feat(attributes): cliente Fase 1 — sub-modulo ZMMOAttributes + HUD HP/SP

Espelho do AttributeSystem do servidor (Game/MMO/Modules/AttributeSystem).
Sub-modulo C++ Source/ZMMOAttributes/ (Runtime, LoadingPhase=PreDefault)
isolando o cliente do AttributeSystem em pasta propria — pavimentando o
caminho para futuros Inventory/Skills/Combat virem como sub-modulos peer.

Componentes:
  - FZMMOAttributesSnapshot (USTRUCT Blueprint, espelha
    FZeusAttributesPayload do plugin ZeusNetwork)
  - UZMMOAttributeComponent (UActorComponent ligado ao player):
    ApplySnapshot / ApplyHpSpUpdate / NotifyLevelUp + 3 delegates
    dinamicos (OnAttributesChanged / OnHpSpChanged / OnLevelUp) +
    helpers GetHpRatio / GetSpRatio
  - UZMMOAttributeNetworkHandler (UWorldSubsystem): ponte
    UZeusNetworkSubsystem -> componente via lookup por EntityId
  - UZMMOHudHpSpWidget (UUserWidget base): BindWidget (HpBar, SpBar) +
    BindWidgetOptional (HpText, SpText, LevelText). NativeConstruct
    binda nos delegates do componente; NativeDestruct desliga.
    OnSnapshotApplied / OnHpSpDelta (BlueprintNativeEvent) com impl
    C++ atualizando progress bars e textos.

Integracao no PlayerCharacter:
  - CreateDefaultSubobject<UZMMOAttributeComponent> no ctor
  - HudHpSpWidgetClass (TSubclassOf) resolvido via
    ConstructorHelpers::FClassFinder em /Game/ZMMO/UI/HUD/WBP_HUD_HpSpBar
  - HandleLocalSpawnReady seed do EntityId no componente + spawn do HUD
    (CreateWidget + AddToViewport + BindToAttributeComponent)
  - EndPlay remove widget do parent

WBP_HUD_HpSpBar (UMG, criado via MCP):
  - Overlay root + SizeBox (320x120) + VerticalBox
  - 5 widgets BindWidget: LevelText, HpBar (vermelho), HpText,
    SpBar (azul), SpText
  - Herda de UZMMOHudHpSpWidget

Verificacao (smoke test):
  - PIE login -> server envia S_ATTRIBUTE_SNAPSHOT_FULL
  - Cliente recebe via OnAttributeSnapshotFull -> handler roteia pra
    componente do entity -> ApplySnapshot dispara OnAttributesChanged ->
    widget atualiza ProgressBars + TextBlocks
  - HUD aparece no canto inferior esquerdo da tela com valores
    correspondentes ao DB

Refs:
  - Plano: C:/Users/mateu/.claude/plans/temos-uma-lab-input-nested-diffie.md
  - Server companion commit: feat(attributes): AttributeSystem modular

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-23 04:00:32 -03:00
parent 0e96956a17
commit 7d83dd800f
16 changed files with 777 additions and 1 deletions

View File

@@ -0,0 +1,85 @@
#pragma once
#include "Blueprint/UserWidget.h"
#include "CoreMinimal.h"
#include "ZMMOAttributeTypes.h"
#include "ZMMOHudHpSpWidget.generated.h"
class UProgressBar;
class UTextBlock;
class UZMMOAttributeComponent;
/**
* Widget base do HUD de atributos (HP/SP/level). Spawnada por
* `AZMMOPlayerCharacter::BeginPlay` quando o pawn local virou autoritativo.
*
* Layout (cor, textos, ancoras) vem do WBP filho via UMG.
* Comportamento (binding com AttributeComponent + refresh on delegate)
* vive aqui em C++ — permite que outros modulos consumam esta API
* sem precisar abrir o WBP. Sub-classe via Blueprint apenas para skin
* visual e disposicao dos sub-widgets.
*
* Convencao `meta=(BindWidget)`: o WBP filho DEVE ter widgets com os
* mesmos nomes (HpBar, SpBar). `BindWidgetOptional` permite ao WBP
* omitir o widget (ex.: HUD compacto sem texto numerico).
*/
UCLASS(Abstract, Blueprintable, BlueprintType)
class ZMMOATTRIBUTES_API UZMMOHudHpSpWidget : public UUserWidget
{
GENERATED_BODY()
public:
/**
* Liga o widget a um `UZMMOAttributeComponent`. Subscreve aos delegates
* e faz um refresh imediato com o snapshot corrente. Idempotente —
* chamar com outro componente desliga do anterior.
* Se `InComponent` for nullptr, desliga sem religar.
*/
UFUNCTION(BlueprintCallable, Category = "Zeus|HUD")
void BindToAttributeComponent(UZMMOAttributeComponent* InComponent);
UFUNCTION(BlueprintPure, Category = "Zeus|HUD")
UZMMOAttributeComponent* GetBoundComponent() const { return BoundComponent.Get(); }
protected:
virtual void NativeDestruct() override;
/**
* Hook BlueprintNativeEvent para skin visual reagir a um snapshot novo
* (cores, animacao de level up, etc.). Implementacao default em C++
* apenas atualiza progress bars + textos via `BindWidget`/`BindWidgetOptional`.
*/
UFUNCTION(BlueprintNativeEvent, Category = "Zeus|HUD")
void OnSnapshotApplied(const FZMMOAttributesSnapshot& Snapshot);
virtual void OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot);
UFUNCTION(BlueprintNativeEvent, Category = "Zeus|HUD")
void OnHpSpDelta(int32 Hp, int32 Sp);
virtual void OnHpSpDelta_Implementation(int32 Hp, int32 Sp);
// === BindWidget — devem existir no WBP com EXATAMENTE estes nomes ===
UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD")
UProgressBar* HpBar = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD")
UProgressBar* SpBar = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
UTextBlock* HpText = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
UTextBlock* SpText = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
UTextBlock* LevelText = nullptr;
private:
UFUNCTION()
void HandleAttributesChanged(const FZMMOAttributesSnapshot& Snapshot);
UFUNCTION()
void HandleHpSpChanged(int32 Hp, int32 Sp);
UPROPERTY()
TWeakObjectPtr<UZMMOAttributeComponent> BoundComponent;
};