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using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Locations;
using StardewValley.Objects;
using StardewValley.TerrainFeatures;
using SObject = StardewValley.Object;
namespace StardewModdingAPI.Framework.StateTracking
{
/// <summary>Tracks changes to a location's data.</summary>
internal class LocationTracker : IWatcher
{
/*********
** Fields
*********/
/// <summary>The underlying watchers.</summary>
private readonly List<IWatcher> Watchers = new List<IWatcher>();
/*********
** Accessors
*********/
/// <summary>Whether the value changed since the last reset.</summary>
public bool IsChanged => this.Watchers.Any(p => p.IsChanged);
/// <summary>The tracked location.</summary>
public GameLocation Location { get; }
/// <summary>Tracks added or removed buildings.</summary>
public ICollectionWatcher<Building> BuildingsWatcher { get; }
/// <summary>Tracks added or removed debris.</summary>
public ICollectionWatcher<Debris> DebrisWatcher { get; }
/// <summary>Tracks added or removed large terrain features.</summary>
public ICollectionWatcher<LargeTerrainFeature> LargeTerrainFeaturesWatcher { get; }
/// <summary>Tracks added or removed NPCs.</summary>
public ICollectionWatcher<NPC> NpcsWatcher { get; }
/// <summary>Tracks added or removed objects.</summary>
public IDictionaryWatcher<Vector2, SObject> ObjectsWatcher { get; }
/// <summary>Tracks added or removed terrain features.</summary>
public IDictionaryWatcher<Vector2, TerrainFeature> TerrainFeaturesWatcher { get; }
/// <summary>Tracks items added or removed to chests.</summary>
public IDictionary<Vector2, ChestTracker> ChestWatchers { get; } = new Dictionary<Vector2, ChestTracker>();
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="location">The location to track.</param>
public LocationTracker(GameLocation location)
{
this.Location = location;
// init watchers
this.BuildingsWatcher = location is BuildableGameLocation buildableLocation ? WatcherFactory.ForNetCollection(buildableLocation.buildings) : WatcherFactory.ForImmutableCollection<Building>();
this.DebrisWatcher = WatcherFactory.ForNetCollection(location.debris);
this.LargeTerrainFeaturesWatcher = WatcherFactory.ForNetCollection(location.largeTerrainFeatures);
this.NpcsWatcher = WatcherFactory.ForNetCollection(location.characters);
this.ObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects);
this.TerrainFeaturesWatcher = WatcherFactory.ForNetDictionary(location.terrainFeatures);
this.Watchers.AddRange(new IWatcher[]
{
this.BuildingsWatcher,
this.DebrisWatcher,
this.LargeTerrainFeaturesWatcher,
this.NpcsWatcher,
this.ObjectsWatcher,
this.TerrainFeaturesWatcher
});
this.UpdateChestWatcherList(added: location.Objects.Pairs, removed: new KeyValuePair<Vector2, SObject>[0]);
}
/// <summary>Update the current value if needed.</summary>
public void Update()
{
foreach (IWatcher watcher in this.Watchers)
watcher.Update();
this.UpdateChestWatcherList(added: this.ObjectsWatcher.Added, removed: this.ObjectsWatcher.Removed);
foreach (var watcher in this.ChestWatchers)
watcher.Value.Update();
}
/// <summary>Set the current value as the baseline.</summary>
public void Reset()
{
foreach (IWatcher watcher in this.Watchers)
watcher.Reset();
foreach (var watcher in this.ChestWatchers)
watcher.Value.Reset();
}
/// <summary>Stop watching the player fields and release all references.</summary>
public void Dispose()
{
foreach (IWatcher watcher in this.Watchers)
watcher.Dispose();
foreach (var watcher in this.ChestWatchers.Values)
watcher.Dispose();
}
/*********
** Private methods
*********/
/// <summary>Update the watcher list for added or removed chests.</summary>
/// <param name="added">The objects added to the location.</param>
/// <param name="removed">The objects removed from the location.</param>
private void UpdateChestWatcherList(IEnumerable<KeyValuePair<Vector2, SObject>> added, IEnumerable<KeyValuePair<Vector2, SObject>> removed)
{
// remove unused watchers
foreach (KeyValuePair<Vector2, SObject> pair in removed)
{
if (pair.Value is Chest && this.ChestWatchers.TryGetValue(pair.Key, out ChestTracker watcher))
{
watcher.Dispose();
this.ChestWatchers.Remove(pair.Key);
}
}
// add new watchers
foreach (KeyValuePair<Vector2, SObject> pair in added)
{
if (pair.Value is Chest chest && !this.ChestWatchers.ContainsKey(pair.Key))
this.ChestWatchers.Add(pair.Key, new ChestTracker(chest));
}
}
}
}
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