49 Commits

Author SHA1 Message Date
1f2441bde7 Merge pull request 'Consolidar GameplayAbilitySystem na main (baseline cliente tudo funcionando 2026-06-16)' (#6) from GameplayAbilitySystem into main
Reviewed-on: #6
2026-06-16 00:26:52 -03:00
216e580548 Overlay de fronteira (cliente): paredes do grid + labels Cell X,Y
- AZeusFrontierOverlayActor: paredes (ProceduralMesh, material de portal) em
  todas as fronteiras do grid; label DrawDebugString no centro de cada cell com
  notacao de quadtree ("Cell 0" / "Cell 0,2" pos-split) + nome do servidor.
- UZeusAOIComponent: liga via toggle "Fronteiras (Mesh)" / CVar zeus.debug.frontier,
  spawna/atualiza o ator, re-pede o 6163 a cada 2s (reflete split/merge).
- ZMMO.Build.cs: + ProceduralMeshComponent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 00:51:42 -03:00
de294f4075 fix(yaw): proxy replica o yaw do CORPO do dono (orient-to-movement), nao a mira
[YAW-BODY-ORIENT] commit conjunto cliente + servidor.

Sintoma: ao apertar D o proxy virava ~45 graus de uma vez, em vez de virar
igual ao player local (suave, so um pouco), e parado seguia o mouse.

Raiz: a fonte de verdade do yaw estava errada. O servidor derivava
simpleYawDeg de atan2(velocidade) INSTANTANEO ao mover (snap pra direcao do
movimento) e da mira (ControlRotation) ao parar -- nenhum dos dois e o yaw
do corpo do dono.

Correcao ponta-a-ponta:
- Cliente: envia GetActorRotation().Yaw (yaw do CORPO; o CMC ja orienta pra
  direcao do movimento a 500 deg/s e bUseControllerRotationYaw=false faz o
  MOUSE nao girar o corpo) no lugar de GetControlRotation().Yaw.
- Servidor: usa o yaw recebido DIRETO em simpleYawDeg (remove atan2
  instantaneo + mira-no-idle).
- Proxy: replica Snapshot.YawDeg interpolado shortest-path (remove a
  derivacao por Atan2 da velocidade).

Resultado: o proxy vira identico ao corpo do dono e o mouse nao gira o corpo.
Futuro (aim/combate/Motion Matching): adicionar um campo aimYawDeg dedicado em
vez de reusar este.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 02:22:07 -03:00
4d737829f5 ZeusPlayerProxy: fix jitter por fome de deltas (mitigacao + anti-stale) [Change-Set: JITTER-STARVATION-2026-06-13]
Player remoto parado nao gera DELTA_BATCH (ComputeDelta suprime no server) -> o
proxy fica "mudo": NewestMs congela, renderLagMs cresce 1:1 com o wall-clock ->
extrapola sempre -> "anda no lugar" (moonwalk) e salta quando o player volta.
Provado em log (secsSinceSnap subindo enquanto o remoto esta moving=0). NAO e'
clock errado nem self-proxy (red-herrings descartados); o seed do relogio esta' OK.

- Tick: quando faminto (extrap alem de MaxExtrapolationSeconds+0.15s), zera a vel
  visual -> proxy vai pra Idle em vez de moonwalk.
- ApplyEntitySnapshot: anti-stale -- snapshot > 1000ms a frente do topo do buffer
  descarta o buffer + re-bootstrapa o ServerClockOffsetMs -> snap limpo (sem span
  gigante na interpolacao). Loga "buffer STALE gap=Xms -> reset+reseed".
- Logs DIAG PERMANENTES (Warning, mantidos de proposito -- ver memoria
  project_proxy_delta_starvation_jitter): SEED clock + renderLagMs/newestMs/
  secsSinceSnap/speed no Tick. Sonda anti-regressao.

Cobre tambem o interserver: shadow proxies parados sofrem a mesma fome.
Validado em jogo (user: "sem jitter nenhum"). Par server: PubV2-DIAG (mesmo Change-Set).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 01:26:33 -03:00
341e6895c9 Config/Tags: ZeusServerTags.ini gerado (tags do server p/ o GAS) [Change-Set: TAGS-SYNC-2026-06-12]
80 GameplayTags do ZeusServer (Zeus.Status/Ability/Effect/Cue/Attribute/Cooldown)
geradas pelo pipeline build-time (par com o commit de mesmo Change-Set no repo
ZeusServerEngine). O UE le Config/Tags/*.ini no boot e registra as tags, pro
cliente resolver os hashes de GE/Tag/Cue (FNV-1a64) -- fim do "tag nao resolvida".
Regeravel com sync_tags.ps1; nao editar a mao.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 23:44:05 -03:00
5f4c88637f ZN V1: overlay AOI canonico + ENT_SPAWN keyframe [Change-Set: AOI-VIS-2026-06-12]
Lado CLIENTE ZMMO (par com o commit de mesmo Change-Set no repo ZeusServerEngine -- devem
ir juntos, o wire do ENT_SPAWN mudou).

- UZeusAOIComponent: migrado do transporte legacy (SendDebugAoiRequest/OnDebugAoiInfo,
  desativado no V1) pro canonico (EmitDebugAoiRequest 6160 / OnDebugAoiInfo 6161). Esfera de
  debug 32 -> 48 segments + clamp visual de 500m (resolve "zona sem limite / poucas linhas").
- ZeusWorldSubsystem::OnNetEntitySpawned: recebe vel + grounded + serverTimeMs (delegate
  FZeusV1OnEntitySpawned 4 -> 7 params) e semeia o proxy recem-criado via HandlePlayerStateUpdate
  -> ancora o relogio de interpolacao + a vel inicial -> proxy nasce ja' animando no re-spawn
  (sai/volta do raio AOI segurando W), sem Idle deslizando.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 21:04:43 -03:00
77d52a703b ZMMO: CHAR_INFO via V1 (Fase A) + fix loading travado
- ZeusWorldSubsystem consome ENT_CHAR_INFO (delegate OnCharInfo): aplica
  nome/guild no PlayerState do entityId certo (self ou proxy), com cache porque
  o CHAR_INFO chega antes do ator existir (server emite antes do ENT_SPAWN).
- FIX loading travado: a etapa "Spawn" do loading dependia do legacy
  OnPlayerSpawned, que não dispara mais com V1 -> loading eterno. Agora a etapa
  é marcada pelo sinal V1 OnSelfEntityAssigned (ENT_SELF); bind legacy removido.
  Travel ainda passa por OnServerTravelRequested (ponte legacy) até a Fase D.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 13:06:42 -03:00
9f5ccd3a05 ZMMO: migração para ZeusNetworking V1 canônico + fix overshoot do proxy
- ZeusCharacter/ZeusWorldSubsystem passam a usar UZeusNetworkingClientSubsystem:
  ENT_SELF (entidade própria), INPUT 6077 via EmitInput, spawn/despawn/delta
  rebindados pro subsystem novo (legacy vira fallback).
- ZeusPlayerProxy consome velocidade/grounded/serverTimeMs (delta 0x02): anima,
  vira na direção do movimento e cola no chão (MOVE_Walking).
- Fix overshoot/inércia: FlushInputAxisToServer considera velocidade residual
  (braking) e envia a 30Hz até o dono parar de fato; o proxy desacelera suave,
  sem extrapolar ~1m além nem snap-back.
- Char-select -> ConnectWithTicket (handoff ticket) quando bUseZeusNetworkingV1.

Inclui logs [InputDbg] (ZeusCharacter) e DEBUG-PROXY (ZeusPlayerProxy) mantidos
para testes posteriores de input/jitter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 02:51:37 -03:00
c0f6d32d95 feat(zmmo-client): logs AOI categorias + K4 cfg recv
Rodando sem Jitter visivel.

- DECLARE/DEFINE LogZeusHandoff/AOI/Proxy/HaloTransition no modulo
  ZMMO (nao no plugin) por causa do adaptive non-unity build do UBT
  que usa git status do repo do cliente -- plugin em outro repo nao
  dispara rebuild quando edit so o header dele.
- ZeusAOIComponent::HandleAoiConfig loga raios recebidos do server
  pra cruzar com Net.AOI server-side ("AOI cfg recv interestCm=6000
  (60m) despawnCm=8000 (80m)").
- Parte da milestone 2026-06-11: proxy/PIE estaveis apos fix de
  double-emit AOI no server (AOIRegistry::ForceTickNow).
2026-06-11 18:01:32 -03:00
f21d059b67 fix(zmmo-client): ZeusPlayerProxy clock offset EMA + asset cleanup L_TestWorld
ZeusPlayerProxy.cpp -- H3 fix (2026-06-06): EMA com clamp para
ServerClockOffsetMs
================================================================
Antes: offset congelado na 1a amostra de ApplyEntitySnapshot. Em
cross-server handoff, a fonte do ServerTimeMs muda (publisher antigo
emitia 12340000, novo emite 12351000) e o offset fica permanentemente
skewed. Causa tremor pos-handoff + drift cumulativo de clock cliente
vs server.

Depois: cada amostra recalcula candidato (LocalNowMs - Snapshot.ServerTimeMs)
e suaviza via EMA com alpha=0.02 (~50 amostras para convergir) + clamp
max 2ms por amostra (a 30Hz isso converge a 60ms/s, suficiente para
absorver drift normal sem causar tremor visual). 1a amostra continua
bootstrap direto.

Trecho:
  const double Alpha = 0.02;
  const int64 RawTarget = ServerClockOffsetMs*(1-Alpha) + OffsetCandidate*Alpha;
  const int64 Delta = RawTarget - ServerClockOffsetMs;
  const int64 ClampedDelta = clamp(Delta, -2, 2);
  ServerClockOffsetMs += ClampedDelta;

Asset cleanup L_TestWorld
==========================
DT_Maps.uasset modificado + 3 ExternalActors deletados (provavelmente
limpeza no UE editor ao reorganizar mapa). Empacotado junto pra branch
ficar limpa.

* Content/ZMMO/Data/World/DT_Maps.uasset (M)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/2/BR/38W34OMKW0W3L1PGS3Y98G.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/4/8L/X3PMRJRGAACIU1WG1P1KJ0.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/8/L1/C6M65Q91PG5E7ML91VQZX3.uasset (D)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-11 14:52:39 -03:00
e87b2cec6c fix(zmmo-client): guard HandlePlayerSpawned ignore proprio entityId + ZeusV1 config
Acompanha commit server 54f2f9a (P10-FIX-LEGACY). Resolve bug "vejo proxy
de UM mas o outro NAO ve" + "proxy fantasma do proprio player" -- causado
por server emitir S_SPAWN_PLAYER local=0 do proprio entityId via AOI re-emit
(workflow wcyeqgrad finding).

Source/ZMMO/Game/Network/ZeusWorldSubsystem.cpp
================================================
HandlePlayerSpawned guard novo logo apos EntityId==0 check:

  if (LocalEntityId != 0 && EntityId == LocalEntityId)
  {
      UE_LOG(LogZMMO, Verbose,
          TEXT("ignoring S_SPAWN_PLAYER for own LocalEntityId=%lld (bIsLocal=%d)"),
          LocalEntityId, bIsLocal ? 1 : 0);
      return;
  }

Sem o guard, server re-emit S_SPAWN_PLAYER local=0 do proprio entityId
(via AOI SetOnEnter callback em catch-up cross-server ou recompute pos-
handoff) criava proxy fantasma do proprio player. GAS/HUD/PlayerArray
roteava via fantasma e o pawn real perdia vinculo de identidade visivel
pros outros players.

Defesa em profundidade -- complementa fix server-side
(AoiReplicationHelpers.cpp:28 SendSpawnPlayerToConn agora tem skip-self
guard antes de construir payload) + SpawnKey dedupe sem IsLocal no plugin
(ZeusNetworkSubsystem.cpp:949 removeu IsLocal do hash).

Config/DefaultZeusV1.ini
=========================
Config inicial para UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin V1).
Aponta para Gateway 127.0.0.1:7777 (fluxo padrao producao). Documenta
alternativa de direct connect 9001 (debug only -- bug Windows multi-NIC
loopback). bUseZeusNetworkingV1=True ativa V1 plugin em paralelo ao
legacy (transport V1 hoje quebrado via Gateway -- channelId nao eh
routing key, Phase 12 territory; gameplay continua via legacy ate la).

Validado smoke 2 PIE 2026-06-08 20:32
======================================
* SP_01: players=2 conns=2 + AOI players=2 maxSet=1 enters=5 hyst=92 stable
* UE: [PIE0] e [PIE1] prefix funcionando (commit server 54f2f9a ZNET_PIE_PREFIX)
* "S_SPAWN_PLAYER duplicate ignored" dedupe pegando re-emit (Batch 2)
* S_CHAR_INFO trocado correto: PIE0 ve Olatudook, PIE1 ve Mateuus
* Saida limpa: UnregisterViewer + Broadcast S_DESPAWN_PLAYER targets=1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-08 20:33:41 -03:00
9422522d6d Merge pull request 'feat: GameplayAbilitySystem (client) - GAS client + Admin Tools + AOI debug' (#5) from GameplayAbilitySystem into main 2026-06-04 18:40:37 -03:00
c3b32bc1a1 feat(admin-tools): UZeusAOIComponent desenha as 2 zonas reais de AOI
Recebe a config de AOI do servidor (S_DEBUG_AOI_INFO via OnDebugAoiInfo) e
desenha 2 esferas com os raios REAIS: Zona de Interesse (interna, cyan) e
Zona de Despawn (AOI) (externa/histerese, laranja). Pede a config no BeginPlay
e ao ligar o overlay; nao desenha enquanto o raio == 0 (loading).

- Overlay EZeusAOIOverlay::SpawnZone -> DespawnZone (AOI).
- Expoe os raios via interface (GetInterestRadiusCm/GetDespawnRadiusCm) p/ o
  painel admin mostrar o numero (read-only — config e' do servidor).
- CVar zeus.debug.spawn -> zeus.debug.despawn.

A interface, o opcode (1700/1701) e o painel vivem no repo Server (plugins).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 17:53:46 -03:00
cda5fea776 feat(admin-tools): consumidor client do painel debug (F8 + UZeusAOIComponent)
- UZeusAOIComponent (Game/Network): componente de gameplay do player local com
  plus de debug. Overlays via DrawDebug* (esfera AOI real; spawn/cell/handoff
  placeholders) dirigidos pela UI via IZeusAOIDebugTarget + console vars. Estado
  persiste no componente entre aberturas do menu (IsOverlayEnabled).
- AZeusCharacter: anexa o componente + abre/fecha o painel no F8 (UIOnly trava o
  jogo; Esc/F8 fecham); LoadClass lazy do painel no content do PLUGIN
  (/ZeusAdminTools/UI/WBP_AdminToolsAIO).
- ZMMO.Build.cs: depende de ZeusAdminToolsRuntime.
- UIProgressBar_Base: rename EaseOutCubic -> EaseOutCubicPB (fix unity-build).
- ZMMO.uproject: remove entrada NwiroIntegrationKit.

A UI e o C++ do plugin ZeusAdminTools vivem no repo Server (plugin autocontido).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 16:19:37 -03:00
16de963301 fix(net): S_CHAR_INFO so' aplica em si mesmo (anti name overwrite por proxy)
Bug: handler aceitava qualquer S_CHAR_INFO do server (proprio + catch-up de
proxies pre-existentes) e sobrescrevia o PlayerState local. Resultado: nome
do ultimo proxy recebido virava o nome do char local na tela.

Fix: bail se InEntityId != ZeusEntityId (proxies remotos sao roteados pelo
registry no UZeusWorldSubsystem; nameplate por EntityId fica pra futuro).
2026-06-03 21:56:49 -03:00
8d73cc9df8 feat(gas): SM6 client EntityId u64 + M8 cue assets + UI/data tweaks (sessao 1+2) 2026-06-03 18:18:02 -03:00
d5402216a2 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>
2026-06-03 11:39:37 -03:00
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
98dce2f855 feat(zeus-gas): M7 - migrate HUD/Status to UZeusGASComponent + delete legacy
- ZeusHudWidget: porta de UZeusAttributeComponent legacy pra UZeusGASComponent
  (delegate OnSnapshotAppliedRaw via AddUObject; FZeusAttributesSnapshot
  construido pelo helper estatico FromPayload do plugin ZeusGAS). Logs
  diagnosticos no bind.
- UIPlayerStatus_Window: mesmo porte (snapshot raw + StatAllocReply). Lock
  de spam-click preservado.
- ZeusHudHpSpWidget: movido do plugin ZeusAttributes (deletado) pra ZMMO
  /Game/UI/InGame/. API preservada (WBP filhos nao precisam mudar).
- ZeusCharacter: tira o dual-seed legacy; so' seedea UZeusGASComponent
  via FindComponentByClass no HandleLocalSpawnReady.
- ZeusPlayerState/ZeusCharacter: comentarios atualizados pra refletir o
  UZeusGASComponent como dono unico.
- ZMMO.Build.cs: remove dep "ZeusAttributes", adiciona "ZeusGAS" +
  "GameplayAbilities".
- ZMMO.uproject: remove module "ZeusAttributes" (delete completo).
- DefaultGame.ini: remove linha legacy comentada do Component Registry.
- DefaultEngine.ini: adiciona [CoreRedirects] pra:
  * ZMMOJobs module + ZMMOJobDataAsset class (Package+Class) — 7 DA_Job_*
  * ZMMO.ZMMOMapDef struct (DT_Maps row)
  * ZMMO.ZMMOLoadingTipRow struct (DT_LoadingTips row)
  * ZMMO.ZMMOLoadingProfile/StepDef structs + EZMMOLoadingContext/StepStatus
    enums (DA_LoadingProfiles)
- DELETE: Source/ZeusAttributes/ inteiro (5 .cpp + 5 .h + Build.cs +
  module.json).

Pegadinha aprendida: ActiveClassRedirects so' renomeia classe (sem
package); CoreRedirects (ClassRedirects/StructRedirects/EnumRedirects/
PackageRedirects) e' obrigatorio quando muda modulo OU quando o asset
referencia USTRUCT/UENUM. Tipo errado nao da erro mas tambem nao funciona.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 01:26:04 -03:00
94442feca5 chore(uproject): rename plugin ZeusAbilities -> ZeusGAS
Servidor-side plugin foi renomeado de ZeusAbilities pra ZeusGAS (vai
absorver atributos + abilities + bridge ZeusNetwork). .uproject precisa
seguir o novo nome senao plugin deixa de carregar.

Server-side commit: ver Server repo branch GameplayAbilitySystem,
commit refactor(plugin): R.7 - rename plugin ZeusAbilities -> ZeusGAS.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 23:23:04 -03:00
6a6a28a086 refactor: prefixo ZMMO -> Zeus em classes/módulos C++ do cliente
- Renomeia ~50 classes UCLASS/USTRUCT/UENUM/UINTERFACE pra Zeus*
  (AZeusGameMode, AZeusCharacter, UZeusGameInstance, IZeusEntityInterface,
  UZeusWorldSubsystem, FZeusEntitySnapshot, etc.)
- Encurta AZMMOPlayerCharacter -> AZeusCharacter
- Renomeia módulos satélite ZMMOAttributes -> ZeusAttributes e
  ZMMOJobs -> ZeusJobs (pasta + .Build.cs + .uproject)
- Mantém módulo principal ZMMO (renomeia depois quando jogo ganhar nome)
- DefaultEngine.ini: ActiveClassRedirects ZMMOX -> ZeusX (preserva BPs/assets)
- DefaultGame.ini: sections atualizadas pra ZeusThemeSubsystem/ZeusPlayerState
- Category="ZMMO|..." -> "Zeus|..." em UPROPERTYs
- Preserva LogZMMO, ZMMO_API, /Script/ZMMO., /Game/ZMMO/, classes Target

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:24:38 -03:00
bd1dab25ca Merge branch 'feat/ui-system' into main
PR #4 — UI vitals/HUD redesign + V3 server meshing client-side.

# Conflicts:
#	Source/ZMMO/Game/UI/InGame/ZMMOStatusWindowWidget.cpp
2026-06-02 13:21:37 -03:00
e771aec259 wip: UI Button Base + content/config in-progress
Snapshot do trabalho em andamento na branch feat/ui-system: refinamentos do
UIButton_Base (header+impl), atualizacao de styles/themes do botao, mapa de
teste L_ZeusIATest, e demais .uasset/Config tocados durante a sessao de
playtest do meshing. Commit conjunto a pedido do usuario pra deixar a branch
limpa antes do proximo batch.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 12:56:28 -03:00
5e32cb0757 feat(network): migra entityId int32→int64 nos delegates do ZeusNetwork
V3 Server Meshing (server-side) precisa entityId 64-bit (high32 = FNV-1a do
worldId, low32 = counter local) pra evitar collision cross-ZS. Os delegates do
plugin (OnPlayerSpawned, OnPlayerDespawned, OnCharInfoReceived, OnPlayerStateUpdate,
OnHpSpUpdate, OnLevelUp) e os métodos TryGetLast* migram pra int64; handlers em
ZMMOPlayerCharacter, ZMMOWorldSubsystem, UIFrontEndFlowSubsystem e
ZMMOAttributeNetworkHandler acompanham. FCachedSpawn::EntityId,
FZMMOAttributesSnapshot::EntityId e SeedEntityId também viram int64.

Wire S_SPAWN_PLAYER ainda carrega uint32 (server faz XOR high32^low32 pra
manter unicidade estatística entre ZSs); ampliação do opcode pra uint64 fica
pra PR futuro.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 12:53:43 -03:00
e3aab64c8c fix(world): destroy proxy on DESPAWN + handle stale weak ptr on SPAWN
ZMMOWorldSubsystem mantinha proxies no mapa RemoteEntities apos DESPAWN
apenas marcando SetActorHiddenInGame(true) via SetEntityRelevant(false).
Entry ficava la apontando pra actor escondido — SPAWN subsequente do
mesmo entityId caia no fast-path "reactivar" e tudo bem... ate' o
TWeakObjectPtr ficar stale (GC, World Partition stream-out, etc): a
branch Contains(EntityId) saia com return incondicional sem spawnar
nada. Resultado: SPAWN silenciosamente ignorado, pawn permanente
invisivel ate' algo limpar a key.

Fixes:
1. HandlePlayerDespawned: Actor->Destroy() + RemoteEntities.Remove
   (destroi de verdade em vez de so esconder).
2. HandlePlayerSpawned: quando Contains mas weak ptr stale, remove a
   entry orfa e cai pro caminho de spawn novo — em vez de return.

Confirmado pelos logs de cliente durante teste de oscilacao do AOI
(servidor enviando DESPAWN+SPAWN ao oscilar ZI/ZD).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 16:26:55 -03:00
b2c1153229 fix(frontend): HandleServerTravelRequested idempotente quando ja no mapa certo
Cliente fazia OpenLevel 2x:
1. CharSelect resolve mapId via DT_Maps -> TravelToMapById -> OpenLevel
2. Server confirma com S_TRAVEL_TO_MAP -> HandleServerTravelRequested ->
   OpenLevel **de novo**

O segundo OpenLevel destruia o World, PlayerState, AttributeComponent e HUD
que ja tinham sido criados/bindados. AttributeComponent novo iniciava com
snapshot vazio (entity=0, level=1, hp=0/0) — HUD ficava nesse default.
S_ATTRIBUTE_SNAPSHOT_FULL com dados reais chegava DEPOIS do reload, mas
HUD nao tinha sido recriado/reativado no novo mundo, entao HandleAttributesChanged
nunca rodava.

A deduplicacao em ZeusNetworkSubsystem (`S_TRAVEL_TO_MAP duplicate ignored`)
so pegava do 3o TRAVEL em diante — o 2o ja fazia o estrago.

Fix: compara nome curto do World atual (strip prefixo UEDPIE_N_ do PIE) com
o target. Se ja' estao no mesmo mapa, skipa OpenLevel e so seta state pra
InWorld — preservando HUD/PlayerState/AttributeComponent.
2026-05-31 23:43:13 -03:00
4e14f1feb6 refactor(charserver): World -> Realm + parse gatewayEndpoint + fix PendingLoadingSteps race
- ZMMOWorldEntry -> ZMMORealmEntry (RealmId + GatewayEndpoint single string)
- CharServerOpcodes: S_WORLD_* -> S_REALM_*
- UIServerSelectScreen: parse S_REALM_LIST com gatewayEndpoint
- UIUserLobbyScreen: parse S_CHAR_SELECT_OK, split gatewayEndpoint via FString::Split(":", FromEnd) — IPv6 tolerante
- UICharacterCreatePage: SubmitCreate envia realmId
- ZMMOCharSummary: WorldId -> RealmId
- UIFrontEndFlowSubsystem: GetSelectedRealmId; fix de race em PendingLoadingSteps_ (TSet snapshot via MoveTemp antes de iterar; evita access violation em TConstSetBitIterator durante async lambda)

Conferido E2E: 2 standalone instances entram simultaneamente em Provinces diferentes via Gateway.
2026-05-31 20:02:47 -03:00
ede49c1777 feat(ui/hud): barras EXP/JOB em % via exp-to-next do snapshot
FZMMOAttributesSnapshot ganha BaseExpToNext/JobExpToNext espelhando o wire do
server. ApplySnapshot liga ExpBar/JobBar pelo ratio (exp / exp-to-next) e os
readouts mostram a porcentagem (ou "MAX" no cap).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 03:58:33 -03:00
484c8d5d4f feat(ui/hud): readouts HP/SP + level multi-cor via RichText (DT_UI_VitalsReadout)
Readouts e LvlText do PlayerVitals viram RichTextBlock com markup inline,
estilizados pelo DT_UI_VitalsReadout (fonte JetBrains Mono Bold):
- HP/SP: atual (branco) + "/" (sep, #3a3830) + max (#6c6860)
- LVL: "LVL " (#b8b3a8) + numero (num, gold-bright #ffd888, maior)

Cores espelham hud_layout_modal_New.html (text-1/2/3/4 + gold-bright).
UZMMOHudPlayerVitalsWidget: HpReadout/SpReadout/ExpReadout/JobReadout/LvlText
agora URichTextBlock; ApplyHpSp/ApplySnapshot montam o markup.

EXP/JOB readout segue exp absoluto (sem %) ate o server enviar exp-to-next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 03:06:44 -03:00
65edf1081b chore(ui/fonts): importa familias Cormorant Garamond, JetBrains Mono e Manrope
Fontes usadas pelos templates do designer (loading_screen.html,
hud_layout_modal_New.html): Cormorant Garamond (titulos serif), JetBrains Mono
(labels/readouts mono) e Manrope (corpo sans). Cada uma com Font composto +
FontFaces estaticos por peso.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 01:08:33 -03:00
e1fca1ae8d feat(ui/hud): painel de vitais (Nome/Job/Level + HP/SP/EXP) substituindo HpSpBar
UZMMOHudPlayerVitalsWidget (novo): sub-widget do HUD com 4 UUIProgressBar_Base
(HP/SP/BASE EXP/JOB EXP) + nome/classe/level. ApplySnapshot anima HP/SP via
SetTargetPrimaryLevel e formata os readouts; ApplyHpSp pro tick rapido.

UZMMOHudWidget propaga o snapshot pro PlayerVitals e resolve identidade: nome
do AZMMOPlayerState.CharName + job via UZMMOJobsLibrary.GetJobDisplayName(ClassId).
HpSpBar legado removido do WBP_HUD.

WBP_PlayerVitalsPanel: layout compacto (520w) com colunas alinhadas (label 28 /
bar FILL / readout 116 right-align) independente do tamanho do numero. Sem portrait.

MIs por barra: UI_M_ProgressBar_SP/BaseEXP/JobEXP/Loading (cores do
hud_layout_modal_New.html).

EXP/JOB readout mostra exp absoluto por ora — barras de EXP aguardam o servidor
enviar exp-to-next no snapshot pra calcular a porcentagem.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 00:34:03 -03:00
c9492a3910 feat(ui/progressbar): integracao com DT_UI_Styles (FUIStyleProgressBar multi-map + Variant)
FUIStyleProgressBar vira multi-map Hyper-style: TMap<FName, FUIStyleProgressBarVariant>
indexado por variante (HP/MP/XP/Cast/...). Cada variante carrega materiais por
layer (Fill/BG/TrackGrid/Edge/Shimmer) + style (DrawStyle/CornerRadius/Border) +
toggles de efeito.

UUIProgressBar_Base ganha bUseTheme + Variant (dropdown via meta=GetOptions
resolvendo o DT) + RefreshUIStyle() que aplica a variante via ThemeSubsystem
(runtime) ou DT direto (design-time), espelhando o padrao do UUIPanel_Base.
HandleThemeChanged reaplica em troca de tema.

EUIProgressBarStyle movido de UIProgressBar_Base.h para UIStyleTypes.h (usado
pela struct do DT).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 00:33:43 -03:00
88eb20eefa feat(ui/progressbar): edge (linha + glow) que acompanha PrimaryLevel + auto-hide nos extremos
Novo material UI_M_ProgressBar_Edge: linha vertical sharp no lado direito
do Fill (U = PrimaryLevel) com halo lateral configuravel.

Params:
- EdgeColour: cor + alpha da linha (default branco-creme 0.85)
- EdgeWidth: largura da linha em UV
- EdgeGlowWidth: largura do halo lateral (0 = sem glow)
- EdgeGlowIntensity: forca do halo (0..1)
- PrimaryLevel: posicao (sincronizada pelo C++)

WBP UI_ProgressBar_Master ganha EdgeImage entre Fill e Shimmer (Overlay).

C++ UUIProgressBar_Base:
- BindWidgetOptional EdgeImage + EdgeMID + UPROPERTYs override
- 5 setters runtime (Visible, Colour, Width, GlowWidth, GlowIntensity)
- ApplyPrimaryToMID propaga PrimaryLevel pro EdgeMID em cada tick de animacao
- UpdateEdgeVisibility() helper auto-oculta Edge quando PrimaryLevel <= 0
  ou >= 1 (linha encostaria na borda)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 21:47:54 -03:00
8843ac3d1c feat(ui/progressbar): BG + TrackGrid + Shimmer com RoundedBox nativo do Slate
Substitui o SDF de cantos arredondados no material por DrawAs=RoundedBox
nativo do Slate (OutlineSettings.CornerRadii em pixel space, qualidade
perfeita independente do aspect ratio).

Adiciona 3 materiais separados pra layers de efeito:
- UI_M_ProgressBar_BG: fundo solido (1 param BackgroundColour)
- UI_M_ProgressBar_TrackGrid: linhas verticais a cada N divisoes
  (GridColour, GridDivisions, GridLineThickness)
- UI_M_ProgressBar_Shimmer: faixa de luz animada (Time node) deslizando
  E->D em loop (ShimmerColour, ShimmerWidth, ShimmerSpeed, ShimmerSoftness)

WBP UI_ProgressBar_Master ganha 3 UImage irmaos do FillImage no Overlay
(z-order: BG -> TrackGrid -> Fill -> Shimmer), todos com BindWidgetOptional.

C++ UUIProgressBar_Base:
- Enum EUIProgressBarStyle (Box/Rounded) controla DrawAs dos 4 brushes
- CornerRadius em pixels (0..100), aplicado via OutlineSettings.CornerRadii
- bShowBorder + BorderColour + BorderWidth pra outline so no BG
- bShowTrackGrid / bShowShimmer toggles (visibility do widget)
- ShimmerImage com inset = BorderWidth (slot padding + corner reduzido)
  pra nao sobrepor o outline do BG quando passa pelas extremidades
- UPROPERTYs override pra cada cor/param de cada material com
  InlineEditConditionToggle, setters runtime que persistem o flag

Inclui MI exemplo UI_M_ProgressBar_HP atualizada.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 21:26:50 -03:00
5d44647170 refactor(ui/panel): TMap<EUIPanelTexture> -> TMap<FName> com PostSerialize migration
FUIStylePanel migra de TMap<EUIPanelTexture, FSlateBrush> (enum legacy) para
TMap<FName, FSlateBrush>. Permite adicionar/remover categorias diretamente
no DT_UI_Styles via dropdown (meta=GetOptions) sem mexer no enum em C++.

PanelBackground, PanelOutline e PanelOutlineEffect viraram *_DEPRECATED.
Versoes novas: PanelBackgroundByName, PanelOutlineByName,
PanelOutlineEffectByName.

PostSerialize migra os legacy -> ByName no PostLoad de cada FUIStyleRow.
Apos o primeiro re-save no editor os deprecated ficam vazios e o codigo
vira no-op. PropertyRedirects em DefaultEngine.ini preservam a leitura
do asset antigo (3 entries: PanelBackground, PanelOutline, PanelOutlineEffect).

Atualiza UIPanel_Base pra ler ByName + DT_UI_Styles, UI_Panel_Master e
UI_PlayerStatus_Window resalvos. Inclui nova textura
T_Panel_Outline_Effect_Square_02.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 19:30:48 -03:00
1794e5d418 feat(ui/progressbar): UProgressBar -> UImage com material custom Primary/Secondary
UUIProgressBar_Base envolve UImage + MID em vez do UProgressBar nativo.
Material UI_M_ProgressBar expoe PrimaryLevel/SecondaryLevel (modelo
assimetrico: Secondary so aparece se > Primary), 5 cores (Primary +
ColourBottom, Secondary + ColourBottom, Empty) e gradient toggle com
bilinear remap controlado por GradientSplit.

Cores e gradient ficam expostos como UPROPERTY com InlineEditConditionToggle:
quando o toggle esta off usa o valor da MI atribuida no Brush, quando on
sobrescreve via MID em PreConstruct. Setters runtime tambem marcam o flag
pra persistir o override no proximo re-construct.

Wrappers semanticos: ShowHealPreview, ShowDamageLag, ShowBuffer, ClearSecondary.
NativeTick com ease-out cubica e duracoes separadas pra Primary e Secondary.

Inclui MI exemplo UI_M_ProgressBar_HP e WBP UI_ProgressBar_Master refatorado
(UProgressBar nativo substituido por UImage FillImage com brush apontando
para o material pai).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 19:29:43 -03:00
7fa10b4cb9 fix(ui/loading): memoiza steps quando widget em async load + draggable status
- UIFrontEndFlowSubsystem: HandlePostLoadMap/HandlePlayerSpawned agora
  registram o StepId em PendingLoadingSteps_ quando ActiveLoadingScreen
  ainda eh null (race com RequestAsyncLoad do WBP_Loading). Lambda do
  callback async drena o set apos criar a tela, fechando o loading
  retroativamente. Servidor rapido (TryFinalizeEnterWorld) deixava o
  cliente preso em "entrando no mundo" quando o async load atrasava.

- UIPlayerStatus_Window: herda de UIDraggableWindow_Base (drag + persist
  via UZMMOUISaveGame). Rename CloseBtn -> Button_Close, adiciona
  Background_Panel/Container_Header/Container_Stats, NativeOnKeyDown
  (Alt+A fecha), NativeGetDesiredFocusTarget=self. Remove bIsBackHandler
  pra parar o "Cannot create action binding" no log (projeto nao tem
  DefaultBackAction no CommonUISettings).

- UIInGameFlowSubsystem.SetState: skip re-push do HUD quando voltando de
  StatusWindow/Inventory/Menu pro Playing (Old != None && != Playing) pra
  evitar Construct novo do HUD e o flicker dos textos HP/SP.

- Novos: UIDraggableWindow_Base (drag generico + persistencia) e
  UIWindowSaveGame (TMap<FName, FVector2D> por WindowId).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 14:50:49 -03:00
079d05c117 feat(ui/loading): tela de loading dinamica data-driven (etapas + dicas)
- UUILoadingScreen_Base (Game/UI/Common/) generica: Configure(Context),
  MarkStepRunning/Done/Failed, OnLoadingComplete delegate, progress bar
  reativa e rotacao automatica de dicas via timer.
- Etapas configuradas por contexto em UZMMOLoadingProfilesDataAsset
  (DA_LoadingProfiles). Perfil inicial FrontEndEnteringWorld:
  Travel -> MapLoaded -> Spawn.
- Dicas em DT_LoadingTips (FText localizavel + filtro por contexto +
  GameplayTag de categoria). 4 dicas seed.
- UIFrontEndFlowSubsystem agora bloqueia a transicao InWorld ate o
  HandlePlayerSpawned (bIsLocal=true) — usuario nao ve mundo vazio.
- WBP_Loading em /UI/Shared/Loading/ (neutro, reusavel pelo InGame futuro);
  DA_FrontEndScreenSet[EnteringWorld] aponta pra ele.
- DefaultGame.ini wire LoadingProfilesAsset + LoadingTipsAsset.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 02:24:48 -03:00
90484876f0 feat(player): CharName do DB no PlayerState + header do Status Window
- PlayerState ganha CharName (Replicated) + SetCharInfo(CharName, GuildName)
- ZMMOPlayerCharacter assina FZeusOnCharInfoReceived; TryApplyCachedCharInfo
  resolve race se S_CHAR_INFO chega antes do pawn possuir
- UIPlayerStatus_Window header le PlayerState->CharName (fallback p/ GetPlayerName)
  em vez do "Mateuus-61E9B19A4FB2" generico

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 02:24:29 -03:00
87d9ca4dae chore(ui): textura do panel gradient quadrado + ignore /AutoCreated
- Adiciona as 3 texturas que o refactor de panel referencia via
  EUIPanelTexture::Rectangle_Square_Gradient_01 (background gradient,
  outline e outline effect) em /UI/Themes/Default/Panel/.
- Ignora Content/AutoCreated/ no .gitignore: pasta de saida do
  ZeusUMGForge web converter, regenerada sob demanda, nao deve ser
  versionada.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 00:14:38 -03:00
037aed30ce refactor(ui/base): panel data-driven 3-brush + button via FButtonStyle
UIPanel_Base: substitui PanelType/Padding por bUseTheme + 3 chaves
(Background/Outline/OutlineEffectKey) lidas de FUIStylePanel. Modo manual
(bUseTheme=false) expoe 3 FSlateBrush diretos via FUIPanelBrushSet pra
override por instancia. Adiciona BindWidgetOptional OutlineEffect (3o
Border sobre Outline pra glow/embossing). Defaults NoDrawType (regra
Hyper: brush vazio nao pinta branco).

UIButton_Base: remove auto-config (Variants enum, Number/Icon/Size/
InputAction/Timer). Vira shell minimal com BindWidgetOptional + helpers
GetActiveUIStyle/GetActiveButtonStyle pra leitura de DT_UI_Styles.

UIStyleTokens: FUIStylePanel ganha PanelOutlineEffect map. FUIPanelBrushSet
vira 3 FSlateBrush diretos. FUIStyleButton refatora pra 7 sub-maps por
variante FName (ButtonStyle=FButtonStyle do Slate, ButtonStroke, ButtonFont,
Text/Icon colors). Tudo com defaults NoDrawType.

UIStyleTypes: adiciona enum EUIPanelTexture::Rectangle_Square_Gradient_01.

Content: UI_Panel_Master e UI_Button_Master_New consomem a API nova;
DT_UI_Styles atualizado com rows/keys novas. UIServerCard_Base ajustado
pro consumer da API nova.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 00:12:58 -03:00
9390ed9da9 feat(ui/status): nova janela com sub-widgets StatRow/BonusRow + cleanup
- 3 novas classes C++ (UUIPlayerStatus_Window/StatRow/BonusRow) substituem
  UZMMOStatusWindowWidget (removida); StatRow/BonusRow sao reutilizaveis
  via BindWidgetOptional + delegate OnPlusClicked(StatId).
- Window bindea no UZMMOAttributeComponent (PlayerState) e popula header
  (CharName, Job via UZMMOJobsSubsystem, BaseLevel/JobLevel) + 14 rows
  (6 primarios em StatRow com botao "+", 8 derivados em BonusRow).
- Fix spam-click do "+": bPlusButtonsLocked desabilita botoes ate
  OnStatAllocReply do server ou proximo snapshot.
- WBPs movidos pra /UI/Screens/PlayerStatus/, material pra /UI/Materials/.
- 58 widgets renomeados seguindo convencao
  (Frame_/Layout_/Panel_/Container_/Border_/Text_/Image_/Spacer_/List_).
- DA_InGameScreenSet auto-atualizado pelo move.
- Remove WBP_StatusWindow inline (legado).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 00:09:28 -03:00
477574f842 feat(attributes): MATK range min~max no snapshot + display
Espelha breaking change do server (S_ATTRIBUTE_SNAPSHOT_FULL agora envia
matkBaseMin/matkBaseMax em vez de matkBase unico) para suportar MATK
pre-renewal puro (rathena status_base_matk_min/max).

- FZeusAttributesPayload: MatkBaseMin/Max em vez de MatkBase
- FZMMOAttributesSnapshot: idem (BlueprintReadOnly)
- ZMMOStatusWindowWidget: exibe "MATK min ~ max + equip"

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 01:53:02 -03:00
28bfa9a567 feat(attributes): MATK range min~max no snapshot + display
Espelha breaking change do server (S_ATTRIBUTE_SNAPSHOT_FULL agora envia
matkBaseMin/matkBaseMax em vez de matkBase unico) para suportar MATK
pre-renewal puro (rathena status_base_matk_min/max).

- FZeusAttributesPayload: MatkBaseMin/Max em vez de MatkBase
- FZMMOAttributesSnapshot: idem (BlueprintReadOnly)
- ZMMOStatusWindowWidget: exibe "MATK min ~ max + equip"

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 01:52:48 -03:00
6391372f00 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>
2026-05-24 01:37:04 -03:00
f832c1a4df fix(log): remove HandleZeusNetworkLog forwarder (duplicava LogZMMO)
UZMMOGameInstance assinava OnNetworkLog do plugin e re-logava em LogZMMO
com prefix [Zeus]. Resultado: cada linha do plugin aparecia 2x no console
(LogZeusNetwork + LogZMMO). Era diagnostico inicial da fase de bring-up
(sessao 2026-05-07); agora so' polui o log.

Bind removido em BindZeusDelegates. Funcao HandleZeusNetworkLog mantida no
.h/.cpp (UFUNCTION dynamic delegate target) com comentario explicando como
reativar via descomentar a linha do AddDynamic.

Plugin continua logando em LogZeusNetwork (console) + Saved/Logs/ZeusNetwork/
(arquivo proprio) — diagnostico nao foi perdido, so' deduplicado.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 01:36:34 -03:00
c3df705a7a feat(jobs): Jobs.1 client — DA expandido + 7 DA_Job assets organizados por tier
* UZMMOJobDataAsset (Source/ZMMOJobs/Public/) ganha 3 campos novos
  espelhando o JobDef do server:
    - Tier             (EZMMOJobTier)
    - ParentClassId    (int32)
    - AllowedWeapons   (TArray<EZMMOWeaponType>)

* Novo header ZMMOJobTypes.h com 2 UENUM(BlueprintType):
    - EZMMOJobTier      (6 valores: Beginner..Mastery)
    - EZMMOWeaponType   (19 valores: Fist..Gun)
  Todos com UMETA(DisplayName="pt-BR") pro Editor mostrar nomes
  amigaveis em dropdowns. Ordem casa byte-a-byte com EJobTier/
  EWeaponType do server (necessario pq snapshot carrega tier u8 + mask).

* 7 DA_Job_*.uasset criados via MCP Python, organizados por tier:
    Content/ZMMO/Data/Jobs/Beginner/
      DA_Job_Novice    (ClassId=0, AllowedWeapons=[Fist,Dagger])
    Content/ZMMO/Data/Jobs/Vocation/
      DA_Job_Warrior   (ClassId=1, 8 armas: Sword+Spear+Axe variations)
      DA_Job_Arcanist  (ClassId=2, 5 armas: Staff+Book)
      DA_Job_Ranger    (ClassId=3, 5 armas: Bow+Musical+Whip)
      DA_Job_Artisan   (ClassId=4, 5 armas: Sword1H+Mace1H+Axe1H)
      DA_Job_Rogue     (ClassId=5, 5 armas: Sword1H+Bow+Katar)
      DA_Job_Devout    (ClassId=6, 5 armas: Mace+Staff1H+Knuckle)
  ParentClassId=0 (Novice) em todas Vocacoes. Tier=Vocation.
  JobIcon/Sound/Anim ficam None — preencher conforme arte for produzida.

  ZMMOJobsSubsystem busca por classe (GetAssetsByClass), entao a
  reorganizacao em subpastas NAO requer mudanca em .cpp/.h.

* ZMMOAttributeTypes.h: comentario de opcode 1200 -> 1500 (espelha
  refactor Open-Closed do server ranges; valores wire format mudaram).

Boot esperado: [ZMMOJobsSubsystem] Initialize: 7 job(s) carregados.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 23:53:34 -03:00
a354d9eefc chore(jobs): renomeia display "Aprendiz" -> "Novato"
DA_Job_Novice DisplayName e docs de arquitetura (3 ARQUITETURA*.md)
sincronizados com a nova terminologia PT-BR. Server (Novice.json +
JobsDatabase.cpp) sera commitado separado no repo do ZeusServerEngine.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 21:29:12 -03:00
ca304a99dd Merge pull request 'feat(client): AttributeSystem (Fase 1-3) + ZMMOJobs + UI in-game' (#3) from feat/attribute-system-mmo into main
Reviewed-on: #3
2026-05-23 21:06:47 -03:00
380 changed files with 8881 additions and 4125 deletions

3
.gitignore vendored
View File

@@ -29,3 +29,6 @@ desktop.ini
*.log
*.pdb
.vscode/
# Hyper / ZeusUMGForge web converter outputs (assets gerados, não versionar)
Content/AutoCreated/

View File

@@ -10,6 +10,16 @@
{
"type": "http",
"url": "http://localhost:5354/mcp"
},
"ZeusIntelligence":
{
"type": "http",
"url": "http://127.0.0.1:5058/mcp"
},
"zeus":
{
"type": "http",
"url": "http://127.0.0.1:5058/mcp"
}
}
}

View File

@@ -9,7 +9,7 @@
> **Extensões da arquitetura** (documentos normativos paralelos, escopo específico):
> - [`ARQUITETURA_SERVER_SELECT.md`](ARQUITETURA_SERVER_SELECT.md) — Server Select, lista de mundos, handoff CharServer↔WorldServer, multi-region, queue, Valkey. Roadmap em 7 fases.
> - [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md) — Stats primários (STR/AGI/VIT/INT/DEX/LUK), classes (Aprendiz → especializações), fórmulas de stats derivados (ATK/MATK/DEF/...), `jobs.yml` data-driven, stat allocation server-side. Espelha rathena.
> - [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md) — Stats primários (STR/AGI/VIT/INT/DEX/LUK), classes (Novato → especializações), fórmulas de stats derivados (ATK/MATK/DEF/...), `jobs.yml` data-driven, stat allocation server-side. Espelha rathena.
> **Sumário de mudanças (2026-05-11):** adicionada secção de **temas sazonais
> de UI** (`UI/Themes/`), com tutorial §4.7, regra de "no hard ref a textura

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@@ -6,7 +6,7 @@
## Context
O ZMMO usa modelo de atributos estilo Ragnarok Online — 6 stats primários que o jogador aloca pontos (STR/AGI/VIT/INT/DEX/LUK), com stats derivados calculados a partir deles + level + classe + equip. Jogador nasce **Aprendiz** (Novice) e especializa em outras classes ao chegar a critérios (job level + quest de mudança).
O ZMMO usa modelo de atributos estilo Ragnarok Online — 6 stats primários que o jogador aloca pontos (STR/AGI/VIT/INT/DEX/LUK), com stats derivados calculados a partir deles + level + classe + equip. Jogador nasce **Novato** (Novice) e especializa em outras classes ao chegar a critérios (job level + quest de mudança).
Este doc fixa:
1. O que persiste no MySQL (CharServer) vs o que vive em memória (WorldServer).
@@ -58,10 +58,10 @@ Padrão rathena: `db/re/job_stats.yml` carregado no boot. Hot-reloadable.
| Componente | Quem decide | Quem persiste |
|---|---|---|
| Criar char (stats iniciais, class=Aprendiz) | CharServer (valida) | CharServer → MySQL |
| Criar char (stats iniciais, class=Novato) | CharServer (valida) | CharServer → MySQL |
| Stat allocation (gastar `status_point` em STR/etc.) | CharServer **ou** WorldServer | CharServer → MySQL (via writeback) |
| Subir de level / ganhar EXP | WorldServer (kill mob, quest) | WorldServer → writeback → CharServer → MySQL |
| Mudar classe (Aprendiz → Espadachim) | WorldServer (cumpre quest) | WorldServer → writeback → CharServer → MySQL |
| Mudar classe (Novato → Espadachim) | WorldServer (cumpre quest) | WorldServer → writeback → CharServer → MySQL |
| Recalcular ATK/MATK/DEF/etc. | WorldServer (memória, toda hora) | NÃO persiste |
| Casting de skill | WorldServer | NÃO persiste (efêmero) |
| Resultado de skill (HP perdido, item dropado) | WorldServer | WorldServer → writeback |
@@ -260,7 +260,7 @@ version: 1
jobs:
- id: 0
name: Novice # nome técnico (inglês, estável)
display_name_ptbr: Aprendiz
display_name_ptbr: Novato
parent_job: null
max_base_level: 99
max_job_level: 10
@@ -322,7 +322,7 @@ jobs:
## 5. Fluxos
### 5.1 Criação de personagem (Aprendiz)
### 5.1 Criação de personagem (Novato)
```
Cliente → C_CHAR_CREATE { name, world_id, class_id=NOVICE, appearance }
@@ -342,7 +342,7 @@ CharServer:
4. → S_CHAR_CREATE_OK
```
**Nota:** o player **sempre** nasce Aprendiz. Outras classes só via job change in-game (Fase pós-Fase 3).
**Nota:** o player **sempre** nasce Novato. Outras classes só via job change in-game (Fase pós-Fase 3).
### 5.2 Stat allocation (após level up)
@@ -377,7 +377,7 @@ WorldServer (em kill mob / complete quest):
Mesmo padrão pra job_exp/job_level (com skill_point em vez de status_point).
### 5.4 Job change (Aprendiz → Espadachim, etc.)
### 5.4 Job change (Novato → Espadachim, etc.)
```
WorldServer (player cumpriu quest):
@@ -571,13 +571,13 @@ Audit log entries (Fase 3 do ServerSelect doc): toda mudança de zeny>1000, leve
## 8. Roadmap de implementação
### Fase A — Schema + criação de char Aprendiz (parte da Fase 1 do ServerSelect)
### Fase A — Schema + criação de char Novato (parte da Fase 1 do ServerSelect)
- Schema `characters` com todos os campos (já especificado no `ARQUITETURA_SERVER_SELECT.md`).
- `jobs.yml` apenas com `Novice` (Aprendiz) — outras classes ficam pra B.
- `jobs.yml` apenas com `Novice` (Novato) — outras classes ficam pra B.
- CharServer carrega `jobs.yml` no boot.
- `C_CHAR_CREATE` valida `class_id == NOVICE` e usa defaults do yml.
- Cliente UI: tela de criação com nome + appearance (sem stat allocation aqui — Aprendiz nasce com todos os stats=1).
- Cliente UI: tela de criação com nome + appearance (sem stat allocation aqui — Novato nasce com todos os stats=1).
### Fase B — Classes adicionais + job change
@@ -628,7 +628,7 @@ Audit log entries (Fase 3 do ServerSelect doc): toda mudança de zeny>1000, leve
1. **Stats primários flat** na tabela `characters` (str/agi/vit/int/dex/luk + level/exp + hp/sp/max_hp/max_sp + status_point/skill_point + zeny + class_id). **Sem entidade separada.**
2. **Stats derivados NUNCA persistidos** — sempre recalculados em runtime no WorldServer (`StatusCalc::ComputeAll`).
3. **Jobs data-driven** via `Server/ZeusCharServer/data/jobs.yml` (versionado no git, hot-reloadable). `characters.class_id` é lookup lógico.
4. **Player nasce Aprendiz** (`class_id=NOVICE`); especialização via quest in-game (Fase B).
4. **Player nasce Novato** (`class_id=NOVICE`); especialização via quest in-game (Fase B).
5. **Stat allocation acontece no WorldServer** (não CharServer). Validação `cost = (s-1)/10 + 2` server-side.
6. **Anti-cheat:** toda mudança de estado é server-authoritative. Cliente apenas renderiza.
7. **Fórmulas espelham rathena** (`status_calc_pc_` em `src/map/status.cpp:4996`) — adapta valores pra balanceamento Zeus depois.

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@@ -311,11 +311,11 @@ ALTER TABLE characters
**Notas:**
- `world_id` é nullable (sem chars em prod hoje — evita downtime futuro). Validação no service: novos chars devem ter `world_id`.
- Estrutura flat segue rathena (`.bases/rathena/rathena-master/sql-files/main.sql:209-296`) — padrão da indústria emuladora. Sem entidade `character_stats` separada (1:1 FK seria JOIN inútil).
- Defaults vêm da row Aprendiz no `jobs.yml` (ver doc Character Model).
- Defaults vêm da row Novato no `jobs.yml` (ver doc Character Model).
- **Stats derivados (ATK/MATK/DEF/MDEF/hit/flee/crit/aspd) NÃO entram aqui** — são sempre recalculados em runtime no WorldServer via fórmulas. Persistir é bug fest (esquece atualizar quando muda equip/buff/level).
- `version` (optimistic locking) usado em writeback da Fase 3.
> **Para o detalhamento do modelo de personagem** (stats primários vs derivados, fórmulas de ATK/MATK/DEF, jobs.yml, stat allocation, leveling curve, classes Aprendiz → especialização), ver doc dedicado [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md).
> **Para o detalhamento do modelo de personagem** (stats primários vs derivados, fórmulas de ATK/MATK/DEF, jobs.yml, stat allocation, leveling curve, classes Novato → especialização), ver doc dedicado [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md).
### Schema Valkey (Fase 2+)

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@@ -2,9 +2,9 @@
GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller).
; O motor pode spawnar AZMMOGameMode directamente; um BP filho continua opcional.
GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode
GameInstanceClass=/Script/ZMMO.ZMMOGameInstance
; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional.
GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode
GameInstanceClass=/Script/ZMMO.ZeusGameInstance
[/Script/Engine.RendererSettings]
r.ReflectionMethod=1
@@ -80,11 +80,59 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO")
; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller).
; ZMMOCharacter foi reescrito como ZMMOPlayerCharacter (ACharacter local com CMC livre).
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZMMOPlayerController")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZMMOGameMode")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de
; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3).
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance")
+ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState")
+ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy")
+ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent")
+ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset")
+ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame")
+ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget")
+ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget")
+ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset")
[CoreRedirects]
; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
; pros novos ByName e após re-save os legacy ficam vazios. Os redirects podem
; ser removidos quando todos os DTs do projeto tiverem sido re-salvos.
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelBackground",NewName="/Script/ZMMO.UIStylePanel.PanelBackground_DEPRECATED")
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
; --- M7: Modulo cliente "ZMMOJobs" foi renomeado pra "ZeusJobs" + classe
; UZMMOJobDataAsset -> UZeusJobDataAsset. Os 7 DA_Job_* em /Game/ZMMO/Data/Jobs/
; foram salvos apontando pra /Script/ZMMOJobs.ZMMOJobDataAsset (modulo + classe
; antigos). ActiveClassRedirects so' troca o NOME da classe, nao o package;
; precisamos de CoreRedirects com path completo + PackageRedirect.
+PackageRedirects=(OldName="/Script/ZMMOJobs",NewName="/Script/ZeusJobs")
+ClassRedirects=(OldName="/Script/ZMMOJobs.ZMMOJobDataAsset",NewName="/Script/ZeusJobs.ZeusJobDataAsset")
; --- M7: USTRUCTs renomeadas (mesmo modulo ZMMO). DTs salvos com Row Structure
; apontando pro nome antigo (ZMMOMapDef, ZMMOLoadingTipRow). USTRUCT usa
; +StructRedirects (nao +ClassRedirects).
+StructRedirects=(OldName="/Script/ZMMO.ZMMOMapDef",NewName="/Script/ZMMO.ZeusMapDef")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingTipRow",NewName="/Script/ZMMO.ZeusLoadingTipRow")
; DA_LoadingProfiles salvo com TMap<EZMMOLoadingContext, FZMMOLoadingProfile>;
; FZMMOLoadingProfile contem TArray<FZMMOLoadingStepDef>. Precisa de 3 redirects
; (1 enum + 2 struct) pra carregar sem warnings nem perda de dados.
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingContext",NewName="/Script/ZMMO.EZeusLoadingContext")
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingStepStatus",NewName="/Script/ZMMO.EZeusLoadingStepStatus")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingProfile",NewName="/Script/ZMMO.ZeusLoadingProfile")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingStepDef",NewName="/Script/ZMMO.ZeusLoadingStepDef")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
@@ -100,3 +148,60 @@ ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")

View File

@@ -3,10 +3,10 @@ ProjectID=FC3E256F43B2AFD43009F4949B0814BE
ProjectName=Third Person Game Template
; -----------------------------------------------------------------------------
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZeusThemeSubsystem.h and
; ARQUITETURA.md §1.10 / §4.7).
;
; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey).
; - DefaultThemeAsset is the fallback theme (must define every EZeusThemeKey).
; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset.
; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows).
; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo
@@ -17,7 +17,8 @@ ProjectName=Third Person Game Template
; Paths use the /Game prefix (cooked Content namespace). Uncomment after the
; assets are actually created in the editor.
; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOThemeSubsystem]
[/Script/ZMMO.ZeusThemeSubsystem]
;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween"))
@@ -32,28 +33,61 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
; cliente resolve `mapId -> ClientLevel/spawns` via FZeusMapDef rows.
MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
; contexto (EZeusLoadingContext); DT_LoadingTips rotaciona durante o load.
; Cliente local marca etapas via eventos (sem opcode novo).
LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
; -----------------------------------------------------------------------------
; UI in-game (PR 19+). Espelho do front-end pattern:
; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
; - ScreenSetAsset mapeia EZeusInGameUIState -> WBP (Playing -> WBP_HUD,
; StatusWindow -> WBP_StatusWindow, etc.)
; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra
; - Subsystem orquestra: AZeusHUD::BeginPlay chama StartInGame que vai pra
; Playing.
; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
; -----------------------------------------------------------------------------
[/Script/ZMMO.UIInGameFlowSubsystem]
ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
; -----------------------------------------------------------------------------
; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e
; UActorComponent aqui. O AZeusPlayerState lê esta lista no construtor e
; instancia cada classe como subobject — pattern Open-Closed: adicionar
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState.
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZeusPlayerState.
;
; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
; C++; UClass resolve pelo nome curto).
; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOPlayerState]
+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
[/Script/ZMMO.ZeusPlayerState]
; UZeusGASComponent (plugin ZeusGAS) — dono unico dos atributos do char (M7).
; Owns UZeusAbilitySystemComponent + UZeusAttributeSet (26 atributos
; espelhados do server CharAttributeSet). Bridge via UZeusGASNetworkHandler
; (UWorldSubsystem) subscribe nos delegates do UZeusNetworkSubsystem.
+ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
; === GAS Cue paths (Batch 2.5 — S_ABILITY_CUE multicast cosmetico) ===
; UGameplayCueManager scaneia esses paths no boot pra mapear FGameplayTag
; -> AGameplayCueNotify_Actor BP. UZeusGASComponent::DispatchAbilityCue chama
; ASC->ExecuteGameplayCueLocal(CueTag, params) -> manager resolve pelo path.
[/Script/GameplayAbilities.AbilitySystemGlobals]
+GameplayCueNotifyPaths="/Game/ZMMO/GAS/Cues"
[/Script/Engine.AssetManagerSettings]
-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="GameFeatureData",AssetBaseClass="/Script/GameFeatures.GameFeatureData",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
bOnlyCookProductionAssets=False
bShouldManagerDetermineTypeAndName=False
bShouldGuessTypeAndNameInEditor=True
bShouldAcquireMissingChunksOnLoad=False
bShouldWarnAboutInvalidAssets=True
MetaDataTagsForAssetRegistry=()

19
Config/DefaultZeusV1.ini Normal file
View File

@@ -0,0 +1,19 @@
; DefaultZeusV1.ini
; Config inicial pra UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin).
; Editar via UE Project Settings -> Plugins -> Zeus V1 OU editar este arquivo
; e relancar o editor.
;
; PORT 7777: ZeusGateway. NodeService popula routes via charId lookup quando
; cliente conecta (validado: handshake routed charId=7 -> SP_01 cell 0). Fluxo
; padrao de producao -- UE conecta no Gateway, Gateway resolve cell ownership
; via lease em Valkey + encaminha pro ZS correto.
;
; ALTERNATIVO (debug only -- bug aberto pendente investigacao):
; ServerPort=9001 conecta DIRETO em SP_01 mas hoje pacote UE nao chega no
; server (FUdpSocketBuilder + Windows multi-NIC loopback issue). Use 7777.
[/Script/ZeusNetwork.ZeusNetworkingClientSubsystem]
ServerHost=127.0.0.1
ServerPort=7777
bUseZeusNetworkingV1=True
bAutoConnectOnStart=True

View File

@@ -0,0 +1,83 @@
; Gerado por ZeusTool tags sync -- tags do ZeusServer p/ o cliente UE.
; NAO editar a mao: regenere com `ZeusTool tags sync <json> <ini>`.
[/Script/GameplayTags.GameplayTagsList]
GameplayTagList=(Tag="Zeus",DevComment="")
GameplayTagList=(Tag="Zeus.Ability",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Casting",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Channeling",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Movement",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Movement.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Recovery",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Agi",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Aspd",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Atk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.BaseExp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.BaseLevel",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Crit",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Def",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Dex",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Flee",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Hit",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Hp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Int",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.JobExp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.JobLevel",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Luk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Matk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MatkMax",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MatkMin",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MaxHp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MaxSp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Mdef",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.SkillPoint",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Sp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.StatusPoint",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Str",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Vit",DevComment="")
GameplayTagList=(Tag="Zeus.Combat",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.Blocking",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.Dodging",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.InCombat",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.LockOn",DevComment="")
GameplayTagList=(Tag="Zeus.Combo",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot1",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot2",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot3",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Window",DevComment="")
GameplayTagList=(Tag="Zeus.Cooldown",DevComment="")
GameplayTagList=(Tag="Zeus.Cue",DevComment="")
GameplayTagList=(Tag="Zeus.Cue.Movement",DevComment="")
GameplayTagList=(Tag="Zeus.Cue.Movement.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Damage",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Earth",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Fire",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Holy",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Magical",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Physical",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Poison",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Shadow",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Water",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Wind",DevComment="")
GameplayTagList=(Tag="Zeus.Effect",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_10",DevComment="")
GameplayTagList=(Tag="Zeus.Status",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Buff",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Disarmed",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Feared",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Frozen",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.KnockedDown",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Rooted",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Silenced",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Stunned",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Dead",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Debuff",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Invulnerable",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Blocked",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Boosted",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Poisoned",DevComment="")

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