* Persist construction menu favorites to player profile * Use `ProtoId`s for construction favorites * Validate construction favorites updates from the client * Actually await the async database call
64 lines
2.2 KiB
C#
64 lines
2.2 KiB
C#
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 => Characters[SelectedCharacterIndex];
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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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