using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using StardewModdingAPI.Framework; using StardewValley; using Object = StardewValley.Object; namespace StardewModdingAPI.Events { /// <summary>Events raised when the player transitions between game locations, a location is added or removed, or the objects in the current location change.</summary> public static class LocationEvents { /********* ** Events *********/ /// <summary>Raised after the player warps to a new location.</summary> public static event EventHandler<EventArgsCurrentLocationChanged> CurrentLocationChanged; /// <summary>Raised after a game location is added or removed.</summary> public static event EventHandler<EventArgsGameLocationsChanged> LocationsChanged; /// <summary>Raised after the list of objects in the current location changes (e.g. an object is added or removed).</summary> public static event EventHandler<EventArgsLocationObjectsChanged> LocationObjectsChanged; /********* ** Internal methods *********/ /// <summary>Raise a <see cref="CurrentLocationChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="priorLocation">The player's previous location.</param> /// <param name="newLocation">The player's current location.</param> internal static void InvokeCurrentLocationChanged(IMonitor monitor, GameLocation priorLocation, GameLocation newLocation) { monitor.SafelyRaiseGenericEvent($"{nameof(LocationEvents)}.{nameof(LocationEvents.CurrentLocationChanged)}", LocationEvents.CurrentLocationChanged?.GetInvocationList(), null, new EventArgsCurrentLocationChanged(priorLocation, newLocation)); } /// <summary>Raise a <see cref="LocationsChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="newLocations">The current list of game locations.</param> internal static void InvokeLocationsChanged(IMonitor monitor, List<GameLocation> newLocations) { monitor.SafelyRaiseGenericEvent($"{nameof(LocationEvents)}.{nameof(LocationEvents.LocationsChanged)}", LocationEvents.LocationsChanged?.GetInvocationList(), null, new EventArgsGameLocationsChanged(newLocations)); } /// <summary>Raise a <see cref="LocationObjectsChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="newObjects">The current list of objects in the current location.</param> internal static void InvokeOnNewLocationObject(IMonitor monitor, SerializableDictionary<Vector2, Object> newObjects) { monitor.SafelyRaiseGenericEvent($"{nameof(LocationEvents)}.{nameof(LocationEvents.LocationObjectsChanged)}", LocationEvents.LocationObjectsChanged?.GetInvocationList(), null, new EventArgsLocationObjectsChanged(newObjects)); } } }