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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
using StardewValley;
namespace StardewModdingAPI.Framework.StateTracking.Snapshots
{
/// <summary>A frozen snapshot of a tracked player.</summary>
internal class PlayerSnapshot
{
/*********
** Fields
*********/
/// <summary>An empty item list diff.</summary>
private readonly SnapshotItemListDiff EmptyItemListDiff = new(Array.Empty<Item>(), Array.Empty<Item>(), Array.Empty<ItemStackSizeChange>());
/*********
** Accessors
*********/
/// <summary>The player being tracked.</summary>
public Farmer Player { get; }
/// <summary>The player's current location.</summary>
public SnapshotDiff<GameLocation> Location { get; } = new();
/// <summary>Tracks changes to the player's skill levels.</summary>
public IDictionary<SkillType, SnapshotDiff<int>> Skills { get; } =
Enum
.GetValues(typeof(SkillType))
.Cast<SkillType>()
.ToDictionary(skill => skill, _ => new SnapshotDiff<int>());
/// <summary>Get a list of inventory changes.</summary>
public SnapshotItemListDiff Inventory { get; private set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="player">The player being tracked.</param>
public PlayerSnapshot(Farmer player)
{
this.Player = player;
this.Inventory = this.EmptyItemListDiff;
}
/// <summary>Update the tracked values.</summary>
/// <param name="watcher">The player watcher to snapshot.</param>
public void Update(PlayerTracker watcher)
{
this.Location.Update(watcher.LocationWatcher!);
foreach ((SkillType skill, var value) in this.Skills)
value.Update(watcher.SkillWatchers[skill]);
this.Inventory = watcher.TryGetInventoryChanges(out SnapshotItemListDiff? itemChanges)
? itemChanges
: this.EmptyItemListDiff;
}
}
}
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