using System;
using System.Collections.Generic;
using StardewValley;

namespace StardewModdingAPI.Events
{
    /// <summary>Event arguments for an <see cref="IPlayerEvents.InventoryChanged"/> event.</summary>
    public class InventoryChangedEventArgs : EventArgs
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The player whose inventory changed.</summary>
        public Farmer Player { get; }

        /// <summary>The added item stacks.</summary>
        public IEnumerable<Item> Added { get; }

        /// <summary>The removed item stacks.</summary>
        public IEnumerable<Item> Removed { get; }

        /// <summary>The item stacks whose size changed.</summary>
        public IEnumerable<ItemStackSizeChange> QuantityChanged { get; }

        /// <summary>Whether the affected player is the local one.</summary>
        public bool IsLocalPlayer => this.Player.IsLocalPlayer;


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="player">The player whose inventory changed.</param>
        /// <param name="added">The added item stacks.</param>
        /// <param name="removed">The removed item stacks.</param>
        /// <param name="quantityChanged">The item stacks whose size changed.</param>
        internal InventoryChangedEventArgs(Farmer player, Item[] added, Item[] removed, ItemStackSizeChange[] quantityChanged)
        {
            this.Player = player;
            this.Added = added;
            this.Removed = removed;
            this.QuantityChanged = quantityChanged;
        }
    }
}