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.TerrainFeatures; using Object = StardewValley.Object; using Chest = StardewValley.Objects.Chest; namespace StardewModdingAPI.Framework.StateTracking { /// Tracks changes to a location's data. internal class LocationTracker : IWatcher { /********* ** Fields *********/ /// The underlying watchers. private readonly List Watchers = new List(); /********* ** 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; } public Dictionary> activeChestWatchers = 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.Watchers.AddRange(new IWatcher[] { this.BuildingsWatcher, this.DebrisWatcher, this.LargeTerrainFeaturesWatcher, this.NpcsWatcher, this.ObjectsWatcher, this.TerrainFeaturesWatcher }); } /// Stop watching the player fields and release all references. public void Dispose() { foreach (IWatcher watcher in this.Watchers) watcher.Dispose(); } /// Update the current value if needed. public void Update() { foreach (IWatcher watcher in this.Watchers) watcher.Update(); foreach (KeyValuePair obj in this.ObjectsWatcher.Added.Where(p => p.Value is Chest)) { if (!this.activeChestWatchers.ContainsKey(obj.Key)) { //create a new watcher for chests items Chest temp = obj.Value as Chest; NetListWatcher tempItemWatcher = new NetListWatcher(temp.items, obj.Key); this.Watchers.Add(tempItemWatcher); this.activeChestWatchers.Add(obj.Key, tempItemWatcher); } } foreach (KeyValuePair obj in this.ObjectsWatcher.Removed) { this.activeChestWatchers.TryGetValue(obj.Key, out NetListWatcher tempItemWatcher); this.Watchers.Remove(tempItemWatcher); this.activeChestWatchers.Remove(obj.Key); } } /// Set the current value as the baseline. public void Reset() { foreach (IWatcher watcher in this.Watchers) watcher.Reset(); } } }