using Content.Shared.Construction.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Preferences
{
///
/// Contains all player characters and the index of the currently selected character.
/// Serialized both over the network and to disk.
///
[Serializable]
[NetSerializable]
public sealed class PlayerPreferences
{
private Dictionary _characters;
public PlayerPreferences(IEnumerable> characters, int selectedCharacterIndex, Color adminOOCColor, List> constructionFavorites)
{
_characters = new Dictionary(characters);
SelectedCharacterIndex = selectedCharacterIndex;
AdminOOCColor = adminOOCColor;
ConstructionFavorites = constructionFavorites;
}
///
/// All player characters.
///
public IReadOnlyDictionary Characters => _characters;
public ICharacterProfile GetProfile(int index)
{
return _characters[index];
}
///
/// Index of the currently selected character.
///
public int SelectedCharacterIndex { get; }
///
/// The currently selected character.
///
public ICharacterProfile SelectedCharacter => Characters[SelectedCharacterIndex];
public Color AdminOOCColor { get; set; }
///
/// List of favorite items in the construction menu.
///
public List> 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;
}
}
}