add large terrain feature list changed event (#310)

This commit is contained in:
Jesse Plamondon-Willard 2018-06-01 23:16:42 -04:00
parent a2523696fd
commit 92006bd6ed
7 changed files with 73 additions and 3 deletions

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@ -14,13 +14,16 @@ namespace StardewModdingAPI.Events
/// <summary>Raised after buildings are added or removed in a location.</summary> /// <summary>Raised after buildings are added or removed in a location.</summary>
event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged; event EventHandler<WorldBuildingListChangedEventArgs> BuildingListChanged;
/// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
event EventHandler<WorldLargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged;
/// <summary>Raised after NPCs are added or removed in a location.</summary> /// <summary>Raised after NPCs are added or removed in a location.</summary>
event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged; event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged;
/// <summary>Raised after objects are added or removed in a location.</summary> /// <summary>Raised after objects are added or removed in a location.</summary>
event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged; event EventHandler<WorldObjectListChangedEventArgs> ObjectListChanged;
/// <summary>Raised after terrain features are added or removed in a location.</summary> /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged; event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged;
} }
} }

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@ -0,0 +1,39 @@
using System;
using System.Collections.Generic;
using System.Linq;
using StardewValley;
using StardewValley.TerrainFeatures;
namespace StardewModdingAPI.Events
{
/// <summary>Event arguments for a <see cref="IWorldEvents.LargeTerrainFeatureListChanged"/> event.</summary>
public class WorldLargeTerrainFeatureListChangedEventArgs : EventArgs
{
/*********
** Accessors
*********/
/// <summary>The location which changed.</summary>
public GameLocation Location { get; }
/// <summary>The large terrain features added to the location.</summary>
public IEnumerable<LargeTerrainFeature> Added { get; }
/// <summary>The large terrain features removed from the location.</summary>
public IEnumerable<LargeTerrainFeature> Removed { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="location">The location which changed.</param>
/// <param name="added">The large terrain features added to the location.</param>
/// <param name="removed">The large terrain features removed from the location.</param>
public WorldLargeTerrainFeatureListChangedEventArgs(GameLocation location, IEnumerable<LargeTerrainFeature> added, IEnumerable<LargeTerrainFeature> removed)
{
this.Location = location;
this.Added = added.ToArray();
this.Removed = removed.ToArray();
}
}
}

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@ -20,13 +20,16 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised after buildings are added or removed in a location.</summary> /// <summary>Raised after buildings are added or removed in a location.</summary>
public readonly ManagedEvent<WorldBuildingListChangedEventArgs> World_BuildingListChanged; public readonly ManagedEvent<WorldBuildingListChangedEventArgs> World_BuildingListChanged;
/// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
public readonly ManagedEvent<WorldLargeTerrainFeatureListChangedEventArgs> World_LargeTerrainFeatureListChanged;
/// <summary>Raised after NPCs are added or removed in a location.</summary> /// <summary>Raised after NPCs are added or removed in a location.</summary>
public readonly ManagedEvent<WorldNpcListChangedEventArgs> World_NpcListChanged; public readonly ManagedEvent<WorldNpcListChangedEventArgs> World_NpcListChanged;
/// <summary>Raised after objects are added or removed in a location.</summary> /// <summary>Raised after objects are added or removed in a location.</summary>
public readonly ManagedEvent<WorldObjectListChangedEventArgs> World_ObjectListChanged; public readonly ManagedEvent<WorldObjectListChangedEventArgs> World_ObjectListChanged;
/// <summary>Raised after terrain features are added or removed in a location.</summary> /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public readonly ManagedEvent<WorldTerrainFeatureListChangedEventArgs> World_TerrainFeatureListChanged; public readonly ManagedEvent<WorldTerrainFeatureListChangedEventArgs> World_TerrainFeatureListChanged;
@ -232,6 +235,7 @@ namespace StardewModdingAPI.Framework.Events
// init events (new) // init events (new)
this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged)); this.World_BuildingListChanged = ManageEventOf<WorldBuildingListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LocationListChanged));
this.World_LargeTerrainFeatureListChanged = ManageEventOf<WorldLargeTerrainFeatureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.LargeTerrainFeatureListChanged));
this.World_LocationListChanged = ManageEventOf<WorldLocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged)); this.World_LocationListChanged = ManageEventOf<WorldLocationListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.BuildingListChanged));
this.World_NpcListChanged = ManageEventOf<WorldNpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged)); this.World_NpcListChanged = ManageEventOf<WorldNpcListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.NpcListChanged));
this.World_ObjectListChanged = ManageEventOf<WorldObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged)); this.World_ObjectListChanged = ManageEventOf<WorldObjectListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.ObjectListChanged));

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@ -33,6 +33,13 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.World_BuildingListChanged.Remove(value); remove => this.EventManager.World_BuildingListChanged.Remove(value);
} }
/// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
public event EventHandler<WorldLargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged
{
add => this.EventManager.World_LargeTerrainFeatureListChanged.Add(value, this.Mod);
remove => this.EventManager.World_LargeTerrainFeatureListChanged.Remove(value);
}
/// <summary>Raised after NPCs are added or removed in a location.</summary> /// <summary>Raised after NPCs are added or removed in a location.</summary>
public event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged public event EventHandler<WorldNpcListChangedEventArgs> NpcListChanged
{ {
@ -47,7 +54,7 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.World_ObjectListChanged.Remove(value); remove => this.EventManager.World_ObjectListChanged.Remove(value);
} }
/// <summary>Raised after terrain features are added or removed in a location.</summary> /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
public event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged public event EventHandler<WorldTerrainFeatureListChangedEventArgs> TerrainFeatureListChanged
{ {
add => this.EventManager.World_TerrainFeatureListChanged.Add(value); add => this.EventManager.World_TerrainFeatureListChanged.Add(value);

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@ -567,6 +567,17 @@ namespace StardewModdingAPI.Framework
this.Events.Location_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed)); this.Events.Location_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed));
} }
// large terrain features changed
if (watcher.LargeTerrainFeaturesWatcher.IsChanged)
{
GameLocation location = watcher.Location;
LargeTerrainFeature[] added = watcher.LargeTerrainFeaturesWatcher.Added.ToArray();
LargeTerrainFeature[] removed = watcher.LargeTerrainFeaturesWatcher.Removed.ToArray();
watcher.LargeTerrainFeaturesWatcher.Reset();
this.Events.World_LargeTerrainFeatureListChanged.Raise(new WorldLargeTerrainFeatureListChangedEventArgs(location, added, removed));
}
// NPCs changed // NPCs changed
if (watcher.NpcsWatcher.IsChanged) if (watcher.NpcsWatcher.IsChanged)
{ {

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@ -33,6 +33,9 @@ namespace StardewModdingAPI.Framework.StateTracking
/// <summary>Tracks added or removed buildings.</summary> /// <summary>Tracks added or removed buildings.</summary>
public ICollectionWatcher<Building> BuildingsWatcher { get; } public ICollectionWatcher<Building> BuildingsWatcher { get; }
/// <summary>Tracks added or removed large terrain features.</summary>
public ICollectionWatcher<LargeTerrainFeature> LargeTerrainFeaturesWatcher { get; }
/// <summary>Tracks added or removed NPCs.</summary> /// <summary>Tracks added or removed NPCs.</summary>
public ICollectionWatcher<NPC> NpcsWatcher { get; } public ICollectionWatcher<NPC> NpcsWatcher { get; }
@ -56,6 +59,7 @@ namespace StardewModdingAPI.Framework.StateTracking
this.BuildingsWatcher = location is BuildableGameLocation buildableLocation this.BuildingsWatcher = location is BuildableGameLocation buildableLocation
? WatcherFactory.ForNetCollection(buildableLocation.buildings) ? WatcherFactory.ForNetCollection(buildableLocation.buildings)
: (ICollectionWatcher<Building>)WatcherFactory.ForObservableCollection(new ObservableCollection<Building>()); : (ICollectionWatcher<Building>)WatcherFactory.ForObservableCollection(new ObservableCollection<Building>());
this.LargeTerrainFeaturesWatcher = WatcherFactory.ForNetCollection(location.largeTerrainFeatures);
this.NpcsWatcher = WatcherFactory.ForNetCollection(location.characters); this.NpcsWatcher = WatcherFactory.ForNetCollection(location.characters);
this.ObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects); this.ObjectsWatcher = WatcherFactory.ForNetDictionary(location.netObjects);
this.TerrainFeaturesWatcher = WatcherFactory.ForNetDictionary(location.terrainFeatures); this.TerrainFeaturesWatcher = WatcherFactory.ForNetDictionary(location.terrainFeatures);
@ -63,6 +67,7 @@ namespace StardewModdingAPI.Framework.StateTracking
this.Watchers.AddRange(new IWatcher[] this.Watchers.AddRange(new IWatcher[]
{ {
this.BuildingsWatcher, this.BuildingsWatcher,
this.LargeTerrainFeaturesWatcher,
this.NpcsWatcher, this.NpcsWatcher,
this.ObjectsWatcher, this.ObjectsWatcher,
this.TerrainFeaturesWatcher this.TerrainFeaturesWatcher

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@ -89,6 +89,7 @@
<Compile Include="Events\IWorldEvents.cs" /> <Compile Include="Events\IWorldEvents.cs" />
<Compile Include="Events\MultiplayerEvents.cs" /> <Compile Include="Events\MultiplayerEvents.cs" />
<Compile Include="Events\WorldNpcListChangedEventArgs.cs" /> <Compile Include="Events\WorldNpcListChangedEventArgs.cs" />
<Compile Include="Events\WorldLargeTerrainFeatureListChangedEventArgs.cs" />
<Compile Include="Events\WorldTerrainFeatureListChangedEventArgs.cs" /> <Compile Include="Events\WorldTerrainFeatureListChangedEventArgs.cs" />
<Compile Include="Events\WorldBuildingListChangedEventArgs.cs" /> <Compile Include="Events\WorldBuildingListChangedEventArgs.cs" />
<Compile Include="Events\WorldLocationListChangedEventArgs.cs" /> <Compile Include="Events\WorldLocationListChangedEventArgs.cs" />