Commit Graph

2 Commits

Author SHA1 Message Date
ff75ad92eb feat(gas): Batch 2 - Vertical slice Dash client (input bind + assets)
ZeusCharacter:
- DashAction UPROPERTY + load /Game/Input/Actions/IA_Dash.IA_Dash no ctor.
- SetupPlayerInputComponent: BindAction(DashAction, Triggered) -> OnDashTriggered.
- OnDashTriggered: resolve UZeusGASComponent via PlayerState -> chama
  RequestActivateAbilityByTag(Zeus.Ability.Movement.Dash). Bridge envia
  C_ABILITY_TRY_ACTIVATE pro server (handle, tagHash) e o ASC local executa
  ActivateAbility (LaunchCharacter) quando server confirma S_ABILITY_ACTIVATED.

Assets (criados via MCP):
- DT_Abilities (/Game/ZMMO/Data/Abilities/) — row "Zeus.Ability.Movement.Dash"
  apontando pro BP_GA_Dash_C. Row name = tag canonica (hash bate com server).
- BP_GA_Dash (/Game/ZMMO/GAS/Abilities/) — parent UZeusGameplayAbility_Dash.
- IA_Dash (/Game/Input/Actions/) — Boolean InputAction.
- IMC_Default — bind LeftShift -> IA_Dash com trigger Pressed (13a mapping).

Fluxo completo (apos rebuild + server na branch GameplayAbilitySystem):
  LShift -> OnDashTriggered -> RequestActivateAbilityByTag ->
  C_ABILITY_TRY_ACTIVATE -> server valida cost SP/cooldown ->
  S_ABILITY_ACTIVATED + S_ATTRIBUTE_HP_SP_UPDATE (-10 SP) ->
  ASC.TryActivateAbility(local) -> BP_GA_Dash::ActivateAbility ->
  LaunchCharacter(forward * 2400 cm/s) + HUD SP cai 10 + cooldown 3s.

Branch GameplayAbilitySystem (criada a partir do main pro escopo GAS).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 03:02:51 -03:00
3d4d0de40b feat: ZMMO client base (Game/Entity|Controller|Modes|Network)
Estrutura inicial do cliente Unreal Zeus MMO alinhada ao padrao
"cliente solto + servidor valida input/velocidade" (ADR 0038):

- Source/ZMMO/Game/Entity/ — IZMMOEntityInterface, AZMMOEntity (base
  AActor para Mob/NPC/Object), AZMMOPlayerCharacter (player local com
  CMC livre, Enhanced Input, envio de C_INPUT_AXIS), AZMMOPlayerProxy
  (snapshot-only para players remotos).
- Source/ZMMO/Game/Controller/ — AZMMOPlayerController com IMC defaults
  (IMC_Default + IMC_MouseLook) e suporte opcional a virtual joystick.
- Source/ZMMO/Game/Modes/ — AZMMOGameMode (defaults para PlayerCharacter
  / PlayerController), UZMMOGameInstance (auto-connect ao servidor Zeus
  em Init e logging dos eventos OnConnected/OnDisconnected/...).
- Source/ZMMO/Game/Network/ — UZMMOWorldSubsystem (registry
  EntityId -> AActor*, dispatch dos delegates OnPlayerSpawned/Despawned/
  StateUpdate; ignora snapshots locais do cliente solto).
- Config/DefaultEngine.ini — GlobalDefaultGameMode aponta para
  /Script/ZMMO.ZMMOGameMode; GameInstanceClass para
  /Script/ZMMO.ZMMOGameInstance; redirects para a nova hierarquia.
- ZMMO.Build.cs — depende de ZeusNetwork; PublicIncludePaths para a
  nova arvore Game/Entity|Controller|Modes|Network.
- Content — assets do template ThirdPerson (Mannequins, IAs/IMCs,
  Lvl_ThirdPerson + TestWorld). Os Variant_* levels ficam no commit
  inicial mas serao limpos numa proxima sessao com aprovacao explicita
  (Master Rule para .umap/.uasset).

Notas:
- BP_ThirdPersonCharacter/GameMode/PlayerController ainda apontam para
  a hierarquia antiga e estao a aguardar aprovacao para remocao
  (Master Rule).
- README.md descreve a arquitectura e o smoke test de conexao.
2026-05-07 20:21:21 -03:00