Stardew_Valley_Mods/GeneralMods/MapEvents/Framework/EventManager.cs

123 lines
4.2 KiB
C#

using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EventSystem.Framework
{
public class EventManager
{
public Dictionary<GameLocation, List<MapEvent>> mapEvents;
/// <summary>
/// Constructor.
/// </summary>
public EventManager()
{
this.mapEvents = new Dictionary<GameLocation, List<MapEvent>>();
foreach(var v in Game1.locations)
{
addLocation(v.name, false);
}
}
/// <summary>
/// Adds an event to the map given the name of the map.
/// </summary>
/// <param name="mapName"></param>
/// <param name="mapEvent"></param>
public virtual void addEvent(string mapName,MapEvent mapEvent)
{
foreach(var pair in this.mapEvents)
{
if (pair.Key.name == mapName)
{
pair.Value.Add(mapEvent);
}
}
}
/// <summary>
/// Adds an event to a map.
/// </summary>
/// <param name="Location"></param>
/// <param name="mapEvent"></param>
public virtual void addEvent(GameLocation Location, MapEvent mapEvent)
{
foreach (var pair in this.mapEvents)
{
if (pair.Key == Location)
{
pair.Value.Add(mapEvent);
}
}
}
/// <summary>
/// Adds a location to have events handled.
/// </summary>
/// <param name="Location">The location to handle events.</param>
public virtual void addLocation(GameLocation Location)
{
EventSystem.ModMonitor.Log("Adding event processing for location: " + Location.name);
this.mapEvents.Add(Location, new List<MapEvent>());
}
/// <summary>
/// Adds a location to have events handled.
/// </summary>
/// <param name="Location"></param>
/// <param name="Events"></param>
public virtual void addLocation(GameLocation Location,List<MapEvent> Events)
{
EventSystem.ModMonitor.Log("Adding event processing for location: " + Location.name);
this.mapEvents.Add(Location, Events);
}
/// <summary>
/// Adds a location to handle events.
/// </summary>
/// <param name="Location">The name of the location. Can include farm buildings.</param>
/// <param name="isStructure">Used if the building is a stucture. True=building.</param>
public virtual void addLocation(string Location,bool isStructure)
{
EventSystem.ModMonitor.Log("Adding event processing for location: " + Location);
this.mapEvents.Add(Game1.getLocationFromName(Location,isStructure), new List<MapEvent>());
}
/// <summary>
/// Adds a location to have events handled.
/// </summary>
/// <param name="Location">The name of the location. Can include farm buildings.</param>
/// <param name="isStructure">Used if the building is a stucture. True=building.</param>
/// <param name="Events">A list of pre-initialized events.</param>
public virtual void addLocation(string Location, bool isStructure, List<MapEvent> Events)
{
EventSystem.ModMonitor.Log("Adding event processing for location: " + Location);
this.mapEvents.Add(Game1.getLocationFromName(Location,isStructure), Events);
}
/// <summary>
/// Updates all events associated with the event manager.
/// </summary>
public virtual void update()
{
List<MapEvent> events = new List<MapEvent>();
if (Game1.player == null) return;
if (Game1.hasLoadedGame == false) return;
bool ok=this.mapEvents.TryGetValue(Game1.player.currentLocation, out events);
if (ok == false) return;
else
{
foreach(var v in events)
{
v.update();
}
}
}
}
}