Delta-v/Content.Shared/Preferences/PlayerPreferences.cs

90 lines
3.8 KiB
C#

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