90 lines
3.8 KiB
C#
90 lines
3.8 KiB
C#
using Content.Shared._DV.Species; // DeltaV - Hidden species
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using Content.Shared.Construction.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Preferences
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{
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/// <summary>
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/// Contains all player characters and the index of the currently selected character.
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/// Serialized both over the network and to disk.
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/// </summary>
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[Serializable]
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[NetSerializable]
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public sealed class PlayerPreferences
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{
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private Dictionary<int, ICharacterProfile> _characters;
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public PlayerPreferences(IEnumerable<KeyValuePair<int, ICharacterProfile>> characters, int selectedCharacterIndex, Color adminOOCColor, List<ProtoId<ConstructionPrototype>> constructionFavorites)
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{
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_characters = new Dictionary<int, ICharacterProfile>(characters);
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SelectedCharacterIndex = selectedCharacterIndex;
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AdminOOCColor = adminOOCColor;
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ConstructionFavorites = constructionFavorites;
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}
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/// <summary>
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/// All player characters.
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/// </summary>
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public IReadOnlyDictionary<int, ICharacterProfile> Characters => _characters;
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public ICharacterProfile GetProfile(int index)
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{
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return _characters[index];
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}
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/// <summary>
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/// Index of the currently selected character.
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/// </summary>
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public int SelectedCharacterIndex { get; }
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/// <summary>
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/// The currently selected character.
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/// </summary>
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public ICharacterProfile SelectedCharacter
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{ // Start DeltaV - Prevent spawning as hidden speceis (At all costs)
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get
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{
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// Firstly, check if we CAN use the selected character.
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if (Characters.ContainsKey(SelectedCharacterIndex)) // If we've selected a character
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{
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// Throughout this, we use this If(Valid)return pattern rather than the inverse if(Invalid)continue
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// Because the conditions in which it's valid are more seperate. This makes it slightly more readable.
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if (Characters[SelectedCharacterIndex] is not HumanoidCharacterProfile humanoidProfile)
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return Characters[SelectedCharacterIndex]; // If it's a non-humanoid, return it.
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if (!SpeciesHiderSystem.IsHidden(humanoidProfile.Species))
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return humanoidProfile; // Otherwise, return it if it's not hidden
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}
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// Otherwise, return the first valid character we can find.
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foreach (var (_index, profile) in Characters)
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{
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if (profile is not HumanoidCharacterProfile nextHumanoidProfile)
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return profile; // If it's a non-humanoid, return it.
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if (!SpeciesHiderSystem.IsHidden(nextHumanoidProfile.Species))
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return profile; // If it's not a hidden species, return it.
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}
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// If we can't find ANY valid character, make a new one.
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return HumanoidCharacterProfile.Random();
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}
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} // End DeltaV
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public Color AdminOOCColor { get; set; }
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/// <summary>
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/// List of favorite items in the construction menu.
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/// </summary>
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public List<ProtoId<ConstructionPrototype>> ConstructionFavorites { get; set; } = [];
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public int IndexOfCharacter(ICharacterProfile profile)
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{
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return _characters.FirstOrNull(p => p.Value == profile)?.Key ?? -1;
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}
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public bool TryIndexOfCharacter(ICharacterProfile profile, out int index)
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{
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return (index = IndexOfCharacter(profile)) != -1;
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}
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}
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}
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