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