SMAPI/StardewModdingAPI/Inheritance/SGame.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
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using StardewModdingAPI.Events;
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using StardewValley;
using StardewValley.Menus;
namespace StardewModdingAPI.Inheritance
{
public class SGame : Game1
{
public static Dictionary<Int32, SObject> ModItems { get; private set; }
public const Int32 LowestModItemID = 1000;
public static FieldInfo[] StaticFields { get { return GetStaticFields(); } }
public static FieldInfo[] GetStaticFields()
{
return typeof(Game1).GetFields();
}
public KeyboardState KStateNow { get; private set; }
public KeyboardState KStatePrior { get; private set; }
public MouseState MStateNow { get; private set; }
public MouseState MStatePrior { get; private set; }
public Keys[] CurrentlyPressedKeys { get; private set; }
public Keys[] PreviouslyPressedKeys { get; private set; }
public Keys[] FramePressedKeys
{
get { return CurrentlyPressedKeys.Where(x => !PreviouslyPressedKeys.Contains(x)).ToArray(); }
}
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public Keys[] FrameReleasedKeys
{
get { return PreviouslyPressedKeys.Where(x => !CurrentlyPressedKeys.Contains(x)).ToArray(); }
}
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public Buttons[][] PreviouslyPressedButtons;
private bool WasButtonJustPressed(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
{
return buttonState == ButtonState.Pressed && !PreviouslyPressedButtons[(int)stateIndex].Contains(button);
}
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private bool WasButtonJustReleased(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
{
return buttonState == ButtonState.Released && PreviouslyPressedButtons[(int)stateIndex].Contains(button);
}
private bool WasButtonJustPressed(Buttons button, float value, PlayerIndex stateIndex)
{
return WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
private bool WasButtonJustReleased(Buttons button, float value, PlayerIndex stateIndex)
{
return WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
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public bool PreviouslyLoadedGame { get; private set; }
private bool FireLoadedGameEvent;
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public Buttons[] GetButtonsDown(PlayerIndex index)
{
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GamePadState state = GamePad.GetState(index);
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List<Buttons> buttons = new List<Buttons>();
if (state.IsConnected)
{
if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A);
if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B);
if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back);
if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton);
if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder);
if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick);
if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder);
if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick);
if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start);
if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X);
if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y);
if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp);
if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown);
if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft);
if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight);
if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger);
if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
public Buttons[] GetFramePressedButtons(PlayerIndex index)
{
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GamePadState state = GamePad.GetState(index);
List<Buttons> buttons = new List<Buttons>();
if (state.IsConnected)
{
if (WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
if (WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
if (WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
if (WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
if (WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
if (WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
if (WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
if (WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
if (WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
if (WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
if (WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
if (WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
if (WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
if (WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
if (WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
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if (WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
if (WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
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public Buttons[] GetFrameReleasedButtons(PlayerIndex index)
{
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GamePadState state = GamePad.GetState(index);
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List<Buttons> buttons = new List<Buttons>();
if (state.IsConnected)
{
if (WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
if (WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
if (WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
if (WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
if (WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
if (WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
if (WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
if (WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
if (WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
if (WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
if (WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
if (WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
if (WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
if (WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
if (WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
if (WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
if (WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
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public int PreviousGameLocations { get; private set; }
public int PreviousLocationObjects { get; private set; }
public Dictionary<Item, int> PreviousItems { get; private set; }
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public int PreviousCombatLevel { get; private set; }
public int PreviousFarmingLevel { get; private set; }
public int PreviousFishingLevel { get; private set; }
public int PreviousForagingLevel { get; private set; }
public int PreviousMiningLevel { get; private set; }
public int PreviousLuckLevel { get; private set; }
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public GameLocation PreviousGameLocation { get; private set; }
public IClickableMenu PreviousActiveMenu { get; private set; }
public Int32 PreviousTimeOfDay { get; private set; }
public Int32 PreviousDayOfMonth { get; private set; }
public String PreviousSeasonOfYear { get; private set; }
public Int32 PreviousYearOfGame { get; private set; }
public Farmer PreviousFarmer { get; private set; }
public Int32 CurrentUpdateTick { get; private set; }
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public bool FirstUpdate { get; private set; }
public RenderTarget2D Screen
{
get { return typeof (Game1).GetBaseFieldValue<RenderTarget2D>(Program.gamePtr, "screen"); }
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set { typeof (Game1).SetBaseFieldValue<RenderTarget2D>(this, "screen", value); }
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}
private static SGame instance;
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public static SGame Instance => instance;
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public Farmer CurrentFarmer => player;
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public SGame()
{
instance = this;
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FirstUpdate = true;
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}
protected override void Initialize()
{
Log.Verbose("XNA Initialize");
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ModItems = new Dictionary<Int32, SObject>();
PreviouslyPressedKeys = new Keys[0];
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PreviouslyPressedButtons = new Buttons[4][];
for (int i = 0; i < 4; ++i) PreviouslyPressedButtons[i] = new Buttons[0];
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base.Initialize();
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GameEvents.InvokeInitialize();
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}
protected override void LoadContent()
{
Log.Verbose("XNA LoadContent");
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base.LoadContent();
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GameEvents.InvokeLoadContent();
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}
protected override void Update(GameTime gameTime)
{
UpdateEventCalls();
try
{
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base.Update(gameTime);
}
catch (Exception ex)
{
Log.Error("An error occured in the base update loop: " + ex);
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Console.ReadKey();
}
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GameEvents.InvokeUpdateTick();
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if (FirstUpdate)
{
GameEvents.InvokeFirstUpdateTick();
FirstUpdate = false;
}
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if (CurrentUpdateTick % 2 == 0)
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GameEvents.InvokeSecondUpdateTick();
if (CurrentUpdateTick % 4 == 0)
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GameEvents.InvokeFourthUpdateTick();
if (CurrentUpdateTick % 8 == 0)
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GameEvents.InvokeEighthUpdateTick();
if (CurrentUpdateTick % 15 == 0)
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GameEvents.InvokeQuarterSecondTick();
if (CurrentUpdateTick % 30 == 0)
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GameEvents.InvokeHalfSecondTick();
if (CurrentUpdateTick % 60 == 0)
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GameEvents.InvokeOneSecondTick();
CurrentUpdateTick += 1;
if (CurrentUpdateTick >= 60)
CurrentUpdateTick = 0;
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PreviouslyPressedKeys = CurrentlyPressedKeys;
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for(PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
PreviouslyPressedButtons[(int)i] = GetButtonsDown(i);
}
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}
protected override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
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GraphicsEvents.InvokeDrawTick();
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}
public static Int32 RegisterModItem(SObject modItem)
{
if (modItem.HasBeenRegistered)
{
Log.Error("The item {0} has already been registered with ID {1}", modItem.Name, modItem.RegisteredId);
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return modItem.RegisteredId;
}
Int32 newId = LowestModItemID;
if (ModItems.Count > 0)
newId = Math.Max(LowestModItemID, ModItems.OrderBy(x => x.Key).First().Key + 1);
ModItems.Add(newId, modItem);
modItem.HasBeenRegistered = true;
modItem.RegisteredId = newId;
return newId;
}
public static SObject PullModItemFromDict(Int32 id, bool isIndex)
{
if (isIndex)
{
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if (ModItems.ElementAtOrDefault(id).Value != null)
{
return ModItems.ElementAt(id).Value.Clone();
}
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Log.Error("ModItem Dictionary does not contain index: " + id);
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return null;
}
if (ModItems.ContainsKey(id))
{
return ModItems[id].Clone();
}
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Log.Error("ModItem Dictionary does not contain ID: " + id);
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return null;
}
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public void UpdateEventCalls()
{
KStateNow = Keyboard.GetState();
CurrentlyPressedKeys = KStateNow.GetPressedKeys();
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MStateNow = Mouse.GetState();
foreach (Keys k in FramePressedKeys)
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ControlEvents.InvokeKeyPressed(k);
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foreach (Keys k in FrameReleasedKeys)
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ControlEvents.InvokeKeyReleased(k);
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for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
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Buttons[] buttons = GetFramePressedButtons(i);
foreach (Buttons b in buttons)
{
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if(b == Buttons.LeftTrigger || b == Buttons.RightTrigger)
{
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ControlEvents.InvokeTriggerPressed(i, b, b == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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}
else
{
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ControlEvents.InvokeButtonPressed(i, b);
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}
}
}
for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
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foreach (Buttons b in GetFrameReleasedButtons(i))
{
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if (b == Buttons.LeftTrigger || b == Buttons.RightTrigger)
{
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ControlEvents.InvokeTriggerReleased(i, b, b == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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}
else
{
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ControlEvents.InvokeButtonReleased(i, b);
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}
}
}
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if (KStateNow != KStatePrior)
{
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ControlEvents.InvokeKeyboardChanged(KStatePrior, KStateNow);
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KStatePrior = KStateNow;
}
if (MStateNow != MStatePrior)
{
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ControlEvents.InvokeMouseChanged(MStatePrior, MStateNow);
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MStatePrior = MStateNow;
}
if (activeClickableMenu != null && activeClickableMenu != PreviousActiveMenu)
{
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MenuEvents.InvokeMenuChanged(PreviousActiveMenu, activeClickableMenu);
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PreviousActiveMenu = activeClickableMenu;
}
if (locations.GetHash() != PreviousGameLocations)
{
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LocationEvents.InvokeLocationsChanged(locations);
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PreviousGameLocations = locations.GetHash();
}
if (currentLocation != PreviousGameLocation)
{
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LocationEvents.InvokeCurrentLocationChanged(PreviousGameLocation, currentLocation);
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PreviousGameLocation = currentLocation;
}
if (player != null && player != PreviousFarmer)
{
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PlayerEvents.InvokeFarmerChanged(PreviousFarmer, player);
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PreviousFarmer = player;
}
if (player != null && player.combatLevel != PreviousCombatLevel)
{
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PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Combat, player.combatLevel);
PreviousCombatLevel = player.combatLevel;
}
if (player != null && player.farmingLevel != PreviousFarmingLevel)
{
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PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Farming, player.farmingLevel);
PreviousFarmingLevel = player.farmingLevel;
}
if (player != null && player.fishingLevel != PreviousFishingLevel)
{
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PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Fishing, player.fishingLevel);
PreviousFishingLevel = player.fishingLevel;
}
if (player != null && player.foragingLevel != PreviousForagingLevel)
{
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PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Foraging, player.foragingLevel);
PreviousForagingLevel = player.foragingLevel;
}
if (player != null && player.miningLevel != PreviousMiningLevel)
{
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PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Mining, player.miningLevel);
PreviousMiningLevel = player.miningLevel;
}
if (player != null && player.luckLevel != PreviousLuckLevel)
{
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PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Luck, player.luckLevel);
PreviousLuckLevel = player.luckLevel;
}
List<ItemStackChange> changedItems;
if (player != null && HasInventoryChanged(player.items, out changedItems))
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{
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PlayerEvents.InvokeInventoryChanged(player.items, changedItems);
PreviousItems = player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
}
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var objectHash = currentLocation?.objects?.GetHash();
if(objectHash != null && PreviousLocationObjects != objectHash)
{
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LocationEvents.InvokeOnNewLocationObject(currentLocation.objects);
PreviousLocationObjects = objectHash ?? -1;
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}
if (timeOfDay != PreviousTimeOfDay)
{
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TimeEvents.InvokeTimeOfDayChanged(PreviousTimeOfDay, timeOfDay);
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PreviousTimeOfDay = timeOfDay;
}
if (dayOfMonth != PreviousDayOfMonth)
{
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TimeEvents.InvokeDayOfMonthChanged(PreviousDayOfMonth, dayOfMonth);
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PreviousDayOfMonth = dayOfMonth;
}
if (currentSeason != PreviousSeasonOfYear)
{
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TimeEvents.InvokeSeasonOfYearChanged(PreviousSeasonOfYear, currentSeason);
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PreviousSeasonOfYear = currentSeason;
}
if (year != PreviousYearOfGame)
{
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TimeEvents.InvokeYearOfGameChanged(PreviousYearOfGame, year);
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PreviousYearOfGame = year;
}
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//NOTE THAT THIS MUST CHECK BEFORE SETTING IT TO TRUE BECAUSE OF SOME SILLY ISSUES
if (FireLoadedGameEvent)
{
PlayerEvents.InvokeLoadedGame(new EventArgsLoadedGameChanged(hasLoadedGame));
FireLoadedGameEvent = false;
}
if (hasLoadedGame != PreviouslyLoadedGame)
{
FireLoadedGameEvent = true;
PreviouslyLoadedGame = hasLoadedGame;
}
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}
private bool HasInventoryChanged(List<Item> items, out List<ItemStackChange> changedItems)
{
changedItems = new List<ItemStackChange>();
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IEnumerable<Item> actualItems = items.Where(n => n != null)?.ToArray();
foreach (var item in actualItems)
{
if (PreviousItems != null && PreviousItems.ContainsKey(item))
{
if(PreviousItems[item] != item.Stack)
{
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changedItems.Add(new ItemStackChange { Item = item, StackChange = item.Stack - PreviousItems[item], ChangeType = ChangeType.StackChange });
}
}
else
{
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changedItems.Add(new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added });
}
}
if (PreviousItems != null)
{
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changedItems.AddRange(PreviousItems.Where(n => actualItems.All(i => i != n.Key)).Select(n =>
new ItemStackChange { Item = n.Key, StackChange = -n.Key.Stack, ChangeType = ChangeType.Removed }));
}
return (changedItems.Any());
}
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}
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}