Add(value);
+ remove => this.EventManager.World_NpcListChanged.Remove(value);
+ }
+
/// <summary>Raised after objects are added or removed in a location.</summary>
public event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged
{
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 02d6dd2c..38f96566 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -555,18 +555,6 @@ namespace StardewModdingAPI.Framework
{
foreach (LocationTracker watcher in this.LocationsWatcher.Locations)
{
- // objects changed
- if (watcher.ObjectsWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- KeyValuePair<Vector2, Object>[] added = watcher.ObjectsWatcher.Added.ToArray();
- KeyValuePair<Vector2, Object>[] removed = watcher.ObjectsWatcher.Removed.ToArray();
- watcher.ObjectsWatcher.Reset();
-
- this.Events.World_ObjectListChanged.Raise(new WorldObjectListChangedEventArgs(location, added, removed));
- this.Events.Location_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed));
- }
-
// buildings changed
if (watcher.BuildingsWatcher.IsChanged)
{
@@ -579,6 +567,29 @@ namespace StardewModdingAPI.Framework
this.Events.Location_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed));
}
+ // NPCs changed
+ if (watcher.NpcsWatcher.IsChanged)
+ {
+ GameLocation location = watcher.Location;
+ NPC[] added = watcher.NpcsWatcher.Added.ToArray();
+ NPC[] removed = watcher.NpcsWatcher.Removed.ToArray();
+ watcher.NpcsWatcher.Reset();
+
+ this.Events.World_NpcListChanged.Raise(new WorldNpcListChangedEventArgs(location, added, removed));
+ }
+
+ // objects changed
+ if (watcher.ObjectsWatcher.IsChanged)
+ {
+ GameLocation location = watcher.Location;
+ KeyValuePair<Vector2, Object>[] added = watcher.ObjectsWatcher.Added.ToArray();
+ KeyValuePair<Vector2, Object>[] removed = watcher.ObjectsWatcher.Removed.ToArray();
+ watcher.ObjectsWatcher.Reset();
+
+ this.Events.World_ObjectListChanged.Raise(new WorldObjectListChangedEventArgs(location, added, removed));
+ this.Events.Location_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed));
+ }
+
// terrain features changed
if (watcher.TerrainFeaturesWatcher.IsChanged)
{
diff --git a/src/SMAPI/Framework/StateTracking/LocationTracker.cs b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
index d31b1128..4ac455ac 100644
--- a/src/SMAPI/Framework/StateTracking/LocationTracker.cs
+++ b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
@@ -33,6 +33,9 @@ namespace StardewModdingAPI.Framework.StateTracking
/// <summary>Tracks added or removed buildings.</summary>
public ICollectionWatcher<Building> BuildingsWatcher { get; }
+ /// <summary>Tracks added or removed NPCs.</summary>
+ public ICollectionWatcher<NPC> NpcsWatcher { get; }
+
/// <summary>Tracks added or removed objects.</summary>
public IDictionaryWatcher<Vector2, Object> ObjectsWatcher { get; }
@@ -50,15 +53,17 @@ namespace StardewModdingAPI.Framework.StateTracking
this.Location = location;
// init watchers
- this.ObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects);
this.BuildingsWatcher = location is BuildableGameLocation buildableLocation
? WatcherFactory.ForNetCollection(buildableLocation.buildings)
: (ICollectionWatcher<Building>)WatcherFactory.ForObservableCollection(new ObservableCollection<Building>());
+ this.NpcsWatcher = WatcherFactory.ForNetCollection(location.characters);
+ this.ObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects);
this.TerrainFeaturesWatcher = WatcherFactory.ForNetDictionary(location.terrainFeatures);
this.Watchers.AddRange(new IWatcher[]
{
this.BuildingsWatcher,
+ this.NpcsWatcher,
this.ObjectsWatcher,
this.TerrainFeaturesWatcher
});