summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/StateTracking/WorldLocationsTracker.cs
blob: e968d79cd6effd071b8a0c3ec10268b64c0b4b95 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Locations;

namespace StardewModdingAPI.Framework.StateTracking
{
    /// <summary>Detects changes to the game's locations.</summary>
    internal class WorldLocationsTracker : IWatcher
    {
        /*********
        ** Fields
        *********/
        /// <summary>Tracks changes to the location list.</summary>
        private readonly ICollectionWatcher<GameLocation> LocationListWatcher;

        /// <summary>Tracks changes to the list of active mine locations.</summary>
        private readonly ICollectionWatcher<MineShaft> MineLocationListWatcher;

        /// <summary>Tracks changes to the list of active volcano locations.</summary>
        private readonly ICollectionWatcher<GameLocation> VolcanoLocationListWatcher;

        /// <summary>A lookup of the tracked locations.</summary>
        private IDictionary<GameLocation, LocationTracker> LocationDict { get; } = new Dictionary<GameLocation, LocationTracker>(new ObjectReferenceComparer<GameLocation>());

        /// <summary>A lookup of registered buildings and their indoor location.</summary>
        private readonly IDictionary<Building, GameLocation> BuildingIndoors = new Dictionary<Building, GameLocation>(new ObjectReferenceComparer<Building>());


        /*********
        ** Accessors
        *********/
        /// <summary>Whether locations were added or removed since the last reset.</summary>
        public bool IsLocationListChanged => this.Added.Any() || this.Removed.Any();

        /// <summary>Whether any tracked location data changed since the last reset.</summary>
        public bool IsChanged => this.IsLocationListChanged || this.Locations.Any(p => p.IsChanged);

        /// <summary>The tracked locations.</summary>
        public IEnumerable<LocationTracker> Locations => this.LocationDict.Values;

        /// <summary>The locations removed since the last update.</summary>
        public ICollection<GameLocation> Added { get; } = new HashSet<GameLocation>(new ObjectReferenceComparer<GameLocation>());

        /// <summary>The locations added since the last update.</summary>
        public ICollection<GameLocation> Removed { get; } = new HashSet<GameLocation>(new ObjectReferenceComparer<GameLocation>());


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="locations">The game's list of locations.</param>
        /// <param name="activeMineLocations">The game's list of active mine locations.</param>
        /// <param name="activeVolcanoLocations">The game's list of active volcano locations.</param>
        public WorldLocationsTracker(ObservableCollection<GameLocation> locations, IList<MineShaft> activeMineLocations, IList<VolcanoDungeon> activeVolcanoLocations)
        {
            this.LocationListWatcher = WatcherFactory.ForObservableCollection(locations);
            this.MineLocationListWatcher = WatcherFactory.ForReferenceList(activeMineLocations);
            this.VolcanoLocationListWatcher = WatcherFactory.ForReferenceList(activeVolcanoLocations);
        }

        /// <summary>Update the current value if needed.</summary>
        public void Update()
        {
            // update watchers
            this.LocationListWatcher.Update();
            this.MineLocationListWatcher.Update();
            this.VolcanoLocationListWatcher.Update();
            foreach (LocationTracker watcher in this.Locations)
                watcher.Update();

            // detect added/removed locations
            if (this.LocationListWatcher.IsChanged)
            {
                this.Remove(this.LocationListWatcher.Removed);
                this.Add(this.LocationListWatcher.Added);
            }
            if (this.MineLocationListWatcher.IsChanged)
            {
                this.Remove(this.MineLocationListWatcher.Removed);
                this.Add(this.MineLocationListWatcher.Added);
            }
            if (this.VolcanoLocationListWatcher.IsChanged)
            {
                this.Remove(this.VolcanoLocationListWatcher.Removed);
                this.Add(this.VolcanoLocationListWatcher.Added);
            }

            // detect building changed
            foreach (LocationTracker watcher in this.Locations.Where(p => p.BuildingsWatcher.IsChanged).ToArray())
            {
                this.Remove(watcher.BuildingsWatcher.Removed);
                this.Add(watcher.BuildingsWatcher.Added);
            }

            // detect building interiors changed (e.g. construction completed)
            foreach (KeyValuePair<Building, GameLocation> pair in this.BuildingIndoors.Where(p => !object.Equals(p.Key.indoors.Value, p.Value)))
            {
                GameLocation oldIndoors = pair.Value;
                GameLocation newIndoors = pair.Key.indoors.Value;

                if (oldIndoors != null)
                    this.Added.Add(oldIndoors);
                if (newIndoors != null)
                    this.Removed.Add(newIndoors);
            }
        }

        /// <summary>Set the current location list as the baseline.</summary>
        public void ResetLocationList()
        {
            this.Removed.Clear();
            this.Added.Clear();
            this.LocationListWatcher.Reset();
            this.MineLocationListWatcher.Reset();
            this.VolcanoLocationListWatcher.Reset();
        }

        /// <summary>Set the current value as the baseline.</summary>
        public void Reset()
        {
            this.ResetLocationList();
            foreach (IWatcher watcher in this.GetWatchers())
                watcher.Reset();
        }

        /// <summary>Get whether the given location is tracked.</summary>
        /// <param name="location">The location to check.</param>
        public bool HasLocationTracker(GameLocation location)
        {
            return this.LocationDict.ContainsKey(location);
        }

        /// <summary>Stop watching the player fields and release all references.</summary>
        public void Dispose()
        {
            foreach (IWatcher watcher in this.GetWatchers())
                watcher.Dispose();
        }


        /*********
        ** Private methods
        *********/
        /****
        ** Enumerable wrappers
        ****/
        /// <summary>Add the given buildings.</summary>
        /// <param name="buildings">The buildings to add.</param>
        public void Add(IEnumerable<Building> buildings)
        {
            foreach (Building building in buildings)
                this.Add(building);
        }

        /// <summary>Add the given locations.</summary>
        /// <param name="locations">The locations to add.</param>
        public void Add(IEnumerable<GameLocation> locations)
        {
            foreach (GameLocation location in locations)
                this.Add(location);
        }

        /// <summary>Remove the given buildings.</summary>
        /// <param name="buildings">The buildings to remove.</param>
        public void Remove(IEnumerable<Building> buildings)
        {
            foreach (Building building in buildings)
                this.Remove(building);
        }

        /// <summary>Remove the given locations.</summary>
        /// <param name="locations">The locations to remove.</param>
        public void Remove(IEnumerable<GameLocation> locations)
        {
            foreach (GameLocation location in locations)
                this.Remove(location);
        }

        /****
        ** Main add/remove logic
        ****/
        /// <summary>Add the given building.</summary>
        /// <param name="building">The building to add.</param>
        public void Add(Building building)
        {
            if (building == null)
                return;

            GameLocation indoors = building.indoors.Value;
            this.BuildingIndoors[building] = indoors;
            this.Add(indoors);
        }

        /// <summary>Add the given location.</summary>
        /// <param name="location">The location to add.</param>
        public void Add(GameLocation location)
        {
            if (location == null)
                return;

            // remove old location if needed
            this.Remove(location);

            // add location
            this.Added.Add(location);
            this.LocationDict[location] = new LocationTracker(location);

            // add buildings
            if (location is BuildableGameLocation buildableLocation)
                this.Add(buildableLocation.buildings);
        }

        /// <summary>Remove the given building.</summary>
        /// <param name="building">The building to remove.</param>
        public void Remove(Building building)
        {
            if (building == null)
                return;

            this.BuildingIndoors.Remove(building);
            this.Remove(building.indoors.Value);
        }

        /// <summary>Remove the given location.</summary>
        /// <param name="location">The location to remove.</param>
        public void Remove(GameLocation location)
        {
            if (location == null)
                return;

            if (this.LocationDict.TryGetValue(location, out LocationTracker watcher))
            {
                // track change
                this.Removed.Add(location);

                // remove
                this.LocationDict.Remove(location);
                watcher.Dispose();
                if (location is BuildableGameLocation buildableLocation)
                    this.Remove(buildableLocation.buildings);
            }
        }

        /****
        ** Helpers
        ****/
        /// <summary>The underlying watchers.</summary>
        private IEnumerable<IWatcher> GetWatchers()
        {
            yield return this.LocationListWatcher;
            yield return this.MineLocationListWatcher;
            yield return this.VolcanoLocationListWatcher;
            foreach (LocationTracker watcher in this.Locations)
                yield return watcher;
        }
    }
}