unify item diff logic for players & chests

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Jesse Plamondon-Willard 2020-01-01 18:52:24 -05:00
parent 6766fcd0fd
commit e64a1220e3
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GPG Key ID: CF8B1456B3E29F49
9 changed files with 135 additions and 93 deletions

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@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using StardewValley;
using StardewValley.Objects;
@ -16,8 +17,14 @@ namespace StardewModdingAPI.Events
/// <summary>The location containing the chest.</summary>
public GameLocation Location { get; }
/// <summary>The inventory changes in the chest.</summary>
public ItemStackChange[] Changes { 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; }
/*********
@ -26,12 +33,16 @@ namespace StardewModdingAPI.Events
/// <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="changes">The inventory changes in the chest.</param>
internal ChestInventoryChangedEventArgs(Chest chest, GameLocation location, ItemStackChange[] changes)
/// <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.Changes = changes;
this.Added = added;
this.Removed = removed;
this.QuantityChanged = quantityChanged;
}
}
}

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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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@ -706,7 +706,10 @@ namespace StardewModdingAPI.Framework
if (events.ChestInventoryChanged.HasListeners())
{
foreach (var pair in locState.ChestItems)
events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(pair.Key, location, pair.Value));
{
SnapshotItemListDiff diff = pair.Value;
events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(pair.Key, location, added: diff.Added, removed: diff.Removed, quantityChanged: diff.QuantityChanged));
}
}
// terrain features changed
@ -747,12 +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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@ -1,12 +1,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Objects;
using ChangeType = StardewModdingAPI.Events.ChangeType;
namespace StardewModdingAPI.Framework.StateTracking
{
@ -83,26 +81,12 @@ namespace StardewModdingAPI.Framework.StateTracking
this.Removed.Clear();
}
/// <summary>Get the inventory changes since the last update.</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)
{
// removed
foreach (Item item in this.Removed)
yield return new ItemStackChange { Item = item, StackChange = -item.Stack, ChangeType = ChangeType.Removed };
// added
foreach (Item item in this.Added)
yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
// stack size changed
foreach (var entry in this.StackSizes)
{
Item item = entry.Key;
int prevStack = entry.Value;
if (item.Stack != prevStack)
yield return new ItemStackChange { Item = item, StackChange = item.Stack - prevStack, ChangeType = ChangeType.StackChange };
}
return SnapshotItemListDiff.TryGetChanges(added: this.Added, removed: this.Removed, stackSizes: this.StackSizes, out changes);
}
/// <summary>Release watchers and resources.</summary>

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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
{
@ -99,20 +98,24 @@ namespace StardewModdingAPI.Framework.StateTracking
return this.Player.currentLocation ?? this.LastValidLocation;
}
/// <summary>Get the inventory changes since the last update.</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>Release watchers and resources.</summary>

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@ -1,7 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Objects;
@ -37,7 +35,7 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
public SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>> TerrainFeatures { get; } = new SnapshotListDiff<KeyValuePair<Vector2, TerrainFeature>>();
/// <summary>Tracks changed chest inventories.</summary>
public IDictionary<Chest, ItemStackChange[]> ChestItems { get; } = new Dictionary<Chest, ItemStackChange[]>();
public IDictionary<Chest, SnapshotItemListDiff> ChestItems { get; } = new Dictionary<Chest, SnapshotItemListDiff>();
/*********
@ -66,8 +64,7 @@ namespace StardewModdingAPI.Framework.StateTracking.Snapshots
this.ChestItems.Clear();
foreach (ChestTracker tracker in watcher.ChestWatchers.Values)
{
ItemStackChange[] changes = tracker.GetInventoryChanges().ToArray();
if (changes.Length > 0)
if (tracker.TryGetInventoryChanges(out SnapshotItemListDiff changes))
this.ChestItems[tracker.Chest] = changes;
}
}

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@ -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;
}
}
}