feat(jobs): Jobs.1 client UI infra (handler + library + tecla J) + UI tweaks

Infraestrutura cliente da promocao de classe (Jobs.1). WBP_JobChangePanel
NAO esta neste commit — foi exploracao descartada (criar UI dinamica de
botoes via MCP BP graph esbarrou em limites do CreateWidget node). A
fundacao C++ fica pronta pra ser usada quando voltarmos pra UI.

INFRA C++ NOVA (Source/ZMMOJobs/)
* UZMMOJobChangeNetworkHandler (WorldSubsystem novo) — bind no
  OnJobChangeResult do plugin e re-broadcast via FZMMOOnJobChangeResultBP
  (dynamic multicast assignavel em BP). WBP futura escuta direto.
* UZMMOJobsSubsystem helpers: GetJobsByTier(EZMMOJobTier) +
  GetEligibleNextJobs(currentClassId) — filtra por ParentClassId. Pure.
* UZMMOJobsLibrary BPFL wrappers + SendJobChangeRequest convenience
  (delega pro UZeusNetworkSubsystem). Dep ZeusNetwork adicionada no
  Build.cs.

ENUM + INPUT
* EZMMOInGameUIState ganha JobChangePanel (entre StatusWindow e
  Inventory). DA_InGameScreenSet pendente de receber entry quando
  WBP for criada (tecla J vai falhar silenciosamente ate la).
* ZMMOPlayerController: tecla J -> ToggleJobChangePanel ->
  Flow->ToggleScreen(JobChangePanel). Espelha pattern do Alt+A do
  StatusWindow (InputComponent legacy BindKey + FInputChord).

UI TWEAKS
* WBP_StatusWindow + DT_UI_Styles: ajustes visuais no Editor durante a
  sessao (sem mudanca funcional documentavel — provavelmente fontes/
  spacing/cores).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-24 01:37:04 -03:00
parent f832c1a4df
commit 6391372f00
12 changed files with 250 additions and 1 deletions

View File

@@ -27,6 +27,7 @@ enum class EZMMOInGameUIState : uint8
None, ///< Antes do player local spawnar; UI in-game inativa.
Playing, ///< HUD principal visivel (HP/SP/level/etc).
StatusWindow, ///< Janela de atributos + botões de alocacao (Fase 4).
JobChangePanel, ///< Painel de promocao de classe (Jobs.1). Toggle tecla J.
Inventory, ///< (futuro) Bag/equipamentos.
SkillTree, ///< (futuro) Arvore de skills.
EscapeMenu, ///< (futuro) Pausa, settings, logout.

View File

@@ -104,6 +104,14 @@ void AZMMOPlayerController::SetupInputComponent()
this, &AZMMOPlayerController::ToggleStatusWindow);
Binding.bConsumeInput = true;
Binding.bExecuteWhenPaused = true; // dispara mesmo com StatusWindow aberto (CommonUI menu mode)
// Hotkey J -> toggle JobChangePanel (Jobs.1).
FInputKeyBinding& JobBinding = InputComponent->BindKey(
FInputChord(EKeys::J, /*bShift*/ false, /*bCtrl*/ false, /*bAlt*/ false, /*bCmd*/ false),
IE_Pressed,
this, &AZMMOPlayerController::ToggleJobChangePanel);
JobBinding.bConsumeInput = true;
JobBinding.bExecuteWhenPaused = true;
}
}
@@ -118,6 +126,17 @@ void AZMMOPlayerController::ToggleStatusWindow()
}
}
void AZMMOPlayerController::ToggleJobChangePanel()
{
if (UGameInstance* GI = GetGameInstance())
{
if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>())
{
Flow->ToggleScreen(EZMMOInGameUIState::JobChangePanel);
}
}
}
bool AZMMOPlayerController::ShouldUseTouchControls() const
{
return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls;

View File

@@ -50,4 +50,7 @@ protected:
/** Hotkey Alt+A → toggle StatusWindow via UUIInGameFlowSubsystem. */
void ToggleStatusWindow();
/** Hotkey J → toggle JobChangePanel (Jobs.1 — promocao de classe). */
void ToggleJobChangePanel();
};

View File

@@ -0,0 +1,67 @@
#include "ZMMOJobChangeNetworkHandler.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "ZeusNetworkSubsystem.h"
DEFINE_LOG_CATEGORY_STATIC(LogZMMOJobChange, Log, All);
bool UZMMOJobChangeNetworkHandler::ShouldCreateSubsystem(UObject* Outer) const
{
// Mesmo criterio do AttributeNetworkHandler — so' em mundos de gameplay
// (PIE / standalone in-game). Editor preview / front-end menu nao precisa.
const UWorld* World = Cast<UWorld>(Outer);
if (World == nullptr) { return false; }
return World->WorldType == EWorldType::Game
|| World->WorldType == EWorldType::PIE;
}
void UZMMOJobChangeNetworkHandler::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
JobChangeResultHandle = Net->OnJobChangeResult.AddUObject(
this, &UZMMOJobChangeNetworkHandler::HandleJobChangeResult);
UE_LOG(LogZMMOJobChange, Log,
TEXT("[ZMMOJobChangeNetworkHandler] Bind OnJobChangeResult OK"));
}
else
{
UE_LOG(LogZMMOJobChange, Warning,
TEXT("[ZMMOJobChangeNetworkHandler] ZeusNetworkSubsystem indisponivel — bind pulado"));
}
}
void UZMMOJobChangeNetworkHandler::Deinitialize()
{
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
if (JobChangeResultHandle.IsValid())
{
Net->OnJobChangeResult.Remove(JobChangeResultHandle);
JobChangeResultHandle.Reset();
}
}
OnJobChangeResult.Clear();
Super::Deinitialize();
}
void UZMMOJobChangeNetworkHandler::HandleJobChangeResult(
bool bAccepted, int32 Reason, int32 NewClassId)
{
UE_LOG(LogZMMOJobChange, Log,
TEXT("[ZMMOJobChangeNetworkHandler] S_JOB_CHANGE_RESULT accepted=%d reason=%d newClassId=%d"),
bAccepted ? 1 : 0, Reason, NewClassId);
OnJobChangeResult.Broadcast(bAccepted, Reason, NewClassId);
}
UZeusNetworkSubsystem* UZMMOJobChangeNetworkHandler::GetZeusNetSubsystem() const
{
const UWorld* World = GetWorld();
if (World == nullptr) { return nullptr; }
UGameInstance* GI = World->GetGameInstance();
if (GI == nullptr) { return nullptr; }
return GI->GetSubsystem<UZeusNetworkSubsystem>();
}

View File

@@ -4,6 +4,7 @@
#include "Engine/World.h"
#include "ZMMOJobDataAsset.h"
#include "ZMMOJobsSubsystem.h"
#include "ZeusNetworkSubsystem.h"
namespace
{
@@ -52,3 +53,37 @@ bool UZMMOJobsLibrary::IsJobRegistered(const UObject* WorldContextObject, int32
}
return false;
}
TArray<UZMMOJobDataAsset*> UZMMOJobsLibrary::GetJobsByTier(
const UObject* WorldContextObject, EZMMOJobTier Tier)
{
if (UZMMOJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetJobsByTier(Tier);
}
return {};
}
TArray<UZMMOJobDataAsset*> UZMMOJobsLibrary::GetEligibleNextJobs(
const UObject* WorldContextObject, int32 CurrentClassId)
{
if (UZMMOJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetEligibleNextJobs(CurrentClassId);
}
return {};
}
void UZMMOJobsLibrary::SendJobChangeRequest(
const UObject* WorldContextObject, int32 TargetClassId)
{
if (WorldContextObject == nullptr) { return; }
const UWorld* World = WorldContextObject->GetWorld();
if (World == nullptr) { return; }
UGameInstance* GI = World->GetGameInstance();
if (GI == nullptr) { return; }
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
Net->SendJobChangeRequest(TargetClassId);
}
}

View File

@@ -65,3 +65,32 @@ UZMMOJobDataAsset* UZMMOJobsSubsystem::GetJobData(int32 ClassId) const
}
return nullptr;
}
TArray<UZMMOJobDataAsset*> UZMMOJobsSubsystem::GetJobsByTier(EZMMOJobTier Tier) const
{
TArray<UZMMOJobDataAsset*> Out;
Out.Reserve(CachedJobs.Num());
for (const TPair<int32, TObjectPtr<UZMMOJobDataAsset>>& Pair : CachedJobs)
{
if (Pair.Value && Pair.Value->Tier == Tier)
{
Out.Add(Pair.Value.Get());
}
}
return Out;
}
TArray<UZMMOJobDataAsset*> UZMMOJobsSubsystem::GetEligibleNextJobs(int32 CurrentClassId) const
{
TArray<UZMMOJobDataAsset*> Out;
Out.Reserve(4); // tipico: 2-6 destinos
for (const TPair<int32, TObjectPtr<UZMMOJobDataAsset>>& Pair : CachedJobs)
{
if (Pair.Value && Pair.Value->ParentClassId == CurrentClassId
&& Pair.Value->ClassId != CurrentClassId)
{
Out.Add(Pair.Value.Get());
}
}
return Out;
}

View File

@@ -0,0 +1,54 @@
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "ZMMOJobChangeNetworkHandler.generated.h"
class UZeusNetworkSubsystem;
/**
* Multicast dinamico assignable em Blueprint. WBP de promocao binda no
* OnJobChangeResult pra reagir ao S_JOB_CHANGE_RESULT (1520) do server.
*
* Parametros:
* - bAccepted : true = promocao aplicada (S_ATTRIBUTE_SNAPSHOT_FULL
* chega logo apos com state novo).
* - Reason : EJobChangeRejectReason (None/NoSession/UnknownJob/
* NotParent/WrongTier/JobLevelTooLow/AlreadyAtTarget/
* JobsDbUnavailable). Significativo apenas se !bAccepted.
* - NewClassId : significativo apenas se bAccepted=true (redundante com
* snapshot que vem junto, mas util pra triggers/toasts).
*/
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FZMMOOnJobChangeResultBP,
bool, bAccepted, int32, Reason, int32, NewClassId);
/**
* Bridge entre o `UZeusNetworkSubsystem` (do plugin ZeusNetwork) e a UI
* Blueprint (WBP de promocao). Mesmo pattern do `UZMMOAttributeNetworkHandler`
* — converte o delegate C++-only `FZeusOnJobChangeResult` num dynamic
* multicast (`FZMMOOnJobChangeResultBP`) assignavel em BP.
*
* Por que UWorldSubsystem? Player so' faz promocao quando ja' esta no
* WorldServer (com mundo carregado). No front-end / lobby, esse subsystem
* nao existe — economiza memoria.
*/
UCLASS()
class ZMMOJOBS_API UZMMOJobChangeNetworkHandler : public UWorldSubsystem
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
/// Assignavel em BP: WBP_JobChangePanel.OnEvent_OnJobChangeResult.
UPROPERTY(BlueprintAssignable, Category = "Zeus|Jobs")
FZMMOOnJobChangeResultBP OnJobChangeResult;
private:
void HandleJobChangeResult(bool bAccepted, int32 Reason, int32 NewClassId);
UZeusNetworkSubsystem* GetZeusNetSubsystem() const;
FDelegateHandle JobChangeResultHandle;
};

View File

@@ -2,6 +2,7 @@
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "ZMMOJobTypes.h"
#include "ZMMOJobsLibrary.generated.h"
class UZMMOJobDataAsset;
@@ -36,4 +37,26 @@ public:
UFUNCTION(BlueprintPure, Category = "Zeus|Jobs",
meta = (WorldContext = "WorldContextObject"))
static bool IsJobRegistered(const UObject* WorldContextObject, int32 ClassId);
/// Lista jobs num tier (UI dropdown). Vazio se subsystem indisponivel.
UFUNCTION(BlueprintPure, Category = "Zeus|Jobs",
meta = (WorldContext = "WorldContextObject"))
static TArray<UZMMOJobDataAsset*> GetJobsByTier(
const UObject* WorldContextObject, EZMMOJobTier Tier);
/// Destinos de promocao a partir do char atual. WBP de promocao consome
/// direto. Vazio se nao houver filhos (ex: char ja' esta em Tier 3
/// Mastery — Jobs.4 introduzira terminal de progressao).
UFUNCTION(BlueprintPure, Category = "Zeus|Jobs",
meta = (WorldContext = "WorldContextObject"))
static TArray<UZMMOJobDataAsset*> GetEligibleNextJobs(
const UObject* WorldContextObject, int32 CurrentClassId);
/// Helper de send via ZeusNetworkSubsystem. Conveniencia pra WBP nao
/// precisar pegar o subsystem manualmente. Idempotente: rejeitado
/// silenciosamente se nao conectado.
UFUNCTION(BlueprintCallable, Category = "Zeus|Jobs",
meta = (WorldContext = "WorldContextObject"))
static void SendJobChangeRequest(
const UObject* WorldContextObject, int32 TargetClassId);
};

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@@ -2,6 +2,7 @@
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "ZMMOJobTypes.h"
#include "ZMMOJobsSubsystem.generated.h"
class UZMMOJobDataAsset;
@@ -41,6 +42,22 @@ public:
UFUNCTION(BlueprintPure, Category = "Zeus|Jobs")
int32 GetJobCount() const { return CachedJobs.Num(); }
/// Lista jobs num tier especifico (UI agrupa por tier — ex: dropdown
/// "Vocacoes possiveis"). Ordem do retorno e' a do AssetRegistry scan
/// — UI pode reordenar por ClassId/DisplayName se precisar.
UFUNCTION(BlueprintPure, Category = "Zeus|Jobs")
TArray<UZMMOJobDataAsset*> GetJobsByTier(EZMMOJobTier Tier) const;
/// Destinos de promocao validos a partir do `CurrentClassId`. Filtra
/// pelos jobs que tem `ParentClassId == CurrentClassId`. WBP de
/// promocao consome direto pra montar botoes "Tornar-se X".
///
/// NOTA: condicao de elegibilidade real (jobLevel >= cap, quest, item)
/// e' do server — UI apenas LISTA opcoes possiveis pelo schema. Server
/// reponde rejeicao via S_JOB_CHANGE_RESULT (Jobs::EJobChangeRejectReason).
UFUNCTION(BlueprintPure, Category = "Zeus|Jobs")
TArray<UZMMOJobDataAsset*> GetEligibleNextJobs(int32 CurrentClassId) const;
private:
/// Scan AssetRegistry + popula CachedJobs. Sincronizo (V1) — chamado UMA
/// vez no Initialize. Pra 50 jobs eh aceitavel; se crescer pra 200+ pode

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@@ -13,7 +13,8 @@ public class ZMMOJobs : ModuleRules
});
PrivateDependencyModuleNames.AddRange(new string[] {
"AssetRegistry" // FAssetRegistryModule pra scan de DA_Job_*
"AssetRegistry", // FAssetRegistryModule pra scan de DA_Job_*
"ZeusNetwork" // UZeusNetworkSubsystem (SendJobChangeRequest)
});
// Espelho do `Server/.../JobsSystem/module.json` (modulo nucleo MMO).