merge SGame::UpdateEventCalls into Update
The method was misleadingly named (since only some of the events were in the method), and unnecessarily limited the possible flows.
This commit is contained in:
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d88050fcee
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@ -257,8 +257,253 @@ namespace StardewModdingAPI.Framework
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GameEvents.InvokeGameLoaded(this.Monitor);
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GameEvents.InvokeGameLoaded(this.Monitor);
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}
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}
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// update SMAPI events
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// content locale changed event
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this.UpdateEventCalls();
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if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
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{
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var oldValue = this.PreviousLocale;
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var newValue = LocalizedContentManager.CurrentLanguageCode;
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this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
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if (oldValue != null)
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ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
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this.PreviousLocale = newValue;
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}
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// save loaded event
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if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
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{
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if (this.AfterLoadTimer == 0)
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{
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this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
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SaveEvents.InvokeAfterLoad(this.Monitor);
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PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
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TimeEvents.InvokeAfterDayStarted(this.Monitor);
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}
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this.AfterLoadTimer--;
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}
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// before exit to title
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if (Game1.exitToTitle)
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this.IsExiting = true;
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// after exit to title
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if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
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{
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this.Monitor.Log("Context: returned to title", LogLevel.Trace);
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SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
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this.AfterLoadTimer = 5;
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this.IsExiting = false;
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}
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// input events
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{
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// get latest state
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this.KStateNow = Keyboard.GetState();
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this.MStateNow = Mouse.GetState();
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this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
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// raise key pressed
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foreach (var key in this.FramePressedKeys)
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ControlEvents.InvokeKeyPressed(this.Monitor, key);
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// raise key released
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foreach (var key in this.FrameReleasedKeys)
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ControlEvents.InvokeKeyReleased(this.Monitor, key);
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// raise controller button pressed
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for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
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{
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var buttons = this.GetFramePressedButtons(i);
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foreach (var button in buttons)
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{
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if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
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ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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else
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ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
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}
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}
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// raise controller button released
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for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
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{
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foreach (var button in this.GetFrameReleasedButtons(i))
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{
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if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
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ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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else
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ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
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}
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}
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// raise keyboard state changed
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if (this.KStateNow != this.KStatePrior)
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ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
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// raise mouse state changed
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if (this.MStateNow != this.MStatePrior)
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{
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ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
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this.MStatePrior = this.MStateNow;
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this.MPositionPrior = this.MPositionNow;
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}
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}
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// menu events
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if (Game1.activeClickableMenu != this.PreviousActiveMenu)
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{
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IClickableMenu previousMenu = this.PreviousActiveMenu;
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IClickableMenu newMenu = Game1.activeClickableMenu;
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// log context
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if (this.VerboseLogging)
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{
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if (previousMenu == null)
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this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
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else if (newMenu == null)
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this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
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else
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this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
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}
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// raise save events
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// (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
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if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
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{
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this.Monitor.Log("Context: before save.", LogLevel.Trace);
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SaveEvents.InvokeBeforeSave(this.Monitor);
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}
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else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
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{
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this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
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SaveEvents.InvokeAfterSave(this.Monitor);
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TimeEvents.InvokeAfterDayStarted(this.Monitor);
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}
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// raise menu events
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if (newMenu != null)
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MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
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else
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MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
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// update previous menu
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// (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
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this.PreviousActiveMenu = newMenu;
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}
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// world & player events
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if (this.IsWorldReady)
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{
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// raise location list changed
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if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
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{
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LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
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this.PreviousGameLocations = this.GetHash(Game1.locations);
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}
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// raise current location changed
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if (Game1.currentLocation != this.PreviousGameLocation)
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{
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if (this.VerboseLogging)
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this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
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LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
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this.PreviousGameLocation = Game1.currentLocation;
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}
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// raise player changed
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if (Game1.player != this.PreviousFarmer)
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{
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PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
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this.PreviousFarmer = Game1.player;
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}
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// raise player leveled up a skill
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if (Game1.player.combatLevel != this.PreviousCombatLevel)
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{
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
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this.PreviousCombatLevel = Game1.player.combatLevel;
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}
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if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
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{
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
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this.PreviousFarmingLevel = Game1.player.farmingLevel;
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}
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if (Game1.player.fishingLevel != this.PreviousFishingLevel)
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{
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
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this.PreviousFishingLevel = Game1.player.fishingLevel;
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}
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if (Game1.player.foragingLevel != this.PreviousForagingLevel)
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{
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
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this.PreviousForagingLevel = Game1.player.foragingLevel;
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}
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if (Game1.player.miningLevel != this.PreviousMiningLevel)
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{
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
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this.PreviousMiningLevel = Game1.player.miningLevel;
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}
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if (Game1.player.luckLevel != this.PreviousLuckLevel)
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{
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
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this.PreviousLuckLevel = Game1.player.luckLevel;
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}
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// raise player inventory changed
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ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
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if (changedItems.Any())
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{
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PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
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this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
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}
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// raise current location's object list changed
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{
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int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
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if (objectHash != null && this.PreviousLocationObjects != objectHash)
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{
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LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
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this.PreviousLocationObjects = objectHash.Value;
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}
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}
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// raise time changed
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if (Game1.timeOfDay != this.PreviousTime)
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{
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TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
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this.PreviousTime = Game1.timeOfDay;
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}
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if (Game1.dayOfMonth != this.PreviousDay)
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{
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TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
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this.PreviousDay = Game1.dayOfMonth;
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}
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if (Game1.currentSeason != this.PreviousSeason)
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{
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TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
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this.PreviousSeason = Game1.currentSeason;
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}
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if (Game1.year != this.PreviousYear)
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{
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TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
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this.PreviousYear = Game1.year;
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}
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// raise mine level changed
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if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
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{
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MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
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this.PreviousMineLevel = Game1.mine.mineLevel;
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}
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}
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// raise game day transition event (obsolete)
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if (Game1.newDay != this.PreviousIsNewDay)
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{
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TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
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this.PreviousIsNewDay = Game1.newDay;
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}
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// let game update
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// let game update
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try
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try
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@ -1127,258 +1372,6 @@ namespace StardewModdingAPI.Framework
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return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
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return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
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}
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}
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/// <summary>Detect changes since the last update ticket and trigger mod events.</summary>
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private void UpdateEventCalls()
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{
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// content locale changed event
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if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
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{
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var oldValue = this.PreviousLocale;
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var newValue = LocalizedContentManager.CurrentLanguageCode;
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this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
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if (oldValue != null)
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ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
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this.PreviousLocale = newValue;
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}
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// save loaded event
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if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
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{
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if (this.AfterLoadTimer == 0)
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{
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this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
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SaveEvents.InvokeAfterLoad(this.Monitor);
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PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
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TimeEvents.InvokeAfterDayStarted(this.Monitor);
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}
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this.AfterLoadTimer--;
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}
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// before exit to title
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if (Game1.exitToTitle)
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this.IsExiting = true;
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// after exit to title
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if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
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{
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this.Monitor.Log("Context: returned to title", LogLevel.Trace);
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SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
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this.AfterLoadTimer = 5;
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this.IsExiting = false;
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}
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// input events
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{
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// get latest state
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this.KStateNow = Keyboard.GetState();
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this.MStateNow = Mouse.GetState();
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this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
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// raise key pressed
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foreach (var key in this.FramePressedKeys)
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ControlEvents.InvokeKeyPressed(this.Monitor, key);
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// raise key released
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foreach (var key in this.FrameReleasedKeys)
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ControlEvents.InvokeKeyReleased(this.Monitor, key);
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// raise controller button pressed
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for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
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{
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var buttons = this.GetFramePressedButtons(i);
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foreach (var button in buttons)
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{
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if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
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ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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else
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ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
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}
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}
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// raise controller button released
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for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
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{
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foreach (var button in this.GetFrameReleasedButtons(i))
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{
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if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
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ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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else
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ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
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}
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}
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// raise keyboard state changed
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if (this.KStateNow != this.KStatePrior)
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ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
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// raise mouse state changed
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if (this.MStateNow != this.MStatePrior)
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{
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ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
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this.MStatePrior = this.MStateNow;
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this.MPositionPrior = this.MPositionNow;
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}
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}
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// menu events
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if (Game1.activeClickableMenu != this.PreviousActiveMenu)
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{
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IClickableMenu previousMenu = this.PreviousActiveMenu;
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|
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IClickableMenu newMenu = Game1.activeClickableMenu;
|
|
||||||
|
|
||||||
// log context
|
|
||||||
if (this.VerboseLogging)
|
|
||||||
{
|
|
||||||
if (previousMenu == null)
|
|
||||||
this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
|
|
||||||
else if (newMenu == null)
|
|
||||||
this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
|
|
||||||
else
|
|
||||||
this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise save events
|
|
||||||
// (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
|
|
||||||
if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
|
|
||||||
{
|
|
||||||
this.Monitor.Log("Context: before save.", LogLevel.Trace);
|
|
||||||
SaveEvents.InvokeBeforeSave(this.Monitor);
|
|
||||||
}
|
|
||||||
else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
|
|
||||||
{
|
|
||||||
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
|
|
||||||
SaveEvents.InvokeAfterSave(this.Monitor);
|
|
||||||
TimeEvents.InvokeAfterDayStarted(this.Monitor);
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise menu events
|
|
||||||
if (newMenu != null)
|
|
||||||
MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
|
|
||||||
else
|
|
||||||
MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
|
|
||||||
|
|
||||||
// update previous menu
|
|
||||||
// (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
|
|
||||||
this.PreviousActiveMenu = newMenu;
|
|
||||||
}
|
|
||||||
|
|
||||||
// world & player events
|
|
||||||
if (this.IsWorldReady)
|
|
||||||
{
|
|
||||||
// raise location list changed
|
|
||||||
if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
|
|
||||||
{
|
|
||||||
LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
|
|
||||||
this.PreviousGameLocations = this.GetHash(Game1.locations);
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise current location changed
|
|
||||||
if (Game1.currentLocation != this.PreviousGameLocation)
|
|
||||||
{
|
|
||||||
if (this.VerboseLogging)
|
|
||||||
this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
|
|
||||||
LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
|
|
||||||
this.PreviousGameLocation = Game1.currentLocation;
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise player changed
|
|
||||||
if (Game1.player != this.PreviousFarmer)
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
|
|
||||||
this.PreviousFarmer = Game1.player;
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise player leveled up a skill
|
|
||||||
if (Game1.player.combatLevel != this.PreviousCombatLevel)
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
|
|
||||||
this.PreviousCombatLevel = Game1.player.combatLevel;
|
|
||||||
}
|
|
||||||
if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
|
|
||||||
this.PreviousFarmingLevel = Game1.player.farmingLevel;
|
|
||||||
}
|
|
||||||
if (Game1.player.fishingLevel != this.PreviousFishingLevel)
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
|
|
||||||
this.PreviousFishingLevel = Game1.player.fishingLevel;
|
|
||||||
}
|
|
||||||
if (Game1.player.foragingLevel != this.PreviousForagingLevel)
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
|
|
||||||
this.PreviousForagingLevel = Game1.player.foragingLevel;
|
|
||||||
}
|
|
||||||
if (Game1.player.miningLevel != this.PreviousMiningLevel)
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
|
|
||||||
this.PreviousMiningLevel = Game1.player.miningLevel;
|
|
||||||
}
|
|
||||||
if (Game1.player.luckLevel != this.PreviousLuckLevel)
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
|
|
||||||
this.PreviousLuckLevel = Game1.player.luckLevel;
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise player inventory changed
|
|
||||||
ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
|
|
||||||
if (changedItems.Any())
|
|
||||||
{
|
|
||||||
PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
|
|
||||||
this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise current location's object list changed
|
|
||||||
{
|
|
||||||
int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
|
|
||||||
if (objectHash != null && this.PreviousLocationObjects != objectHash)
|
|
||||||
{
|
|
||||||
LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
|
|
||||||
this.PreviousLocationObjects = objectHash.Value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise time changed
|
|
||||||
if (Game1.timeOfDay != this.PreviousTime)
|
|
||||||
{
|
|
||||||
TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
|
|
||||||
this.PreviousTime = Game1.timeOfDay;
|
|
||||||
}
|
|
||||||
if (Game1.dayOfMonth != this.PreviousDay)
|
|
||||||
{
|
|
||||||
TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
|
|
||||||
this.PreviousDay = Game1.dayOfMonth;
|
|
||||||
}
|
|
||||||
if (Game1.currentSeason != this.PreviousSeason)
|
|
||||||
{
|
|
||||||
TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
|
|
||||||
this.PreviousSeason = Game1.currentSeason;
|
|
||||||
}
|
|
||||||
if (Game1.year != this.PreviousYear)
|
|
||||||
{
|
|
||||||
TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
|
|
||||||
this.PreviousYear = Game1.year;
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise mine level changed
|
|
||||||
if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
|
|
||||||
{
|
|
||||||
MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
|
|
||||||
this.PreviousMineLevel = Game1.mine.mineLevel;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// raise game day transition event (obsolete)
|
|
||||||
if (Game1.newDay != this.PreviousIsNewDay)
|
|
||||||
{
|
|
||||||
TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
|
|
||||||
this.PreviousIsNewDay = Game1.newDay;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Get the player inventory changes between two states.</summary>
|
/// <summary>Get the player inventory changes between two states.</summary>
|
||||||
/// <param name="current">The player's current inventory.</param>
|
/// <param name="current">The player's current inventory.</param>
|
||||||
/// <param name="previous">The player's previous inventory.</param>
|
/// <param name="previous">The player's previous inventory.</param>
|
||||||
|
|
Loading…
Reference in New Issue