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

79 lines
3.0 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
{
// If we can't spawn as the selected character, try to find the NEXT one we can, wrapping if we must.
for (int i = 0; i < Characters.Count; i++)
{
var candidate = Characters[(SelectedCharacterIndex + i) % Characters.Count];
if (candidate is not HumanoidCharacterProfile nextHumanoidProfile) return candidate;
if (!SpeciesHiderSystem.IsHidden(nextHumanoidProfile.Species)) return candidate;
}
// 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;
}
}
}