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path: root/src/SMAPI/Framework/StateTracking/Snapshots/LocationSnapshot.cs
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using System.Collections.Generic;
using Microsoft.Xna.Framework;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Objects;
using StardewValley.TerrainFeatures;

namespace StardewModdingAPI.Framework.StateTracking.Snapshots
{
    /// <summary>A frozen snapshot of a tracked game location.</summary>
    internal class LocationSnapshot
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The tracked location.</summary>
        public GameLocation Location { get; }

        /// <summary>Tracks added or removed buildings.</summary>
        public SnapshotListDiff<Building> Buildings { get; } = new SnapshotListDiff<Building>();

        /// <summary>Tracks added or removed debris.</summary>
        public SnapshotListDiff<Debris> Debris { get; } = new SnapshotListDiff<Debris>();

        /// <summary>Tracks added or removed large terrain features.</summary>
        public SnapshotListDiff<LargeTerrainFeature> LargeTerrainFeatures { get; } = new SnapshotListDiff<LargeTerrainFeature>();

        /// <summary>Tracks added or removed NPCs.</summary>
        public SnapshotListDiff<NPC> Npcs { get; } = new SnapshotListDiff<NPC>();

        /// <summary>Tracks added or removed objects.</summary>
        public SnapshotListDiff<KeyValuePair<Vector2, Object>> Objects { get; } = new SnapshotListDiff<KeyValuePair<Vector2, Object>>();

        /// <summary>Tracks added or removed terrain features.</summary>
        public SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>> TerrainFeatures { get; } = new SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>>();

        /// <summary>Tracks added or removed furniture.</summary>
        public SnapshotListDiff<Furniture> Furniture { get; } = new SnapshotListDiff<Furniture>();

        /// <summary>Tracks changed chest inventories.</summary>
        public IDictionary<Chest, SnapshotItemListDiff> ChestItems { get; } = new Dictionary<Chest, SnapshotItemListDiff>();


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="location">The tracked location.</param>
        public LocationSnapshot(GameLocation location)
        {
            this.Location = location;
        }

        /// <summary>Update the tracked values.</summary>
        /// <param name="watcher">The watcher to snapshot.</param>
        public void Update(LocationTracker watcher)
        {
            // main lists
            this.Buildings.Update(watcher.BuildingsWatcher);
            this.Debris.Update(watcher.DebrisWatcher);
            this.LargeTerrainFeatures.Update(watcher.LargeTerrainFeaturesWatcher);
            this.Npcs.Update(watcher.NpcsWatcher);
            this.Objects.Update(watcher.ObjectsWatcher);
            this.TerrainFeatures.Update(watcher.TerrainFeaturesWatcher);
            this.Furniture.Update(watcher.FurnitureWatcher);

            // chest inventories
            this.ChestItems.Clear();
            foreach (ChestTracker tracker in watcher.ChestWatchers.Values)
            {
                if (tracker.TryGetInventoryChanges(out SnapshotItemListDiff changes))
                    this.ChestItems[tracker.Chest] = changes;
            }
        }
    }
}