using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Linq; using StardewModdingAPI.Framework; using StardewValley; using SFarmer = StardewValley.Farmer; #pragma warning disable 618 // Suppress obsolete-symbol errors in this file. Since several events are marked obsolete, this produces unnecessary warnings. namespace StardewModdingAPI.Events { /// <summary>Events raised when the player data changes.</summary> public static class PlayerEvents { /********* ** Properties *********/ #if SMAPI_1_x /// <summary>Manages deprecation warnings.</summary> private static DeprecationManager DeprecationManager; /// <summary>The backing field for <see cref="LoadedGame"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler<EventArgsLoadedGameChanged> _LoadedGame; /// <summary>The backing field for <see cref="FarmerChanged"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler<EventArgsFarmerChanged> _FarmerChanged; #endif /********* ** Events *********/ #if SMAPI_1_x /// <summary>Raised after the player loads a saved game.</summary> [Obsolete("Use " + nameof(SaveEvents) + "." + nameof(SaveEvents.AfterLoad) + " instead")] public static event EventHandler<EventArgsLoadedGameChanged> LoadedGame { add { PlayerEvents.DeprecationManager.Warn($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}", "1.6", DeprecationLevel.PendingRemoval); PlayerEvents._LoadedGame += value; } remove => PlayerEvents._LoadedGame -= value; } /// <summary>Raised after the game assigns a new player character. This happens just before <see cref="LoadedGame"/>; it's unclear how this would happen any other time.</summary> [Obsolete("should no longer be used")] public static event EventHandler<EventArgsFarmerChanged> FarmerChanged { add { PlayerEvents.DeprecationManager.Warn($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}", "1.6", DeprecationLevel.PendingRemoval); PlayerEvents._FarmerChanged += value; } remove => PlayerEvents._FarmerChanged -= value; } #endif /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> public static event EventHandler<EventArgsInventoryChanged> InventoryChanged; /// <summary> 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.</summary> public static event EventHandler<EventArgsLevelUp> LeveledUp; /********* ** Internal methods *********/ #if SMAPI_1_x /// <summary>Injects types required for backwards compatibility.</summary> /// <param name="deprecationManager">Manages deprecation warnings.</param> internal static void Shim(DeprecationManager deprecationManager) { PlayerEvents.DeprecationManager = deprecationManager; } /// <summary>Raise a <see cref="LoadedGame"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="loaded">Whether the save has been loaded. This is always true.</param> internal static void InvokeLoadedGame(IMonitor monitor, EventArgsLoadedGameChanged loaded) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}", PlayerEvents._LoadedGame?.GetInvocationList(), null, loaded); } /// <summary>Raise a <see cref="FarmerChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="priorFarmer">The previous player character.</param> /// <param name="newFarmer">The new player character.</param> internal static void InvokeFarmerChanged(IMonitor monitor, SFarmer priorFarmer, SFarmer newFarmer) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}", PlayerEvents._FarmerChanged?.GetInvocationList(), null, new EventArgsFarmerChanged(priorFarmer, newFarmer)); } #endif /// <summary>Raise an <see cref="InventoryChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="inventory">The player's inventory.</param> /// <param name="changedItems">The inventory changes.</param> internal static void InvokeInventoryChanged(IMonitor monitor, List<Item> inventory, IEnumerable<ItemStackChange> changedItems) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.InventoryChanged)}", PlayerEvents.InventoryChanged?.GetInvocationList(), null, new EventArgsInventoryChanged(inventory, changedItems.ToList())); } /// <summary>Rase a <see cref="LeveledUp"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="type">The player skill that leveled up.</param> /// <param name="newLevel">The new skill level.</param> internal static void InvokeLeveledUp(IMonitor monitor, EventArgsLevelUp.LevelType type, int newLevel) { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LeveledUp)}", PlayerEvents.LeveledUp?.GetInvocationList(), null, new EventArgsLevelUp(type, newLevel)); } } }