Merge pull request #686 from wartech0/chest-tracking

Add chest items changed event
This commit is contained in:
Jesse Plamondon-Willard 2020-01-01 18:57:05 -05:00 committed by GitHub
commit 00932a335c
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GPG Key ID: 4AEE18F83AFDEB23
16 changed files with 504 additions and 72 deletions

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@ -29,15 +29,16 @@
* Fixed main sidebar link pointing to wiki instead of home page.
* For modders:
* Added `World.ChestInventoryChanged` event (thanks to collaboration with wartech0!).
* Added asset propagation for...
* grass textures;
* winter flooring textures;
* `Data\Bundles` changes (for added bundles only).
* `Data\Bundles` changes (for added bundles only);
* `Characters\Farmer\farmer_girl_base_bald`.
* Added direct `Console` access to paranoid mode warnings.
* Improved error messages for `TargetParameterCountException` when using the reflection API.
* `helper.Read/WriteSaveData` can now be used while a save is being loaded (e.g. within a `Specialized.LoadStageChanged` event).
* Fixed private textures loaded from content packs not having their `Name` field set.
* Fixed asset propagation for `Characters\Farmer\farmer_girl_base_bald`.
* For SMAPI developers:
* You can now run local environments without configuring Amazon, Azure, MongoDB, and Pastebin accounts.

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@ -0,0 +1,48 @@
using System;
using System.Collections.Generic;
using StardewValley;
using StardewValley.Objects;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments for a <see cref="IWorldEvents.ChestInventoryChanged"/> event.</summary>
public class ChestInventoryChangedEventArgs : EventArgs
{
/*********
** Accessors
*********/
/// <summary>The chest whose inventory changed.</summary>
public Chest Chest { get; }
/// <summary>The location containing the chest.</summary>
public GameLocation Location { get; }
/// <summary>The added item stacks.</summary>
public IEnumerable<Item> Added { get; }
/// <summary>The removed item stacks.</summary>
public IEnumerable<Item> Removed { get; }
/// <summary>The item stacks whose size changed.</summary>
public IEnumerable<ItemStackSizeChange> QuantityChanged { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="chest">The chest whose inventory changed.</param>
/// <param name="location">The location containing the chest.</param>
/// <param name="added">The added item stacks.</param>
/// <param name="removed">The removed item stacks.</param>
/// <param name="quantityChanged">The item stacks whose size changed.</param>
internal ChestInventoryChangedEventArgs(Chest chest, GameLocation location, Item[] added, Item[] removed, ItemStackSizeChange[] quantityChanged)
{
this.Location = location;
this.Chest = chest;
this.Added = added;
this.Removed = removed;
this.QuantityChanged = quantityChanged;
}
}
}

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@ -23,6 +23,9 @@ namespace StardewModdingAPI.Events
/// <summary>Raised after objects are added or removed in a location.</summary>
event EventHandler<ObjectListChangedEventArgs> ObjectListChanged;
/// <summary>Raised after items are added or removed from a chest.</summary>
event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged;
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
}

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using StardewValley;
namespace StardewModdingAPI.Events
@ -14,13 +13,13 @@ namespace StardewModdingAPI.Events
/// <summary>The player whose inventory changed.</summary>
public Farmer Player { get; }
/// <summary>The added items.</summary>
/// <summary>The added item stacks.</summary>
public IEnumerable<Item> Added { get; }
/// <summary>The removed items.</summary>
/// <summary>The removed item stacks.</summary>
public IEnumerable<Item> Removed { get; }
/// <summary>The items whose stack sizes changed, with the relative change.</summary>
/// <summary>The item stacks whose size changed.</summary>
public IEnumerable<ItemStackSizeChange> QuantityChanged { get; }
/// <summary>Whether the affected player is the local one.</summary>
@ -32,28 +31,15 @@ namespace StardewModdingAPI.Events
*********/
/// <summary>Construct an instance.</summary>
/// <param name="player">The player whose inventory changed.</param>
/// <param name="changedItems">The inventory changes.</param>
internal InventoryChangedEventArgs(Farmer player, ItemStackChange[] changedItems)
/// <param name="added">The added item stacks.</param>
/// <param name="removed">The removed item stacks.</param>
/// <param name="quantityChanged">The item stacks whose size changed.</param>
internal InventoryChangedEventArgs(Farmer player, Item[] added, Item[] removed, ItemStackSizeChange[] quantityChanged)
{
this.Player = player;
this.Added = changedItems
.Where(n => n.ChangeType == ChangeType.Added)
.Select(p => p.Item)
.ToArray();
this.Removed = changedItems
.Where(n => n.ChangeType == ChangeType.Removed)
.Select(p => p.Item)
.ToArray();
this.QuantityChanged = changedItems
.Where(n => n.ChangeType == ChangeType.StackChange)
.Select(change => new ItemStackSizeChange(
item: change.Item,
oldSize: change.Item.Stack - change.StackChange,
newSize: change.Item.Stack
))
.ToArray();
this.Added = added;
this.Removed = removed;
this.QuantityChanged = quantityChanged;
}
}
}

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@ -1,20 +0,0 @@
using StardewValley;
namespace StardewModdingAPI.Events
{
/// <summary>Represents an inventory slot that changed.</summary>
public class ItemStackChange
{
/*********
** Accessors
*********/
/// <summary>The item in the slot.</summary>
public Item Item { get; set; }
/// <summary>The amount by which the item's stack size changed.</summary>
public int StackChange { get; set; }
/// <summary>How the inventory slot changed.</summary>
public ChangeType ChangeType { get; set; }
}
}

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@ -148,6 +148,9 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<ObjectListChangedEventArgs> ObjectListChanged;
/// <summary>Raised after items are added or removed from a chest.</summary>
public readonly ManagedEvent<ChestInventoryChangedEventArgs> ChestInventoryChanged;
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public readonly ManagedEvent<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
@ -221,6 +224,7 @@ namespace StardewModdingAPI.Framework.Events
this.LocationListChanged = ManageEventOf<LocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged));
this.NpcListChanged = ManageEventOf<NpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged));
this.ObjectListChanged = ManageEventOf<ObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));
this.ChestInventoryChanged = ManageEventOf<ChestInventoryChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ChestInventoryChanged));
this.TerrainFeatureListChanged = ManageEventOf<TerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.TerrainFeatureListChanged));
this.LoadStageChanged = ManageEventOf<LoadStageChangedEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.LoadStageChanged));

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@ -51,6 +51,13 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.ObjectListChanged.Remove(value);
}
/// <summary>Raised after items are added or removed from a chest.</summary>
public event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged
{
add => this.EventManager.ChestInventoryChanged.Add(value);
remove => this.EventManager.ChestInventoryChanged.Remove(value);
}
/// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged
{

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@ -702,6 +702,16 @@ namespace StardewModdingAPI.Framework
if (locState.Objects.IsChanged)
events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
// chest items changed
if (events.ChestInventoryChanged.HasListeners())
{
foreach (var pair in locState.ChestItems)
{
SnapshotItemListDiff diff = pair.Value;
events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(pair.Key, location, added: diff.Added, removed: diff.Removed, quantityChanged: diff.QuantityChanged));
}
}
// terrain features changed
if (locState.TerrainFeatures.IsChanged)
events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
@ -740,12 +750,13 @@ namespace StardewModdingAPI.Framework
}
// raise player inventory changed
ItemStackChange[] changedItems = playerState.InventoryChanges.ToArray();
if (changedItems.Any())
if (playerState.Inventory.IsChanged)
{
var inventory = playerState.Inventory;
if (this.Monitor.IsVerbose)
this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, changedItems));
events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged));
}
}
}

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@ -0,0 +1,66 @@
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Events;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>A snapshot of a tracked item list.</summary>
internal class SnapshotItemListDiff
{
/*********
** Accessors
*********/
/// <summary>Whether the item list changed.</summary>
public bool IsChanged { get; }
/// <summary>The removed values.</summary>
public Item[] Removed { get; }
/// <summary>The added values.</summary>
public Item[] Added { get; }
/// <summary>The items whose stack sizes changed.</summary>
public ItemStackSizeChange[] QuantityChanged { get; }
/*********
** Public methods
*********/
/// <summary>Update the snapshot.</summary>
/// <param name="added">The added values.</param>
/// <param name="removed">The removed values.</param>
/// <param name="sizesChanged">The items whose stack sizes changed.</param>
public SnapshotItemListDiff(Item[] added, Item[] removed, ItemStackSizeChange[] sizesChanged)
{
this.Removed = removed;
this.Added = added;
this.QuantityChanged = sizesChanged;
this.IsChanged = removed.Length > 0 || added.Length > 0 || sizesChanged.Length > 0;
}
/// <summary>Get a snapshot diff if anything changed in the given data.</summary>
/// <param name="added">The added item stacks.</param>
/// <param name="removed">The removed item stacks.</param>
/// <param name="stackSizes">The items with their previous stack sizes.</param>
/// <param name="changes">The inventory changes, or <c>null</c> if nothing changed.</param>
/// <returns>Returns whether anything changed.</returns>
public static bool TryGetChanges(ISet<Item> added, ISet<Item> removed, IDictionary<Item, int> stackSizes, out SnapshotItemListDiff changes)
{
KeyValuePair<Item, int>[] sizesChanged = stackSizes.Where(p => p.Key.Stack != p.Value).ToArray();
if (sizesChanged.Any() || added.Any() || removed.Any())
{
changes = new SnapshotItemListDiff(
added: added.ToArray(),
removed: removed.ToArray(),
sizesChanged: sizesChanged.Select(p => new ItemStackSizeChange(p.Key, p.Value, p.Key.Stack)).ToArray()
);
return true;
}
changes = null;
return false;
}
}
}

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@ -0,0 +1,101 @@
using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Objects;
namespace StardewModdingAPI.Framework.StateTracking
{
/// <summary>Tracks changes to a chest's items.</summary>
internal class ChestTracker : IDisposable
{
/*********
** Fields
*********/
/// <summary>The item stack sizes as of the last update.</summary>
private readonly IDictionary<Item, int> StackSizes;
/// <summary>Items added since the last update.</summary>
private readonly HashSet<Item> Added = new HashSet<Item>(new ObjectReferenceComparer<Item>());
/// <summary>Items removed since the last update.</summary>
private readonly HashSet<Item> Removed = new HashSet<Item>(new ObjectReferenceComparer<Item>());
/// <summary>The underlying inventory watcher.</summary>
private readonly ICollectionWatcher<Item> InventoryWatcher;
/*********
** Accessors
*********/
/// <summary>The chest being tracked.</summary>
public Chest Chest { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="chest">The chest being tracked.</param>
public ChestTracker(Chest chest)
{
this.Chest = chest;
this.InventoryWatcher = WatcherFactory.ForNetList(chest.items);
this.StackSizes = this.Chest.items
.Where(n => n != null)
.Distinct()
.ToDictionary(n => n, n => n.Stack);
}
/// <summary>Update the current values if needed.</summary>
public void Update()
{
// update watcher
this.InventoryWatcher.Update();
foreach (Item item in this.InventoryWatcher.Added)
this.Added.Add(item);
foreach (Item item in this.InventoryWatcher.Removed)
{
if (!this.Added.Remove(item)) // item didn't change if it was both added and removed, so remove it from both lists
this.Removed.Add(item);
}
// stop tracking removed stacks
foreach (Item item in this.Removed)
this.StackSizes.Remove(item);
}
/// <summary>Reset all trackers so their current values are the baseline.</summary>
public void Reset()
{
// update stack sizes
foreach (Item item in this.StackSizes.Keys.ToArray().Concat(this.Added))
this.StackSizes[item] = item.Stack;
// update watcher
this.InventoryWatcher.Reset();
this.Added.Clear();
this.Removed.Clear();
}
/// <summary>Get the inventory changes since the last update, if anything changed.</summary>
/// <param name="changes">The inventory changes, or <c>null</c> if nothing changed.</param>
/// <returns>Returns whether anything changed.</returns>
public bool TryGetInventoryChanges(out SnapshotItemListDiff changes)
{
return SnapshotItemListDiff.TryGetChanges(added: this.Added, removed: this.Removed, stackSizes: this.StackSizes, out changes);
}
/// <summary>Release watchers and resources.</summary>
public void Dispose()
{
this.StackSizes.Clear();
this.Added.Clear();
this.Removed.Clear();
this.InventoryWatcher.Dispose();
}
}
}

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@ -0,0 +1,143 @@
using System.Collections.Generic;
using Netcode;
using StardewModdingAPI.Framework.StateTracking.Comparers;
namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
{
/// <summary>A watcher which detects changes to a net list field.</summary>
/// <typeparam name="TValue">The list value type.</typeparam>
internal class NetListWatcher<TValue> : BaseDisposableWatcher, ICollectionWatcher<TValue>
where TValue : class, INetObject<INetSerializable>
{
/*********
** Fields
*********/
/// <summary>The field being watched.</summary>
private readonly NetList<TValue, NetRef<TValue>> Field;
/// <summary>The pairs added since the last reset.</summary>
private readonly ISet<TValue> AddedImpl = new HashSet<TValue>(new ObjectReferenceComparer<TValue>());
/// <summary>The pairs removed since the last reset.</summary>
private readonly ISet<TValue> RemovedImpl = new HashSet<TValue>(new ObjectReferenceComparer<TValue>());
/*********
** Accessors
*********/
/// <summary>Whether the collection changed since the last reset.</summary>
public bool IsChanged => this.AddedImpl.Count > 0 || this.RemovedImpl.Count > 0;
/// <summary>The values added since the last reset.</summary>
public IEnumerable<TValue> Added => this.AddedImpl;
/// <summary>The values removed since the last reset.</summary>
public IEnumerable<TValue> Removed => this.RemovedImpl;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="field">The field to watch.</param>
public NetListWatcher(NetList<TValue, NetRef<TValue>> field)
{
this.Field = field;
field.OnElementChanged += this.OnElementChanged;
field.OnArrayReplaced += this.OnArrayReplaced;
}
/// <summary>Set the current value as the baseline.</summary>
public void Reset()
{
this.AddedImpl.Clear();
this.RemovedImpl.Clear();
}
/// <summary>Update the current value if needed.</summary>
public void Update()
{
this.AssertNotDisposed();
}
/// <summary>Stop watching the field and release all references.</summary>
public override void Dispose()
{
if (!this.IsDisposed)
{
this.Field.OnElementChanged -= this.OnElementChanged;
this.Field.OnArrayReplaced -= this.OnArrayReplaced;
}
base.Dispose();
}
/*********
** Private methods
*********/
/// <summary>A callback invoked when the value list is replaced.</summary>
/// <param name="list">The net field whose values changed.</param>
/// <param name="oldValues">The previous list of values.</param>
/// <param name="newValues">The new list of values.</param>
private void OnArrayReplaced(NetList<TValue, NetRef<TValue>> list, IList<TValue> oldValues, IList<TValue> newValues)
{
ISet<TValue> oldSet = new HashSet<TValue>(oldValues, new ObjectReferenceComparer<TValue>());
ISet<TValue> changed = new HashSet<TValue>(newValues, new ObjectReferenceComparer<TValue>());
foreach (TValue value in oldSet)
{
if (!changed.Contains(value))
this.Remove(value);
}
foreach (TValue value in changed)
{
if (!oldSet.Contains(value))
this.Add(value);
}
}
/// <summary>A callback invoked when an entry is replaced.</summary>
/// <param name="list">The net field whose values changed.</param>
/// <param name="index">The list index which changed.</param>
/// <param name="oldValue">The previous value.</param>
/// <param name="newValue">The new value.</param>
private void OnElementChanged(NetList<TValue, NetRef<TValue>> list, int index, TValue oldValue, TValue newValue)
{
this.Remove(oldValue);
this.Add(newValue);
}
/// <summary>Track an added item.</summary>
/// <param name="value">The value that was added.</param>
private void Add(TValue value)
{
if (value == null)
return;
if (this.RemovedImpl.Contains(value))
{
this.AddedImpl.Remove(value);
this.RemovedImpl.Remove(value);
}
else
this.AddedImpl.Add(value);
}
/// <summary>Track a removed item.</summary>
/// <param name="value">The value that was removed.</param>
private void Remove(TValue value)
{
if (value == null)
return;
if (this.AddedImpl.Contains(value))
{
this.AddedImpl.Remove(value);
this.RemovedImpl.Remove(value);
}
else
this.RemovedImpl.Add(value);
}
}
}

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@ -82,6 +82,14 @@ namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
return new NetCollectionWatcher<T>(collection);
}
/// <summary>Get a watcher for a net list.</summary>
/// <typeparam name="T">The value type.</typeparam>
/// <param name="collection">The net list.</param>
public static ICollectionWatcher<T> ForNetList<T>(NetList<T, NetRef<T>> collection) where T : class, INetObject<INetSerializable>
{
return new NetListWatcher<T>(collection);
}
/// <summary>Get a watcher for a net dictionary.</summary>
/// <typeparam name="TKey">The dictionary key type.</typeparam>
/// <typeparam name="TValue">The dictionary value type.</typeparam>

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@ -5,8 +5,9 @@ using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Locations;
using StardewValley.Objects;
using StardewValley.TerrainFeatures;
using Object = StardewValley.Object;
using SObject = StardewValley.Object;
namespace StardewModdingAPI.Framework.StateTracking
{
@ -42,11 +43,14 @@ namespace StardewModdingAPI.Framework.StateTracking
public ICollectionWatcher<NPC> NpcsWatcher { get; }
/// <summary>Tracks added or removed objects.</summary>
public IDictionaryWatcher<Vector2, Object> ObjectsWatcher { get; }
public IDictionaryWatcher<Vector2, SObject> ObjectsWatcher { get; }
/// <summary>Tracks added or removed terrain features.</summary>
public IDictionaryWatcher<Vector2, TerrainFeature> TerrainFeaturesWatcher { get; }
/// <summary>Tracks items added or removed to chests.</summary>
public IDictionary<Vector2, ChestTracker> ChestWatchers { get; } = new Dictionary<Vector2, ChestTracker>();
/*********
** Public methods
@ -74,13 +78,8 @@ namespace StardewModdingAPI.Framework.StateTracking
this.ObjectsWatcher,
this.TerrainFeaturesWatcher
});
}
/// <summary>Stop watching the player fields and release all references.</summary>
public void Dispose()
{
foreach (IWatcher watcher in this.Watchers)
watcher.Dispose();
this.UpdateChestWatcherList(added: location.Objects.Pairs, removed: new KeyValuePair<Vector2, SObject>[0]);
}
/// <summary>Update the current value if needed.</summary>
@ -88,6 +87,11 @@ namespace StardewModdingAPI.Framework.StateTracking
{
foreach (IWatcher watcher in this.Watchers)
watcher.Update();
this.UpdateChestWatcherList(added: this.ObjectsWatcher.Added, removed: this.ObjectsWatcher.Removed);
foreach (var watcher in this.ChestWatchers)
watcher.Value.Update();
}
/// <summary>Set the current value as the baseline.</summary>
@ -95,6 +99,46 @@ namespace StardewModdingAPI.Framework.StateTracking
{
foreach (IWatcher watcher in this.Watchers)
watcher.Reset();
foreach (var watcher in this.ChestWatchers)
watcher.Value.Reset();
}
/// <summary>Stop watching the player fields and release all references.</summary>
public void Dispose()
{
foreach (IWatcher watcher in this.Watchers)
watcher.Dispose();
foreach (var watcher in this.ChestWatchers.Values)
watcher.Dispose();
}
/*********
** Private methods
*********/
/// <summary>Update the watcher list for added or removed chests.</summary>
/// <param name="added">The objects added to the location.</param>
/// <param name="removed">The objects removed from the location.</param>
private void UpdateChestWatcherList(IEnumerable<KeyValuePair<Vector2, SObject>> added, IEnumerable<KeyValuePair<Vector2, SObject>> removed)
{
// remove unused watchers
foreach (KeyValuePair<Vector2, SObject> pair in removed)
{
if (pair.Value is Chest && this.ChestWatchers.TryGetValue(pair.Key, out ChestTracker watcher))
{
watcher.Dispose();
this.ChestWatchers.Remove(pair.Key);
}
}
// add new watchers
foreach (KeyValuePair<Vector2, SObject> pair in added)
{
if (pair.Value is Chest chest && !this.ChestWatchers.ContainsKey(pair.Key))
this.ChestWatchers.Add(pair.Key, new ChestTracker(chest));
}
}
}
}

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@ -2,10 +2,9 @@ using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using ChangeType = StardewModdingAPI.Events.ChangeType;
namespace StardewModdingAPI.Framework.StateTracking
{
@ -99,25 +98,32 @@ namespace StardewModdingAPI.Framework.StateTracking
return this.Player.currentLocation ?? this.LastValidLocation;
}
/// <summary>Get the player inventory changes between two states.</summary>
public IEnumerable<ItemStackChange> GetInventoryChanges()
/// <summary>Get the inventory changes since the last update, if anything changed.</summary>
/// <param name="changes">The inventory changes, or <c>null</c> if nothing changed.</param>
/// <returns>Returns whether anything changed.</returns>
public bool TryGetInventoryChanges(out SnapshotItemListDiff changes)
{
IDictionary<Item, int> previous = this.PreviousInventory;
IDictionary<Item, int> current = this.GetInventory();
foreach (Item item in previous.Keys.Union(current.Keys))
ISet<Item> added = new HashSet<Item>(new ObjectReferenceComparer<Item>());
ISet<Item> removed = new HashSet<Item>(new ObjectReferenceComparer<Item>());
foreach (Item item in this.PreviousInventory.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 };
if (!this.PreviousInventory.ContainsKey(item))
added.Add(item);
else if (!current.ContainsKey(item))
removed.Add(item);
}
return SnapshotItemListDiff.TryGetChanges(added: added, removed: removed, stackSizes: this.PreviousInventory, out changes);
}
/// <summary>Stop watching the player fields and release all references.</summary>
/// <summary>Release watchers and resources.</summary>
public void Dispose()
{
this.PreviousInventory.Clear();
this.CurrentInventory?.Clear();
foreach (IWatcher watcher in this.Watchers)
watcher.Dispose();
}

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@ -2,6 +2,7 @@ using System.Collections.Generic;
using Microsoft.Xna.Framework;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Objects;
using StardewValley.TerrainFeatures;
namespace StardewModdingAPI.Framework.StateTracking.Snapshots
@ -33,6 +34,9 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
/// <summary>Tracks added or removed terrain features.</summary>
public SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>> TerrainFeatures { get; } = new SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>>();
/// <summary>Tracks changed chest inventories.</summary>
public IDictionary<Chest, SnapshotItemListDiff> ChestItems { get; } = new Dictionary<Chest, SnapshotItemListDiff>();
/*********
** Public methods
@ -48,12 +52,21 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
/// <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);
// chest inventories
this.ChestItems.Clear();
foreach (ChestTracker tracker in watcher.ChestWatchers.Values)
{
if (tracker.TryGetInventoryChanges(out SnapshotItemListDiff changes))
this.ChestItems[tracker.Chest] = changes;
}
}
}
}

View File

@ -10,6 +10,13 @@ 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 SnapshotItemListDiff(new Item[0], new Item[0], new ItemStackSizeChange[0]);
/*********
** Accessors
*********/
@ -27,7 +34,7 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
.ToDictionary(skill => skill, skill => new SnapshotDiff<int>());
/// <summary>Get a list of inventory changes.</summary>
public IEnumerable<ItemStackChange> InventoryChanges { get; private set; }
public SnapshotItemListDiff Inventory { get; private set; }
/*********
@ -47,7 +54,11 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
this.Location.Update(watcher.LocationWatcher);
foreach (var pair in this.Skills)
pair.Value.Update(watcher.SkillWatchers[pair.Key]);
this.InventoryChanges = watcher.GetInventoryChanges().ToArray();
this.Inventory = watcher.TryGetInventoryChanges(out SnapshotItemListDiff itemChanges)
? itemChanges
: this.EmptyItemListDiff;
}
}
}