using CustomNPCFramework.Framework.NPCS;
using Microsoft.Xna.Framework;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Utilities
{
///
/// Used to keep track of all of the custom npcs.
///
public class NPCTracker
{
///
/// A list used to keep track of the npcs.
///
public List moddedNPCS;
///
/// Constructor.
///
public NPCTracker()
{
this.moddedNPCS = new List();
}
///
/// Use this to add a new npc into the game.
///
/// The game location to add the npc to.
/// The extended npc to add to the location.
public void addNewNPCToLocation(GameLocation loc,ExtendedNPC npc)
{
this.moddedNPCS.Add(npc);
npc.defaultLocation = loc;
npc.currentLocation = loc;
loc.addCharacter(npc);
}
///
/// Add a npc to a location.
///
/// The game location to add an npc to.
/// The extended npc to add to the location.
/// The tile position at the game location to add the mpc to.
public void addNewNPCToLocation(GameLocation loc, ExtendedNPC npc, Vector2 tilePosition)
{
this.moddedNPCS.Add(npc);
npc.defaultLocation = loc;
npc.currentLocation = loc;
npc.position = tilePosition*Game1.tileSize;
loc.addCharacter(npc);
}
///
/// Use this simply to remove a single npc from a location.
///
///
///
public void removeCharacterFromLocation(GameLocation loc, ExtendedNPC npc)
{
loc.characters.Remove(npc);
}
///
/// Use this to completly remove and npc from the game as it is removed from the location and is no longer tracked.
///
/// The npc to remove from the location.
public void removeFromLocationAndTrackingList(ExtendedNPC npc)
{
if (npc.currentLocation != null)
{
npc.currentLocation.characters.Remove(npc);
}
this.moddedNPCS.Remove(npc);
}
///
/// Use this to clean up all of the npcs before the game is saved.
///
public void cleanUpBeforeSave()
{
foreach(ExtendedNPC npc in this.moddedNPCS)
{
//npc.currentLocation.characters.Remove(npc);
//Game1.removeThisCharacterFromAllLocations(npc);
Game1.removeCharacterFromItsLocation(npc.name);
Class1.ModMonitor.Log("Removed an npc!");
//Do some saving code here.
}
}
///
/// Use this to load in all of the npcs again after saving.
///
public void afterSave()
{
foreach(ExtendedNPC npc in this.moddedNPCS)
{
npc.defaultLocation.addCharacter(npc);
}
}
}
}