Stardew_Valley_Mods/GeneralMods/StardustCore/Events/EventManager.cs

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6.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewValley;
namespace StardustCore.Events
{
public class EventManager
{
/// <summary>
/// The list of events that this event manager is holding.
/// </summary>
public Dictionary<string, EventHelper> events;
/// <summary>
/// Event logic that occurs when the specialized command appears.
/// </summary>
public Dictionary<string, Action<EventManager,string>> customEventLogic;
public Dictionary<string, ConcurrentEventInformation> concurrentEventActions;
public EventManager()
{
this.events = new Dictionary<string, EventHelper>();
this.customEventLogic = new Dictionary<string, Action<EventManager,string>>();
this.concurrentEventActions = new Dictionary<string, ConcurrentEventInformation>();
this.customEventLogic.Add("Omegasis.EventFramework.AddObjectToPlayersInventory", ExtraEventActions.addObjectToPlayerInventory);
this.customEventLogic.Add("Omegasis.EventFramework.ViewportLerp", ExtraEventActions.ViewportLerp);
this.customEventLogic.Add("Omegasis.EventFramework.AddInJunimoActor", ExtraEventActions.AddInJumimoActorForEvent);
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this.customEventLogic.Add("Omegasis.EventFramework.FlipJunimoActor", ExtraEventActions.FlipJunimoActor);
this.customEventLogic.Add("Omegasis.EventFramework.SetUpAdvanceJunimoMovement", ExtraEventActions.SetUpAdvanceJunimoMovement);
this.customEventLogic.Add("Omegasis.EventFramework.FinishAdvanceJunimoMovement", ExtraEventActions.FinishAdvanceJunimoMovement);
this.customEventLogic.Add("Omegasis.EventFramework.AddInJunimoAdvanceMove", ExtraEventActions.AddInJunimoAdvanceMove);
}
/// <summary>
/// Adds an event to the dictionary of events.
/// </summary>
/// <param name="Event"></param>
public void addEvent(EventHelper Event)
{
this.events.Add(Event.eventName, Event);
}
/// <summary>
/// Adds in custom code that happens when the game's current event sees the given command name.
/// </summary>
/// <param name="CommandName"></param>
/// <param name="Function"></param>
public void addCustomEventLogic(string CommandName,Action<EventManager,string> Function)
{
this.customEventLogic.Add(CommandName, Function);
}
public void addConcurrentEvent(ConcurrentEventInformation EventInfo)
{
this.concurrentEventActions.Add(EventInfo.id, EventInfo);
}
/// <summary>
/// Hooked into the game's update tick.
/// </summary>
public virtual void update()
{
if (Game1.CurrentEvent == null)
{
if (this.concurrentEventActions.Count > 0)
{
this.concurrentEventActions.Clear();
}
return;
}
string commandName = this.getGameCurrentEventCommandStringName();
//HappyBirthday.ModMonitor.Log("Current event command name is: " + commandName, StardewModdingAPI.LogLevel.Info);
List<string> _eventGC = new List<string>();
foreach (KeyValuePair<string,ConcurrentEventInformation> eventInfo in this.concurrentEventActions)
{
if (eventInfo.Value.finished)
{
_eventGC.Add(eventInfo.Key);
}
eventInfo.Value.invokeIfNotFinished();
}
foreach(string garbage in _eventGC)
{
this.concurrentEventActions.Remove(garbage);
}
if (string.IsNullOrEmpty(commandName)) return;
if (this.customEventLogic.ContainsKey(commandName)){
this.customEventLogic[commandName].Invoke(this,this.getGameCurrentEventCommandString());
}
}
public virtual void finishConcurrentEvent(string Key)
{
if (this.concurrentEventActions.ContainsKey(Key))
{
this.concurrentEventActions[Key].finish();
}
}
/// <summary>
/// Gets the event from this list of events.
/// </summary>
/// <param name="Name"></param>
/// <returns></returns>
public EventHelper getEvent(string Name)
{
if (this.events.ContainsKey(Name))
{
return this.events[Name];
}
else
{
return null;
}
}
/// <summary>
/// Starts the event with the given id if possible.
/// </summary>
/// <param name="EventName"></param>
public virtual void startEventAtLocationIfPossible(string EventName)
{
if (this.events.ContainsKey(EventName))
{
if (Game1.eventUp == true) return;
this.concurrentEventActions.Clear(); //Clean all old parallel actions before starting a new event.
this.events[EventName].startEventAtLocationifPossible();
}
}
/// <summary>
/// Clears the event from the farmer.
/// </summary>
/// <param name="EventName"></param>
public void clearEventFromFarmer(string EventName)
{
this.events.TryGetValue(EventName, out EventHelper e);
if (e == null) return;
Game1.player.eventsSeen.Remove(e.getEventID());
}
/// <summary>
/// Gets the current command and all of it's data.
/// </summary>
/// <returns></returns>
public virtual string getGameCurrentEventCommandString()
{
if (Game1.CurrentEvent != null)
{
return Game1.CurrentEvent.currentCommandString();
}
else
{
return "";
}
}
/// <summary>
/// Gets the name of the action for the current command in the string of event commands.
/// </summary>
/// <returns></returns>
public virtual string getGameCurrentEventCommandStringName()
{
if (Game1.CurrentEvent != null)
{
return Game1.CurrentEvent.currentCommandStringName();
}
else
{
return "";
}
}
}
}