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-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs4
-rw-r--r--src/SMAPI/Framework/Events/ModWorldEvents.cs6
-rw-r--r--src/SMAPI/Framework/SGame.cs4
-rw-r--r--src/SMAPI/Framework/SnapshotListDiff.cs8
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs100
-rw-r--r--src/SMAPI/Framework/StateTracking/LocationTracker.cs21
-rw-r--r--src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs5
7 files changed, 148 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index 18b00f69..dad45f95 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -148,6 +148,9 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<ObjectListChangedEventArgs> ObjectListChanged;
+ /// <summary>Raised after a new item is added or removed from a chest in a location.</summary>
+ public readonly ManagedEvent<ChestItemChangedEventArgs> ChestItemsChanged;
+
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public readonly ManagedEvent<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
@@ -221,6 +224,7 @@ namespace StardewModdingAPI.Framework.Events
this.LocationListChanged = ManageEventOf<LocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged));
this.NpcListChanged = ManageEventOf<NpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged));
this.ObjectListChanged = ManageEventOf<ObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));
+ this.ChestItemsChanged = ManageEventOf<ChestItemChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ChestItemChanged));
this.TerrainFeatureListChanged = ManageEventOf<TerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged));
this.LoadStageChanged = ManageEventOf<LoadStageChangedEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.LoadStageChanged));
diff --git a/src/SMAPI/Framework/Events/ModWorldEvents.cs b/src/SMAPI/Framework/Events/ModWorldEvents.cs
index b85002a3..8d6701ec 100644
--- a/src/SMAPI/Framework/Events/ModWorldEvents.cs
+++ b/src/SMAPI/Framework/Events/ModWorldEvents.cs
@@ -51,6 +51,12 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.ObjectListChanged.Remove(value);
}
+ public event EventHandler<ChestItemChangedEventArgs> ChestItemChanged
+ {
+ add => this.EventManager.ChestItemsChanged.Add(value);
+ remove => this.EventManager.ChestItemsChanged.Remove(value);
+ }
+
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged
{
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 4774233e..564fec1d 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -702,6 +702,10 @@ namespace StardewModdingAPI.Framework
if (locState.Objects.IsChanged)
events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
+ // chest items changed
+ if (locState.ChestItems.IsChanged)
+ events.ChestItemsChanged.Raise(new ChestItemChangedEventArgs(location, locState.ChestItems.Added, locState.ChestItems.Removed, locState.ChestItems.Key));
+
// terrain features changed
if (locState.TerrainFeatures.IsChanged)
events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
diff --git a/src/SMAPI/Framework/SnapshotListDiff.cs b/src/SMAPI/Framework/SnapshotListDiff.cs
index d4d5df50..b14cacdb 100644
--- a/src/SMAPI/Framework/SnapshotListDiff.cs
+++ b/src/SMAPI/Framework/SnapshotListDiff.cs
@@ -29,10 +29,18 @@ namespace StardewModdingAPI.Framework
/// <summary>The added values.</summary>
public IEnumerable<T> Added => this.AddedImpl;
+ public Microsoft.Xna.Framework.Vector2 Key;
/*********
** Public methods
*********/
+
+ public void Update(ICollectionWatcher<T> watcher, Microsoft.Xna.Framework.Vector2 key)
+ {
+ this.Key = key;
+ this.Update(watcher.IsChanged, watcher.Removed, watcher.Added);
+ }
+
/// <summary>Update the snapshot.</summary>
/// <param name="isChanged">Whether the value changed since the last update.</param>
/// <param name="removed">The removed values.</param>
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs
new file mode 100644
index 00000000..cac66356
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetListWatcher.cs
@@ -0,0 +1,100 @@
+using System;
+using System.Collections.Generic;
+using Netcode;
+
+namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
+{
+ internal class NetListWatcher<TKey, TValue> : BaseDisposableWatcher, ICollectionWatcher<TValue>
+ where TValue : class, INetObject<INetSerializable>
+ {
+
+
+ /*********
+ ** Fields
+ *********/
+ /// <summary>The field being watched.</summary>
+ private readonly NetList<TValue, Netcode.NetRef<TValue>> Field;
+
+ public TKey Key { get; }
+
+ /// <summary>The pairs added since the last reset.</summary>
+ private readonly IList<TValue> AddedImpl = new List<TValue>();
+
+ /// <summary>The pairs removed since the last reset.</summary>
+ private readonly IList<TValue> RemovedImpl = new List<TValue>();
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="field">The field to watch.</param>
+ public NetListWatcher(NetList<TValue, Netcode.NetRef<TValue>> field, TKey key)
+ {
+ this.Field = field;
+ this.Key = key;
+ field.OnElementChanged += this.OnElementChanged;
+ field.OnArrayReplaced += this.OnArrayReplaced;
+ }
+
+ public bool IsChanged => this.AddedImpl.Count > 0 || this.RemovedImpl.Count > 0;
+
+ public IEnumerable<TValue> Added => this.AddedImpl;
+
+ public IEnumerable<TValue> Removed => this.RemovedImpl;
+
+ public void Dispose()
+ {
+ if (!this.IsDisposed)
+ {
+ this.Field.OnElementChanged -= this.OnElementChanged;
+ this.Field.OnArrayReplaced -= this.OnArrayReplaced;
+ }
+
+ base.Dispose();
+ }
+
+ public void Reset()
+ {
+ this.AddedImpl.Clear();
+ this.RemovedImpl.Clear();
+ }
+
+ public void Update()
+ {
+ this.AssertNotDisposed();
+ }
+
+ /*********
+ ** Private methods
+ *********/
+ private void OnArrayReplaced(NetList<TValue, Netcode.NetRef<TValue>> list, IList<TValue> before, IList<TValue> after)
+ {
+ this.AddedImpl.Clear();
+ this.RemovedImpl.Clear();
+
+ foreach(var obj in after)
+ this.AddedImpl.Add(obj);
+
+ foreach(var obj in before)
+ this.RemovedImpl.Add(obj);
+ }
+
+ private void OnElementChanged(NetList<TValue, Netcode.NetRef<TValue>> list, int index, TValue oldValue, TValue newValue)
+ {
+
+ /* checks for stack addition / subtraction changing stacks does not fire off an element changed event
+ if ((oldValue != null && newValue != null) && oldValue.CompareTo(newValue) < 0)
+ this.AddedImpl.Add(newValue);
+ //Stack Removed from
+ if ((oldValue != null && newValue != null) && oldValue.CompareTo(newValue) > 0)
+ this.RemovedImpl.Add(newValue);
+ */
+
+ if(newValue!=null)
+ this.AddedImpl.Add(newValue);
+
+ if(oldValue!=null)
+ this.RemovedImpl.Add(oldValue);
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/LocationTracker.cs b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
index 1f479e12..ef4a8b64 100644
--- a/src/SMAPI/Framework/StateTracking/LocationTracker.cs
+++ b/src/SMAPI/Framework/StateTracking/LocationTracker.cs
@@ -7,6 +7,7 @@ using StardewValley.Buildings;
using StardewValley.Locations;
using StardewValley.TerrainFeatures;
using Object = StardewValley.Object;
+using Chest = StardewValley.Objects.Chest;
namespace StardewModdingAPI.Framework.StateTracking
{
@@ -47,6 +48,7 @@ namespace StardewModdingAPI.Framework.StateTracking
/// <summary>Tracks added or removed terrain features.</summary>
public IDictionaryWatcher<Vector2, TerrainFeature> TerrainFeaturesWatcher { get; }
+ public Dictionary<Vector2, NetListWatcher<Vector2, Item>> activeChestWatchers = new Dictionary<Vector2, NetListWatcher<Vector2, Item>>();
/*********
** Public methods
@@ -88,6 +90,25 @@ namespace StardewModdingAPI.Framework.StateTracking
{
foreach (IWatcher watcher in this.Watchers)
watcher.Update();
+
+ foreach (KeyValuePair<Vector2, Object> obj in this.ObjectsWatcher.Added.Where(p => p.Value is Chest))
+ {
+ if (!this.activeChestWatchers.ContainsKey(obj.Key))
+ {
+ //create a new watcher for chests items
+ Chest temp = obj.Value as Chest;
+ NetListWatcher<Vector2, Item> tempItemWatcher = new NetListWatcher<Vector2, Item>(temp.items, obj.Key);
+ this.Watchers.Add(tempItemWatcher);
+ this.activeChestWatchers.Add(obj.Key, tempItemWatcher);
+ }
+ }
+
+ foreach (KeyValuePair<Vector2, Object> obj in this.ObjectsWatcher.Removed)
+ {
+ this.activeChestWatchers.TryGetValue(obj.Key, out NetListWatcher<Vector2, Item> tempItemWatcher);
+ this.Watchers.Remove(tempItemWatcher);
+ this.activeChestWatchers.Remove(obj.Key);
+ }
}
/// <summary>Set the current value as the baseline.</summary>
diff --git a/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs b/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs
index d3029540..31cf29c3 100644
--- a/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs
+++ b/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs
@@ -33,6 +33,8 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
/// <summary>Tracks added or removed terrain features.</summary>
public SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>> TerrainFeatures { get; } = new SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>>();
+ public SnapshotListDiff<Item> ChestItems { get; } = new SnapshotListDiff<Item>();
+
/*********
** Public methods
@@ -54,6 +56,9 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
this.Npcs.Update(watcher.NpcsWatcher);
this.Objects.Update(watcher.ObjectsWatcher);
this.TerrainFeatures.Update(watcher.TerrainFeaturesWatcher);
+
+ foreach (var obj in watcher.activeChestWatchers)
+ this.ChestItems.Update(obj.Value, obj.Key);
}
}
}