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 { /// <summary>Tracks changes to a location's data.</summary> internal class LocationTracker : IWatcher { /********* ** Fields *********/ /// <summary>The underlying watchers.</summary> private readonly List<IWatcher> Watchers = new(); /********* ** Accessors *********/ /// <inheritdoc /> public string Name { get; } /// <inheritdoc /> public bool IsChanged => this.Watchers.Any(p => p.IsChanged); /// <summary>The tracked location.</summary> public GameLocation Location { get; } /// <summary>Tracks added or removed buildings.</summary> public ICollectionWatcher<Building> BuildingsWatcher { get; } /// <summary>Tracks added or removed debris.</summary> public ICollectionWatcher<Debris> DebrisWatcher { get; } /// <summary>Tracks added or removed large terrain features.</summary> public ICollectionWatcher<LargeTerrainFeature> LargeTerrainFeaturesWatcher { get; } /// <summary>Tracks added or removed NPCs.</summary> public ICollectionWatcher<NPC> NpcsWatcher { get; } /// <summary>Tracks added or removed objects.</summary> public IDictionaryWatcher<Vector2, SObject> ObjectsWatcher { get; } /// <summary>Tracks added or removed terrain features.</summary> public IDictionaryWatcher<Vector2, TerrainFeature> TerrainFeaturesWatcher { get; } /// <summary>Tracks added or removed furniture.</summary> public ICollectionWatcher<Furniture> FurnitureWatcher { get; } /// <summary>Tracks items added or removed to chests.</summary> public IDictionary<Vector2, ChestTracker> ChestWatchers { get; } = new Dictionary<Vector2, ChestTracker>(); /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="location">The location to track.</param> public LocationTracker(GameLocation location) { this.Name = $"Locations.{location.NameOrUniqueName}"; this.Location = location; // init watchers this.BuildingsWatcher = location is BuildableGameLocation buildableLocation ? WatcherFactory.ForNetCollection($"{this.Name}.{nameof(buildableLocation.buildings)}", buildableLocation.buildings) : WatcherFactory.ForImmutableCollection<Building>(); this.DebrisWatcher = WatcherFactory.ForNetCollection($"{this.Name}.{nameof(location.debris)}", location.debris); this.LargeTerrainFeaturesWatcher = WatcherFactory.ForNetCollection($"{this.Name}.{nameof(location.largeTerrainFeatures)}", location.largeTerrainFeatures); this.NpcsWatcher = WatcherFactory.ForNetCollection($"{this.Name}.{nameof(location.characters)}", location.characters); this.ObjectsWatcher = WatcherFactory.ForNetDictionary($"{this.Name}.{nameof(location.netObjects)}", location.netObjects); this.TerrainFeaturesWatcher = WatcherFactory.ForNetDictionary($"{this.Name}.{nameof(location.terrainFeatures)}", location.terrainFeatures); this.FurnitureWatcher = WatcherFactory.ForNetCollection($"{this.Name}.{nameof(location.furniture)}", 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<KeyValuePair<Vector2, SObject>>()); } /// <inheritdoc /> 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(); } /// <inheritdoc /> public void Reset() { foreach (IWatcher watcher in this.Watchers) watcher.Reset(); foreach (var watcher in this.ChestWatchers) watcher.Value.Reset(); } /// <inheritdoc /> public void Dispose() { foreach (IWatcher watcher in this.Watchers) watcher.Dispose(); foreach (var watcher in this.ChestWatchers.Values) watcher.Dispose(); } /********* ** Private methods *********/ /// <summary>Update the watcher list for added or removed chests.</summary> /// <param name="added">The objects added to the location.</param> /// <param name="removed">The objects removed from the location.</param> private void UpdateChestWatcherList(IEnumerable<KeyValuePair<Vector2, SObject>> added, IEnumerable<KeyValuePair<Vector2, SObject>> 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($"{this.Name}.chest({tile})", chest)); } } } }