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