Files
wwdpublic/Content.Client/Lobby/ClientPreferencesManager.cs
RedFoxIV 50b19259b8 Re: ghost (#849)
* it just works

* why hasn't it catastrophically failed yet

* not just gotta do the ui

oh god the ui

* that was easier than expected

* a devious misdirection

* touchups

* svin

* loc+fix

* touchups

* shitfix

* touchups x3

* for further use

* i hate this piece of shit engine

* touchups x4

* ribbit

also i'm retarded x2

* big tard energy

* bb

* rabbitson

* ?

* forgor

* k

* whoops

* fug
2025-09-27 08:38:24 +03:00

130 lines
4.5 KiB
C#

using Content.Shared._White.CustomGhostSystem;
using Content.Shared.Ghost;
using Content.Shared.Preferences;
using Robust.Client;
using Robust.Client.Player;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Content.Client.Lobby
{
/// <summary>
/// Receives <see cref="PlayerPreferences" /> and <see cref="GameSettings" /> from the server during the initial
/// connection.
/// Stores preferences on the server through <see cref="SelectCharacter" /> and <see cref="UpdateCharacter" />.
/// </summary>
public sealed class ClientPreferencesManager : IClientPreferencesManager
{
[Dependency] private readonly IClientNetManager _netManager = default!;
[Dependency] private readonly IBaseClient _baseClient = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public event Action? OnServerDataLoaded;
public GameSettings Settings { get; private set; } = default!;
public PlayerPreferences Preferences { get; private set; } = default!;
public void Initialize()
{
_netManager.RegisterNetMessage<MsgPreferencesAndSettings>(HandlePreferencesAndSettings);
_netManager.RegisterNetMessage<MsgUpdateCharacter>();
_netManager.RegisterNetMessage<MsgSelectCharacter>();
_netManager.RegisterNetMessage<MsgDeleteCharacter>();
_baseClient.RunLevelChanged += BaseClientOnRunLevelChanged;
}
private void BaseClientOnRunLevelChanged(object? sender, RunLevelChangedEventArgs e)
{
if (e.NewLevel == ClientRunLevel.Initialize)
{
Settings = default!;
Preferences = default!;
}
}
public void SelectCharacter(ICharacterProfile profile)
{
SelectCharacter(Preferences.IndexOfCharacter(profile));
}
public void SelectCharacter(int slot)
{
Preferences = Preferences.WithSlot(slot); // WWDP EDIT
var msg = new MsgSelectCharacter
{
SelectedCharacterIndex = slot
};
_netManager.ClientSendMessage(msg);
}
public void UpdateCharacter(ICharacterProfile profile, int slot)
{
var collection = IoCManager.Instance!;
profile.EnsureValid(_playerManager.LocalSession!, collection);
var characters = new Dictionary<int, ICharacterProfile>(Preferences.Characters) {[slot] = profile};
Preferences = Preferences.WithCharacters(characters); // WWDP EDIT
var msg = new MsgUpdateCharacter
{
Profile = profile,
Slot = slot
};
_netManager.ClientSendMessage(msg);
}
public void CreateCharacter(ICharacterProfile profile)
{
var characters = new Dictionary<int, ICharacterProfile>(Preferences.Characters);
var lowest = Enumerable.Range(0, Settings.MaxCharacterSlots)
.Except(characters.Keys)
.FirstOrNull();
if (lowest == null)
{
throw new InvalidOperationException("Out of character slots!");
}
var l = lowest.Value;
characters.Add(l, profile);
Preferences = Preferences.WithCharacters(characters); // WWDP EDIT
UpdateCharacter(profile, l);
}
public void DeleteCharacter(ICharacterProfile profile)
{
DeleteCharacter(Preferences.IndexOfCharacter(profile));
}
public void DeleteCharacter(int slot)
{
var characters = Preferences.Characters.Where(p => p.Key != slot);
Preferences = Preferences.WithCharacters(characters); // WWDP EDIT
var msg = new MsgDeleteCharacter
{
Slot = slot
};
_netManager.ClientSendMessage(msg);
}
// WWDP EDIT START
public void SetCustomGhost(ProtoId<CustomGhostPrototype> ghostProto) =>
Preferences = Preferences.WithCustomGhost(ghostProto);
// WWDP EDIT END
private void HandlePreferencesAndSettings(MsgPreferencesAndSettings message)
{
Preferences = message.Preferences;
Settings = message.Settings;
OnServerDataLoaded?.Invoke();
}
}
}