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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
namespace StardewModdingAPI.Framework.StateTracking
{
/// <summary>Tracks changes to a player's data.</summary>
internal class PlayerTracker : IDisposable
{
/*********
** Fields
*********/
/// <summary>The player's inventory as of the last reset.</summary>
private IDictionary<Item, int> PreviousInventory;
/// <summary>The player's inventory change as of the last update.</summary>
private IDictionary<Item, int> CurrentInventory;
/// <summary>The player's last valid location.</summary>
private GameLocation? LastValidLocation;
/// <summary>The underlying watchers.</summary>
private readonly List<IWatcher> Watchers = new();
/*********
** Accessors
*********/
/// <summary>The player being tracked.</summary>
public Farmer Player { get; }
/// <summary>The player's current location.</summary>
public IValueWatcher<GameLocation?> LocationWatcher { get; }
/// <summary>Tracks changes to the player's skill levels.</summary>
public IDictionary<SkillType, IValueWatcher<int>> SkillWatchers { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="player">The player to track.</param>
public PlayerTracker(Farmer player)
{
// init player data
this.Player = player;
this.CurrentInventory = this.GetInventory();
this.PreviousInventory = new Dictionary<Item, int>(this.CurrentInventory);
// init trackers
this.LocationWatcher = WatcherFactory.ForReference($"player.{nameof(player.currentLocation)}", this.GetCurrentLocation);
this.SkillWatchers = new Dictionary<SkillType, IValueWatcher<int>>
{
[SkillType.Combat] = WatcherFactory.ForNetValue($"player.{nameof(player.combatLevel)}", player.combatLevel),
[SkillType.Farming] = WatcherFactory.ForNetValue($"player.{nameof(player.farmingLevel)}", player.farmingLevel),
[SkillType.Fishing] = WatcherFactory.ForNetValue($"player.{nameof(player.fishingLevel)}", player.fishingLevel),
[SkillType.Foraging] = WatcherFactory.ForNetValue($"player.{nameof(player.foragingLevel)}", player.foragingLevel),
[SkillType.Luck] = WatcherFactory.ForNetValue($"player.{nameof(player.luckLevel)}", player.luckLevel),
[SkillType.Mining] = WatcherFactory.ForNetValue($"player.{nameof(player.miningLevel)}", player.miningLevel)
};
// track watchers for convenience
this.Watchers.Add(this.LocationWatcher);
this.Watchers.AddRange(this.SkillWatchers.Values);
}
/// <summary>Update the current values if needed.</summary>
public void Update()
{
// update valid location
this.LastValidLocation = this.GetCurrentLocation();
// update watchers
foreach (IWatcher watcher in this.Watchers)
watcher.Update();
// update inventory
this.CurrentInventory = this.GetInventory();
}
/// <summary>Reset all trackers so their current values are the baseline.</summary>
public void Reset()
{
foreach (IWatcher watcher in this.Watchers)
watcher.Reset();
this.PreviousInventory = this.CurrentInventory;
}
/// <summary>Get the player's current location, ignoring temporary null values.</summary>
/// <remarks>The game will set <see cref="Character.currentLocation"/> to null in some cases, e.g. when they're a secondary player in multiplayer and transition to a location that hasn't been synced yet. While that's happening, this returns the player's last valid location instead.</remarks>
public GameLocation? GetCurrentLocation()
{
return this.Player.currentLocation ?? this.LastValidLocation;
}
/// <summary>Get the inventory changes since the last update, if anything changed.</summary>
/// <param name="changes">The inventory changes, or <c>null</c> if nothing changed.</param>
/// <returns>Returns whether anything changed.</returns>
public bool TryGetInventoryChanges([NotNullWhen(true)] out SnapshotItemListDiff? changes)
{
IDictionary<Item, int> current = this.GetInventory();
ISet<Item> added = new HashSet<Item>(new ObjectReferenceComparer<Item>());
ISet<Item> removed = new HashSet<Item>(new ObjectReferenceComparer<Item>());
foreach (Item item in this.PreviousInventory.Keys.Union(current.Keys))
{
if (!this.PreviousInventory.ContainsKey(item))
added.Add(item);
else if (!current.ContainsKey(item))
removed.Add(item);
}
return SnapshotItemListDiff.TryGetChanges(added: added, removed: removed, stackSizes: this.PreviousInventory, out changes);
}
/// <summary>Release watchers and resources.</summary>
public void Dispose()
{
this.PreviousInventory.Clear();
this.CurrentInventory.Clear();
foreach (IWatcher watcher in this.Watchers)
watcher.Dispose();
}
/*********
** Private methods
*********/
/// <summary>Get the player's current inventory.</summary>
private IDictionary<Item, int> GetInventory()
{
return this.Player.Items
.Where(n => n != null)
.Distinct()
.ToDictionary(n => n, n => n.Stack);
}
}
}
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