using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using StardewModdingAPI.Framework.StateTracking.FieldWatchers; using StardewValley; using StardewValley.Buildings; using StardewValley.Locations; using StardewValley.Objects; using StardewValley.TerrainFeatures; using SObject = StardewValley.Object; namespace StardewModdingAPI.Framework.StateTracking { /// Tracks changes to a location's data. internal class LocationTracker : IWatcher { /********* ** Fields *********/ /// The underlying watchers. private readonly List Watchers = new(); /********* ** Accessors *********/ /// Whether the value changed since the last reset. public bool IsChanged => this.Watchers.Any(p => p.IsChanged); /// The tracked location. public GameLocation Location { get; } /// Tracks added or removed buildings. public ICollectionWatcher BuildingsWatcher { get; } /// Tracks added or removed debris. public ICollectionWatcher DebrisWatcher { get; } /// Tracks added or removed large terrain features. public ICollectionWatcher LargeTerrainFeaturesWatcher { get; } /// Tracks added or removed NPCs. public ICollectionWatcher NpcsWatcher { get; } /// Tracks added or removed objects. public IDictionaryWatcher ObjectsWatcher { get; } /// Tracks added or removed terrain features. public IDictionaryWatcher TerrainFeaturesWatcher { get; } /// Tracks added or removed furniture. public ICollectionWatcher FurnitureWatcher { get; } /// Tracks items added or removed to chests. public IDictionary ChestWatchers { get; } = new Dictionary(); /********* ** Public methods *********/ /// Construct an instance. /// The location to track. public LocationTracker(GameLocation location) { this.Location = location; // init watchers this.BuildingsWatcher = location is BuildableGameLocation buildableLocation ? WatcherFactory.ForNetCollection(buildableLocation.buildings) : WatcherFactory.ForImmutableCollection(); this.DebrisWatcher = WatcherFactory.ForNetCollection(location.debris); this.LargeTerrainFeaturesWatcher = WatcherFactory.ForNetCollection(location.largeTerrainFeatures); this.NpcsWatcher = WatcherFactory.ForNetCollection(location.characters); this.ObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects); this.TerrainFeaturesWatcher = WatcherFactory.ForNetDictionary(location.terrainFeatures); this.FurnitureWatcher = WatcherFactory.ForNetCollection(location.furniture); this.Watchers.AddRange(new IWatcher[] { this.BuildingsWatcher, this.DebrisWatcher, this.LargeTerrainFeaturesWatcher, this.NpcsWatcher, this.ObjectsWatcher, this.TerrainFeaturesWatcher, this.FurnitureWatcher }); this.UpdateChestWatcherList(added: location.Objects.Pairs, removed: Array.Empty>()); } /// Update the current value if needed. public void Update() { foreach (IWatcher watcher in this.Watchers) watcher.Update(); this.UpdateChestWatcherList(added: this.ObjectsWatcher.Added, removed: this.ObjectsWatcher.Removed); foreach (var watcher in this.ChestWatchers) watcher.Value.Update(); } /// Set the current value as the baseline. public void Reset() { foreach (IWatcher watcher in this.Watchers) watcher.Reset(); foreach (var watcher in this.ChestWatchers) watcher.Value.Reset(); } /// Stop watching the player fields and release all references. public void Dispose() { foreach (IWatcher watcher in this.Watchers) watcher.Dispose(); foreach (var watcher in this.ChestWatchers.Values) watcher.Dispose(); } /********* ** Private methods *********/ /// Update the watcher list for added or removed chests. /// The objects added to the location. /// The objects removed from the location. private void UpdateChestWatcherList(IEnumerable> added, IEnumerable> removed) { // remove unused watchers foreach ((Vector2 tile, SObject? obj) in removed) { if (obj is Chest && this.ChestWatchers.TryGetValue(tile, out ChestTracker? watcher)) { watcher.Dispose(); this.ChestWatchers.Remove(tile); } } // add new watchers foreach ((Vector2 tile, SObject? obj) in added) { if (obj is Chest chest && !this.ChestWatchers.ContainsKey(tile)) this.ChestWatchers.Add(tile, new ChestTracker(chest)); } } } }