using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using Microsoft.Xna.Framework; using StardewModdingAPI.Framework.StateTracking.FieldWatchers; using StardewValley; using StardewValley.Buildings; using StardewValley.Locations; using Object = StardewValley.Object; namespace StardewModdingAPI.Framework.StateTracking { /// Tracks changes to a location's data. internal class LocationTracker : IWatcher { /********* ** Properties *********/ /// 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 changes to the location's buildings. public ICollectionWatcher BuildingsWatcher { get; } /// Tracks changes to the location's objects. public IDictionaryWatcher ObjectsWatcher { get; } /********* ** Public methods *********/ /// Construct an instance. /// The location to track. public LocationTracker(GameLocation location) { this.Location = location; // init watchers this.ObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects); this.BuildingsWatcher = location is BuildableGameLocation buildableLocation ? WatcherFactory.ForNetCollection(buildableLocation.buildings) : (ICollectionWatcher)WatcherFactory.ForObservableCollection(new ObservableCollection()); this.Watchers.AddRange(new IWatcher[] { this.BuildingsWatcher, this.ObjectsWatcher }); } /// 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(); } /// Set the current value as the baseline. public void Reset() { foreach (IWatcher watcher in this.Watchers) watcher.Reset(); } } }