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