using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using StardewModdingAPI.Framework.StateTracking.FieldWatchers; using StardewValley; using Object = StardewValley.Object; namespace StardewModdingAPI.Framework.StateTracking { /// <summary>Tracks changes to a location's data.</summary> internal class LocationTracker : IWatcher { /********* ** Properties *********/ /// <summary>The underlying watchers.</summary> private readonly List<IWatcher> Watchers = new List<IWatcher>(); /********* ** Accessors *********/ /// <summary>Whether the value changed since the last reset.</summary> public bool IsChanged => this.Watchers.Any(p => p.IsChanged); /// <summary>The tracked location.</summary> public GameLocation Location { get; } /// <summary>Tracks changes to the current location's objects.</summary> public IDictionaryWatcher<Vector2, Object> LocationObjectsWatcher { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="location">The location to track.</param> public LocationTracker(GameLocation location) { this.Location = location; // init watchers this.LocationObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects); this.Watchers.AddRange(new[] { this.LocationObjectsWatcher }); } /// <summary>Stop watching the player fields and release all references.</summary> public void Dispose() { foreach (IWatcher watcher in this.Watchers) watcher.Dispose(); } /// <summary>Update the current value if needed.</summary> public void Update() { foreach (IWatcher watcher in this.Watchers) watcher.Update(); } /// <summary>Set the current value as the baseline.</summary> public void Reset() { foreach (IWatcher watcher in this.Watchers) watcher.Reset(); } } }