using System; using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Framework; using StardewValley; namespace StardewModdingAPI.Events { /// Events raised when the player data changes. public static class PlayerEvents { /********* ** Events *********/ /// Raised after the player's inventory changes in any way (added or removed item, sorted, etc). public static event EventHandler InventoryChanged; /// Raised after the player levels up a skill. This happens as soon as they level up, not when the game notifies the player after their character goes to bed. public static event EventHandler LeveledUp; /********* ** Internal methods *********/ /// Raise an event. /// Encapsulates monitoring and logging. /// The player's inventory. /// The inventory changes. internal static void InvokeInventoryChanged(IMonitor monitor, List inventory, IEnumerable changedItems) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.InventoryChanged)}", PlayerEvents.InventoryChanged?.GetInvocationList(), null, new EventArgsInventoryChanged(inventory, changedItems.ToList())); } /// Rase a event. /// Encapsulates monitoring and logging. /// The player skill that leveled up. /// The new skill level. internal static void InvokeLeveledUp(IMonitor monitor, EventArgsLevelUp.LevelType type, int newLevel) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LeveledUp)}", PlayerEvents.LeveledUp?.GetInvocationList(), null, new EventArgsLevelUp(type, newLevel)); } } }