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 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 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 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.Location = location; // init watchers this.BuildingsWatcher = location is BuildableGameLocation buildableLocation ? WatcherFactory.ForNetCollection(buildableLocation.buildings) : WatcherFactory.ForImmutableCollection<Building>(); 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.Watchers.AddRange(new IWatcher[] { this.BuildingsWatcher, this.DebrisWatcher, this.LargeTerrainFeaturesWatcher, this.NpcsWatcher, this.ObjectsWatcher, this.TerrainFeaturesWatcher }); this.UpdateChestWatcherList(added: location.Objects.Pairs, removed: new KeyValuePair<Vector2, SObject>[0]); } /// <summary>Update the current value if needed.</summary> 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(); } /// <summary>Set the current value as the baseline.</summary> public void Reset() { foreach (IWatcher watcher in this.Watchers) watcher.Reset(); foreach (var watcher in this.ChestWatchers) watcher.Value.Reset(); } /// <summary>Stop watching the player fields and release all references.</summary> 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 (KeyValuePair<Vector2, SObject> pair in removed) { if (pair.Value is Chest && this.ChestWatchers.TryGetValue(pair.Key, out ChestTracker watcher)) { watcher.Dispose(); this.ChestWatchers.Remove(pair.Key); } } // add new watchers foreach (KeyValuePair<Vector2, SObject> pair in added) { if (pair.Value is Chest chest && !this.ChestWatchers.ContainsKey(pair.Key)) this.ChestWatchers.Add(pair.Key, new ChestTracker(chest)); } } } }