using System; using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Framework; using StardewValley; namespace StardewModdingAPI.Events { /// <summary>Events raised when the player data changes.</summary> public static class PlayerEvents { /********* ** Events *********/ /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> public static event EventHandler<EventArgsInventoryChanged> InventoryChanged; /// <summary> Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary> public static event EventHandler<EventArgsLevelUp> LeveledUp; /********* ** Internal methods *********/ /// <summary>Raise an <see cref="InventoryChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="inventory">The player's inventory.</param> /// <param name="changedItems">The inventory changes.</param> internal static void InvokeInventoryChanged(IMonitor monitor, List<Item> inventory, IEnumerable<ItemStackChange> changedItems) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.InventoryChanged)}", PlayerEvents.InventoryChanged?.GetInvocationList(), null, new EventArgsInventoryChanged(inventory, changedItems.ToList())); } /// <summary>Rase a <see cref="LeveledUp"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="type">The player skill that leveled up.</param> /// <param name="newLevel">The new skill level.</param> internal static void InvokeLeveledUp(IMonitor monitor, EventArgsLevelUp.LevelType type, int newLevel) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LeveledUp)}", PlayerEvents.LeveledUp?.GetInvocationList(), null, new EventArgsLevelUp(type, newLevel)); } } }