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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Locations;
using ChangeType = StardewModdingAPI.Events.ChangeType;
namespace StardewModdingAPI.Framework.StateTracking
{
/// <summary>Tracks changes to a player's data.</summary>
internal class PlayerTracker : IDisposable
{
/*********
** Properties
*********/
/// <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 List<IWatcher>();
/*********
** Accessors
*********/
/// <summary>The player being tracked.</summary>
public Farmer Player { get; }
/// <summary>The player's current location.</summary>
public IValueWatcher<GameLocation> LocationWatcher { get; }
/// <summary>The player's current mine level.</summary>
public IValueWatcher<int> MineLevelWatcher { get; }
/// <summary>Tracks changes to the player's skill levels.</summary>
public IDictionary<EventArgsLevelUp.LevelType, 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.PreviousInventory = this.GetInventory();
// init trackers
this.LocationWatcher = WatcherFactory.ForReference(this.GetCurrentLocation);
this.MineLevelWatcher = WatcherFactory.ForEquatable(() => this.LastValidLocation is MineShaft mine ? mine.mineLevel : 0);
this.SkillWatchers = new Dictionary<EventArgsLevelUp.LevelType, IValueWatcher<int>>
{
[EventArgsLevelUp.LevelType.Combat] = WatcherFactory.ForNetValue(player.combatLevel),
[EventArgsLevelUp.LevelType.Farming] = WatcherFactory.ForNetValue(player.farmingLevel),
[EventArgsLevelUp.LevelType.Fishing] = WatcherFactory.ForNetValue(player.fishingLevel),
[EventArgsLevelUp.LevelType.Foraging] = WatcherFactory.ForNetValue(player.foragingLevel),
[EventArgsLevelUp.LevelType.Luck] = WatcherFactory.ForNetValue(player.luckLevel),
[EventArgsLevelUp.LevelType.Mining] = WatcherFactory.ForNetValue(player.miningLevel)
};
// track watchers for convenience
this.Watchers.AddRange(new IWatcher[]
{
this.LocationWatcher,
this.MineLevelWatcher
});
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 player inventory changes between two states.</summary>
public IEnumerable<ItemStackChange> GetInventoryChanges()
{
IDictionary<Item, int> previous = this.PreviousInventory;
IDictionary<Item, int> current = this.GetInventory();
foreach (Item item in previous.Keys.Union(current.Keys))
{
if (!previous.TryGetValue(item, out int prevStack))
yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
else if (!current.TryGetValue(item, out int newStack))
yield return new ItemStackChange { Item = item, StackChange = -item.Stack, ChangeType = ChangeType.Removed };
else if (prevStack != newStack)
yield return new ItemStackChange { Item = item, StackChange = newStack - prevStack, ChangeType = ChangeType.StackChange };
}
}
/// <summary>Get the player skill levels which changed.</summary>
public IEnumerable<KeyValuePair<EventArgsLevelUp.LevelType, IValueWatcher<int>>> GetChangedSkills()
{
return this.SkillWatchers.Where(p => p.Value.IsChanged);
}
/// <summary>Get the player's new location if it changed.</summary>
/// <param name="location">The player's current location.</param>
/// <returns>Returns whether it changed.</returns>
public bool TryGetNewLocation(out GameLocation location)
{
location = this.LocationWatcher.CurrentValue;
return this.LocationWatcher.IsChanged;
}
/// <summary>Get the player's new mine level if it changed.</summary>
/// <param name="mineLevel">The player's current mine level.</param>
/// <returns>Returns whether it changed.</returns>
public bool TryGetNewMineLevel(out int mineLevel)
{
mineLevel = this.MineLevelWatcher.CurrentValue;
return this.MineLevelWatcher.IsChanged;
}
/// <summary>Stop watching the player fields and release all references.</summary>
public void Dispose()
{
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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