using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Framework;
using StardewValley;
using SFarmer = StardewValley.Farmer;
namespace StardewModdingAPI.Events
{
/// Events raised when the player data changes.
public static class PlayerEvents
{
/*********
** Properties
*********/
/// Manages deprecation warnings.
private static DeprecationManager DeprecationManager;
/*********
** Events
*********/
/// Raised after the player loads a saved game.
[Obsolete("Use " + nameof(SaveEvents) + "." + nameof(SaveEvents.AfterLoad) + " instead")]
public static event EventHandler LoadedGame;
/// Raised after the game assigns a new player character. This happens just before ; it's unclear how this would happen any other time.
[Obsolete("should no longer be used")]
public static event EventHandler FarmerChanged;
/// 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
*********/
/// Injects types required for backwards compatibility.
/// Manages deprecation warnings.
internal static void Shim(DeprecationManager deprecationManager)
{
PlayerEvents.DeprecationManager = deprecationManager;
}
/// Raise a event.
/// Encapsulates monitoring and logging.
/// Whether the save has been loaded. This is always true.
internal static void InvokeLoadedGame(IMonitor monitor, EventArgsLoadedGameChanged loaded)
{
if (PlayerEvents.LoadedGame == null)
return;
string name = $"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}";
Delegate[] handlers = PlayerEvents.LoadedGame.GetInvocationList();
PlayerEvents.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Info);
monitor.SafelyRaiseGenericEvent(name, handlers, null, loaded);
}
/// Raise a event.
/// Encapsulates monitoring and logging.
/// The previous player character.
/// The new player character.
internal static void InvokeFarmerChanged(IMonitor monitor, SFarmer priorFarmer, SFarmer newFarmer)
{
if (PlayerEvents.FarmerChanged == null)
return;
string name = $"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}";
Delegate[] handlers = PlayerEvents.FarmerChanged.GetInvocationList();
PlayerEvents.DeprecationManager.WarnForEvent(handlers, name, "1.6", DeprecationLevel.Info);
monitor.SafelyRaiseGenericEvent(name, handlers, null, new EventArgsFarmerChanged(priorFarmer, newFarmer));
}
/// Raise an event.
/// Encapsulates monitoring and logging.
/// The player's inventory.
/// The inventory changes.
internal static void InvokeInventoryChanged(IMonitor monitor, List- inventory, IEnumerable changedItems)
{
monitor.SafelyRaiseGenericEvent($"{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));
}
}
}