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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Objects;
using ChangeType = StardewModdingAPI.Events.ChangeType;
namespace StardewModdingAPI.Framework.StateTracking
{
/// <summary>Tracks changes to a chest's items.</summary>
internal class ChestTracker : IDisposable
{
/*********
** Fields
*********/
/// <summary>The item stack sizes as of the last update.</summary>
private readonly IDictionary<Item, int> StackSizes;
/// <summary>Items added since the last update.</summary>
private readonly HashSet<Item> Added = new HashSet<Item>(new ObjectReferenceComparer<Item>());
/// <summary>Items removed since the last update.</summary>
private readonly HashSet<Item> Removed = new HashSet<Item>(new ObjectReferenceComparer<Item>());
/// <summary>The underlying inventory watcher.</summary>
private readonly ICollectionWatcher<Item> InventoryWatcher;
/*********
** Accessors
*********/
/// <summary>The chest being tracked.</summary>
public Chest Chest { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="chest">The chest being tracked.</param>
public ChestTracker(Chest chest)
{
this.Chest = chest;
this.InventoryWatcher = WatcherFactory.ForNetList(chest.items);
this.StackSizes = this.Chest.items
.Where(n => n != null)
.Distinct()
.ToDictionary(n => n, n => n.Stack);
}
/// <summary>Update the current values if needed.</summary>
public void Update()
{
// update watcher
this.InventoryWatcher.Update();
foreach (Item item in this.InventoryWatcher.Added.Where(p => p != null))
this.Added.Add(item);
foreach (Item item in this.InventoryWatcher.Removed.Where(p => p != null))
{
if (!this.Added.Remove(item)) // item didn't change if it was both added and removed, so remove it from both lists
this.Removed.Add(item);
}
// stop tracking removed stacks
foreach (Item item in this.Removed)
this.StackSizes.Remove(item);
}
/// <summary>Reset all trackers so their current values are the baseline.</summary>
public void Reset()
{
// update stack sizes
foreach (Item item in this.StackSizes.Keys.ToArray().Concat(this.Added))
this.StackSizes[item] = item.Stack;
// update watcher
this.InventoryWatcher.Reset();
this.Added.Clear();
this.Removed.Clear();
}
/// <summary>Get the inventory changes since the last update.</summary>
public IEnumerable<ItemStackChange> GetInventoryChanges()
{
// removed
foreach (Item item in this.Removed)
yield return new ItemStackChange { Item = item, StackChange = -item.Stack, ChangeType = ChangeType.Removed };
// added
foreach (Item item in this.Added)
yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
// stack size changed
foreach (var entry in this.StackSizes)
{
Item item = entry.Key;
int prevStack = entry.Value;
if (item.Stack != prevStack)
yield return new ItemStackChange { Item = item, StackChange = item.Stack - prevStack, ChangeType = ChangeType.StackChange };
}
}
/// <summary>Release watchers and resources.</summary>
public void Dispose()
{
this.StackSizes.Clear();
this.Added.Clear();
this.Removed.Clear();
this.InventoryWatcher.Dispose();
}
}
}
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