Stardew_Valley_Mods/GeneralMods/CustomNPCFramework/Framework/Utilities/NPCTracker.cs

110 lines
3.5 KiB
C#

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
{
/// <summary>
/// Used to keep track of all of the custom npcs.
/// </summary>
public class NPCTracker
{
/// <summary>
/// A list used to keep track of the npcs.
/// </summary>
public List<ExtendedNPC> moddedNPCS;
/// <summary>
/// Constructor.
/// </summary>
public NPCTracker()
{
this.moddedNPCS = new List<ExtendedNPC>();
}
/// <summary>
/// Use this to add a new npc into the game.
/// </summary>
/// <param name="loc">The game location to add the npc to.</param>
/// <param name="npc">The extended npc to add to the location.</param>
public void addNewNPCToLocation(GameLocation loc,ExtendedNPC npc)
{
this.moddedNPCS.Add(npc);
npc.defaultLocation = loc;
npc.currentLocation = loc;
loc.addCharacter(npc);
}
/// <summary>
/// Add a npc to a location.
/// </summary>
/// <param name="loc">The game location to add an npc to.</param>
/// <param name="npc">The extended npc to add to the location.</param>
/// <param name="tilePosition">The tile position at the game location to add the mpc to.</param>
public void addNewNPCToLocation(GameLocation loc, ExtendedNPC npc, Vector2 tilePosition)
{
this.moddedNPCS.Add(npc);
npc.defaultLocation = loc;
npc.currentLocation = loc;
npc.position.Value = tilePosition*Game1.tileSize;
loc.addCharacter(npc);
}
/// <summary>
/// Use this simply to remove a single npc from a location.
/// </summary>
/// <param name="loc"></param>
/// <param name="npc"></param>
public void removeCharacterFromLocation(GameLocation loc, ExtendedNPC npc)
{
loc.characters.Remove(npc);
}
/// <summary>
/// Use this to completly remove and npc from the game as it is removed from the location and is no longer tracked.
/// </summary>
/// <param name="npc">The npc to remove from the location.</param>
public void removeFromLocationAndTrackingList(ExtendedNPC npc)
{
if (npc.currentLocation != null)
{
npc.currentLocation.characters.Remove(npc);
}
this.moddedNPCS.Remove(npc);
}
/// <summary>
/// Use this to clean up all of the npcs before the game is saved.
/// </summary>
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.
}
}
/// <summary>
/// Use this to load in all of the npcs again after saving.
/// </summary>
public void afterSave()
{
foreach(ExtendedNPC npc in this.moddedNPCS)
{
npc.defaultLocation.addCharacter(npc);
}
}
}
}