feat(gas): AZeusPlayerState implementa IAbilitySystemInterface

UE5 GAS nodes BP ("Get Ability System Component", "Apply Gameplay Effect To
Target", etc.) precisam que o PlayerState exponha o ASC via
IAbilitySystemInterface. Pattern Lyra: PlayerState dona a interface; ASC vive
como subobject do UZeusGASComponent (Component Registry).

Tres acessos:
- GetAbilitySystemComponent (interface, retorna base UAbilitySystemComponent)
- GetZeusAbilitySystemComponent (BlueprintPure, retorna UZeusAbilitySystemComponent
  custom com 12 overrides ZeusNetwork)
- GetZeusAttributeSet (BlueprintPure, helper pro AttributeSet tipado)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-06-03 11:39:37 -03:00
parent ff75ad92eb
commit d5402216a2
2 changed files with 60 additions and 1 deletions

View File

@@ -1,9 +1,13 @@
#include "ZeusPlayerState.h"
#include "AbilitySystemComponent.h"
#include "Components/ActorComponent.h"
#include "Misc/ConfigCacheIni.h"
#include "Net/UnrealNetwork.h"
#include "ZMMO.h"
#include "ZeusAbilitySystemComponent.h"
#include "ZeusAttributeSet.h"
#include "ZeusGASComponent.h"
AZeusPlayerState::AZeusPlayerState()
{
@@ -98,3 +102,32 @@ void AZeusPlayerState::SetCharInfo(const FString& InCharName, const FString& InG
CharName = InCharName;
GuildName = InGuildName;
}
UAbilitySystemComponent* AZeusPlayerState::GetAbilitySystemComponent() const
{
// ASC vive como subobject do UZeusGASComponent (que esta no Component
// Registry). UE5 GAS nodes BP ("Get Ability System Component", "Apply
// Gameplay Effect To Target", etc.) chamam isto via IAbilitySystemInterface.
// O retorno e o ponteiro upcastado pra UAbilitySystemComponent (base) —
// mas em runtime e' UZeusAbilitySystemComponent (cast tipado via
// GetZeusAbilitySystemComponent abaixo).
return GetZeusAbilitySystemComponent();
}
UZeusAbilitySystemComponent* AZeusPlayerState::GetZeusAbilitySystemComponent() const
{
if (UZeusGASComponent* GAS = GetZeusComponent<UZeusGASComponent>())
{
return GAS->AbilitySystemComponent.Get();
}
return nullptr;
}
UZeusAttributeSet* AZeusPlayerState::GetZeusAttributeSet() const
{
if (UZeusGASComponent* GAS = GetZeusComponent<UZeusGASComponent>())
{
return GAS->AttributeSet.Get();
}
return nullptr;
}

View File

@@ -1,5 +1,6 @@
#pragma once
#include "AbilitySystemInterface.h"
#include "CoreMinimal.h"
#include "GameFramework/PlayerState.h"
#include "Templates/SubclassOf.h"
@@ -7,6 +8,8 @@
class FLifetimeProperty;
class UActorComponent;
class UZeusAbilitySystemComponent;
class UZeusAttributeSet;
/**
* PlayerState do MMO. Pattern UE5 idiomatico: o GameMode atribui
@@ -45,13 +48,36 @@ class UActorComponent;
* ou o helper `GetZeusComponent<T>()`.
*/
UCLASS(Config = Game, BlueprintType)
class ZMMO_API AZeusPlayerState : public APlayerState
class ZMMO_API AZeusPlayerState : public APlayerState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AZeusPlayerState();
// === IAbilitySystemInterface (UE5 GAS) ===
//
// Padrao Lyra: PlayerState implementa a interface; o ASC vive como
// subobject do UZeusGASComponent (Component Registry). Isso permite que
// qualquer Actor que receba este PlayerState resolva o ASC via cast
// pra IAbilitySystemInterface OU via node BP "Get Ability System
// Component" (que faz o mesmo internamente).
//
// Acesso BP: "Get Ability System Component" + pin do PlayerState.
// Acesso C++: `Cast<IAbilitySystemInterface>(PlayerState)->GetAbilitySystemComponent()`.
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
/// Versao tipada do ASC custom — retorna direto UZeusAbilitySystemComponent
/// (os 12 overrides que falam com o servidor custom via opcodes ZeusNetwork).
/// Prefira este sobre o getter da interface no BP — evita cast + expoe a API
/// do ASC custom (RequestActivateAbility, etc.).
UFUNCTION(BlueprintPure, Category = "Zeus|GAS")
UZeusAbilitySystemComponent* GetZeusAbilitySystemComponent() const;
/// Helper BP-friendly pro AttributeSet tipado (template C++ nao expoe pra BP).
UFUNCTION(BlueprintPure, Category = "Zeus|GAS")
UZeusAttributeSet* GetZeusAttributeSet() const;
// === Identidade publica ===
//
// Todos os campos publicos sao Replicated — hoje o cliente UE5 roda em