Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 84f552b4fa | |||
| 1308338953 | |||
| 21d42d9846 | |||
| 2895889e2b | |||
| 1114ddbb11 | |||
| 9a430dabc3 | |||
| a3f2fa9c06 | |||
| 1f2441bde7 | |||
| 9422522d6d |
@@ -91,3 +91,12 @@ bShouldAcquireMissingChunksOnLoad=False
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bShouldWarnAboutInvalidAssets=True
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MetaDataTagsForAssetRegistry=()
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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bUseDebugTargetFromHud=true
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[ConsoleVariables]
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; mostra cooldowns, ativações, falhas
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AbilitySystem.LogAbilityTriggers=1
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; mostra effects aplicados/removidos com magnitude
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AbilitySystem.DebugAbilityTags=1
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@@ -5,9 +5,13 @@ GameplayTagList=(Tag="Zeus",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Casting",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Channeling",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Melee",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Melee.Kick",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Movement",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Movement.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Recovery",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Spell",DevComment="")
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GameplayTagList=(Tag="Zeus.Ability.Spell.FireballRain",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Agi",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Aspd",DevComment="")
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@@ -32,6 +36,7 @@ GameplayTagList=(Tag="Zeus.Attribute.MaxSp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Mdef",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.SkillPoint",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Sp",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Stamina",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.StatusPoint",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Str",DevComment="")
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GameplayTagList=(Tag="Zeus.Attribute.Vit",DevComment="")
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@@ -46,7 +51,10 @@ GameplayTagList=(Tag="Zeus.Combo.Slot2",DevComment="")
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GameplayTagList=(Tag="Zeus.Combo.Slot3",DevComment="")
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GameplayTagList=(Tag="Zeus.Combo.Window",DevComment="")
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GameplayTagList=(Tag="Zeus.Cooldown",DevComment="")
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GameplayTagList=(Tag="Zeus.Cooldown.FireballRain",DevComment="")
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GameplayTagList=(Tag="Zeus.Cue",DevComment="")
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GameplayTagList=(Tag="Zeus.Cue.Melee",DevComment="")
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GameplayTagList=(Tag="Zeus.Cue.Melee.Kick",DevComment="")
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GameplayTagList=(Tag="Zeus.Cue.Movement",DevComment="")
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GameplayTagList=(Tag="Zeus.Cue.Movement.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage",DevComment="")
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@@ -60,10 +68,16 @@ GameplayTagList=(Tag="Zeus.Damage.Shadow",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Water",DevComment="")
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GameplayTagList=(Tag="Zeus.Damage.Wind",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Buff",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Buff.StrUp",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown.Dash",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown.FireballRain",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cooldown.Kick",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_10",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_50",DevComment="")
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GameplayTagList=(Tag="Zeus.Effect.Cost.Stamina_5",DevComment="")
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GameplayTagList=(Tag="Zeus.Status",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.Buff",DevComment="")
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GameplayTagList=(Tag="Zeus.Status.CC",DevComment="")
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Content/Input/Actions/IA_Kick.uasset
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Content/Input/Actions/IA_Kick.uasset
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Content/ZMMO/Core/Player/BP_ZeusPlayerCharacter.uasset
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Content/ZMMO/Core/Player/BP_ZeusPlayerCharacter.uasset
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Content/ZMMO/GAS/Abilities/Kick/Animations/AS_Kick.uasset
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Content/ZMMO/GAS/Abilities/Kick/Animations/AS_Kick.uasset
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Content/ZMMO/GAS/Abilities/Kick/GA_Kick.uasset
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Content/ZMMO/GAS/Abilities/Kick/GA_Kick.uasset
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Content/ZMMO/GAS/Cues/GC_Kick.uasset
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Content/ZMMO/GAS/Cues/GC_Kick.uasset
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@@ -173,6 +173,12 @@ void AZeusCharacter::Tick(const float DeltaSeconds)
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void AZeusCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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// IMPORTANTE: chamar Super:: pra que BPs filhos consigam auto-bindar
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// nodes EnhancedInputAction no Event Graph (ex: GA_Kick / IA_Kick no
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// BP_ThirdPersonCharacter). Sem isso, bindings em BP ficam orfaos --
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// so' bindings C++ (Move/Look/Jump/Dash abaixo) recebem input.
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AZeusCharacter::OnJumpPressed);
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@@ -5,10 +5,47 @@
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#include "ZeusPlayerController.h"
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#include "ZeusPlayerState.h"
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#include "UObject/ConstructorHelpers.h"
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AZeusGameMode::AZeusGameMode()
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{
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// DefaultPawnClass: usar o BP filho (BP_ThirdPersonCharacter) em vez do
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// C++ puro. BPs filhos so' sao instanciados se o pawn possessed for da
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// classe BP -- caso contrario o engine cria a classe C++ direta e perde
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// TUDO que o designer fez no BP (EnhancedInputAction events, AnimBP wire,
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// hooks de ability, componentes adicionados via editor).
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//
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// Fallback pra AZeusCharacter pura se o asset BP nao existir (asset
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// renomeado/deletado por engano -- nao deve acontecer em prod).
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static ConstructorHelpers::FClassFinder<APawn> DefaultPawnBP(
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TEXT("/Game/ZMMO/Core/Player/BP_ZeusPlayerCharacter"));
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if (DefaultPawnBP.Succeeded())
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{
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DefaultPawnClass = DefaultPawnBP.Class;
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}
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else
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{
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DefaultPawnClass = AZeusCharacter::StaticClass();
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}
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PlayerControllerClass = AZeusPlayerController::StaticClass();
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// PlayerStateClass: usar BP filho pelo mesmo motivo do DefaultPawnClass --
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// componentes BP-added (ex: UZeusGASComponent listado em DefaultGame.ini
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// ComponentClasses), eventos no Event Graph e overrides do designer so'
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// existem na classe BP. C++ direto (AZeusPlayerState) perde tudo isso.
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// TODO: renomear o asset pra BP_ZeusPlayerState pra alinhar com a convencao
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// (BP_ZeusPlayerCharacter) -- quando renomear, atualizar o path aqui.
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static ConstructorHelpers::FClassFinder<APlayerState> PlayerStateBP(
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TEXT("/Game/ZMMO/Core/Player/BP_PlayerState"));
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if (PlayerStateBP.Succeeded())
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{
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PlayerStateClass = PlayerStateBP.Class;
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}
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else
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{
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PlayerStateClass = AZeusPlayerState::StaticClass();
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}
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HUDClass = AZeusHUD::StaticClass();
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}
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@@ -66,6 +66,13 @@ void UZeusAOIComponent::BeginPlay()
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{
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AoiConfigHandle_ = NetC->OnDebugAoiInfo.AddUObject(this, &UZeusAOIComponent::HandleAoiConfig);
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FrontierConfigHandle_ = NetC->OnDebugFrontierInfo.AddUObject(this, &UZeusAOIComponent::HandleFrontierConfig);
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// 1.4 -- visibility tracking. Delegates DYNAMIC do subsystem V1
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// precisam AddDynamic + UFUNCTION nas handlers (assim como no
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// ZeusWorldSubsystem que ja faz spawn/despawn de proxies).
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NetC->OnEntitySpawned.AddDynamic(this, &UZeusAOIComponent::HandleEntitySpawnedV1);
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NetC->OnEntityDespawned.AddDynamic(this, &UZeusAOIComponent::HandleEntityDespawnedV1);
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NetC->OnSelfEntityAssigned.AddDynamic(this, &UZeusAOIComponent::HandleSelfEntityAssignedV1);
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}
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}
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}
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@@ -87,12 +94,17 @@ void UZeusAOIComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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if (AoiConfigHandle_.IsValid()) { NetC->OnDebugAoiInfo.Remove(AoiConfigHandle_); }
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if (FrontierConfigHandle_.IsValid()) { NetC->OnDebugFrontierInfo.Remove(FrontierConfigHandle_); }
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// 1.4 -- unbind dos delegates DYNAMIC de tracking.
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NetC->OnEntitySpawned.RemoveDynamic(this, &UZeusAOIComponent::HandleEntitySpawnedV1);
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NetC->OnEntityDespawned.RemoveDynamic(this, &UZeusAOIComponent::HandleEntityDespawnedV1);
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NetC->OnSelfEntityAssigned.RemoveDynamic(this, &UZeusAOIComponent::HandleSelfEntityAssignedV1);
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}
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}
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}
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AoiConfigHandle_.Reset();
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FrontierConfigHandle_.Reset();
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}
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VisibleEntityIds_.Empty();
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if (FrontierActor_)
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{
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FrontierActor_->Destroy();
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@@ -344,3 +356,64 @@ int32 UZeusAOIComponent::GetEnabledOverlayCount() const
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+ (bShowProxyLabels ? 1 : 0) + (bShowHandoffLine ? 1 : 0) + (bShowAuthDrift ? 1 : 0)
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+ (bShowFrontier ? 1 : 0);
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}
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// ===========================================================================
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// Gameplay AOI: visibility tracking (1.4 do roteiro PvP)
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// ===========================================================================
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//
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// Espelha ENT_SPAWN/ENT_DESPAWN do subsystem V1 num TSet local. Fires os
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// delegates BlueprintAssignable pra game systems escutarem. Self-entity
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// filtrada (o proprio char nao entra no tracking nem fires).
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void UZeusAOIComponent::HandleSelfEntityAssignedV1(int64 EntityId)
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{
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SelfEntityId_ = EntityId;
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// Se ja' havia "spawnado" antes do SELF chegar (race possivel), remove agora.
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if (EntityId != 0 && VisibleEntityIds_.Contains(EntityId))
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{
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VisibleEntityIds_.Remove(EntityId);
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OnEntityExitedAOI.Broadcast(EntityId, /*Reason=*/0);
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}
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}
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void UZeusAOIComponent::HandleEntitySpawnedV1(int64 EntityId, int32 /*Kind*/,
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FVector /*PosCm*/, float /*YawDeg*/,
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FVector /*VelCmS*/, bool /*bGrounded*/,
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int64 /*ServerTimeMs*/)
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{
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if (EntityId == 0) { return; }
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if (EntityId == SelfEntityId_) { return; } // nunca trackear self
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bool bAdded = false;
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VisibleEntityIds_.Add(EntityId, &bAdded);
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if (bAdded)
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{
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OnEntityEnteredAOI.Broadcast(EntityId);
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}
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// Re-spawn (entity ja' visivel) = no-op silencioso. Pode acontecer em
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// keyframe pos-handoff cross-server.
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}
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void UZeusAOIComponent::HandleEntityDespawnedV1(int64 EntityId, int32 Reason)
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{
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if (EntityId == 0) { return; }
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if (VisibleEntityIds_.Remove(EntityId) > 0)
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{
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OnEntityExitedAOI.Broadcast(EntityId, Reason);
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}
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}
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int32 UZeusAOIComponent::GetVisibleEntityCount() const
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{
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return VisibleEntityIds_.Num();
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}
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TArray<int64> UZeusAOIComponent::GetVisibleEntityIds() const
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{
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return VisibleEntityIds_.Array();
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}
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bool UZeusAOIComponent::IsEntityVisible(int64 EntityId) const
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{
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return VisibleEntityIds_.Contains(EntityId);
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}
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@@ -10,6 +10,15 @@
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class AZeusFrontierOverlayActor;
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// Delegates BlueprintAssignable pra game systems reagirem a entrada/saida de
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// outras entidades na AOI do player local. Disparados quando ENT_SPAWN /
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// ENT_DESPAWN chega do servidor (V1 canonico). Self-entity filtrada -- o
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// proprio char NAO fires aqui.
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// - Entered: 1 param (EntityId)
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// - Exited: 2 params (EntityId, Reason). Reason vem do payload ENT_DESPAWN.
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FZeusAOIEntityEnter, int64, EntityId);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FZeusAOIEntityExit, int64, EntityId, int32, Reason);
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/**
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* UZeusAOIComponent (cliente / jogo)
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*
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@@ -70,6 +79,22 @@ public:
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UFUNCTION(BlueprintPure, Category = "Zeus|AOI Debug")
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int32 GetEnabledOverlayCount() const;
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// === Gameplay AOI: visibility tracking (1.4 do roteiro PvP) ============
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//
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// Espelha quem o servidor mandou ENT_SPAWN/ENT_DESPAWN pro player local.
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// Cliente NAO faz histérese própria -- server já filtra com
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// margem de ~2048cm ([[project_aoi_crossserver_hysteresis]]). Game systems
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// (HUD, audio, ability target filtering) escutam estes delegates pra
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// reagir a entrada/saída. Self-entity filtrada (o próprio char
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// não fires nem entra no tracking).
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UPROPERTY(BlueprintAssignable, Category = "Zeus|AOI") FZeusAOIEntityEnter OnEntityEnteredAOI;
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UPROPERTY(BlueprintAssignable, Category = "Zeus|AOI") FZeusAOIEntityExit OnEntityExitedAOI;
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UFUNCTION(BlueprintPure, Category = "Zeus|AOI") int32 GetVisibleEntityCount() const;
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UFUNCTION(BlueprintPure, Category = "Zeus|AOI") TArray<int64> GetVisibleEntityIds() const;
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UFUNCTION(BlueprintPure, Category = "Zeus|AOI") bool IsEntityVisible(int64 EntityId) const;
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UFUNCTION(BlueprintPure, Category = "Zeus|AOI") int64 GetSelfEntityId() const { return SelfEntityId_; }
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private:
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void DrawOverlays();
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bool ResolveOverlay(EZeusAOIOverlay Overlay) const;
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@@ -108,4 +133,17 @@ private:
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float FrontierRepollAccumSec_ = 0.0f;
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/** Ator que desenha as paredes + labels (spawn lazy ao ligar o overlay). */
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UPROPERTY() TObjectPtr<AZeusFrontierOverlayActor> FrontierActor_ = nullptr;
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// === Visibility tracking (1.4) ==========================================
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UFUNCTION() void HandleEntitySpawnedV1(int64 EntityId, int32 Kind, FVector PosCm,
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float YawDeg, FVector VelCmS, bool bGrounded,
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int64 ServerTimeMs);
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UFUNCTION() void HandleEntityDespawnedV1(int64 EntityId, int32 Reason);
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UFUNCTION() void HandleSelfEntityAssignedV1(int64 EntityId);
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/** EntityIds atualmente visíveis (espelho do server). TSet pra O(1) check.
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* Não inclui self. Limpo no EndPlay. */
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TSet<int64> VisibleEntityIds_;
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/** EntityId do próprio char (recebido via ENT_SELF). 0 = ainda não atribuído. */
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int64 SelfEntityId_ = 0;
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};
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@@ -18,20 +18,33 @@ namespace
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const FColor kLabelAlive(93, 213, 255); // ciano -- server online
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const FColor kLabelDead(255, 90, 90); // vermelho -- server offline / cell vazia
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// Offset do cellId de filha de split (espelha CHILD_CELLID_OFFSET do server).
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constexpr uint32 kChildCellIdOffset = 1000000u;
|
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|
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// Decodifica o cellId int na notacao de quadtree: raiz -> "0".."3"; filha ->
|
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// "<pai>,<quadrante>" (ex "0,2"); neto -> "0,2,1" (recursivo). Espelha
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// childCellId = offset + pai*4 + quadrante do SplitCoordinator.
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// Decodifica o cellId na notacao "raiz fora, splits no array" da k-d tree
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// binaria: raiz pura -> "0"; derivada -> "0,[0,1]". Espelha o layout
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// bit-packed de Server/ZeusServices/Shared/types/src/cell-id.ts:
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// bit 30 = flag (1 = cell derivada de split)
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// bits 29..26 = depth (profundidade de split)
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// bits 25..15 = rootId (cell raiz do baseGrid)
|
||||
// bits 14..0 = path (1 bit por nivel, MSB-first)
|
||||
FString DecodeCellPath(uint32 CellId)
|
||||
{
|
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if (CellId < kChildCellIdOffset)
|
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constexpr uint32 kFlagBit = 1u << 30;
|
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if ((CellId & kFlagBit) == 0u)
|
||||
{
|
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return FString::Printf(TEXT("%u"), CellId);
|
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return FString::Printf(TEXT("%u"), CellId); // raiz pura
|
||||
}
|
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const uint32 Rel = CellId - kChildCellIdOffset;
|
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return DecodeCellPath(Rel / 4u) + FString::Printf(TEXT(",%u"), Rel % 4u);
|
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const uint32 Depth = (CellId >> 26) & 0xFu;
|
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const uint32 Root = (CellId >> 15) & 0x7FFu;
|
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const uint32 Packed = CellId & 0x7FFFu;
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FString Path;
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for (uint32 i = 0; i < Depth; ++i)
|
||||
{
|
||||
if (i > 0)
|
||||
{
|
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Path += TEXT(",");
|
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}
|
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Path += ((Packed >> (14u - i)) & 1u) ? TEXT("1") : TEXT("0");
|
||||
}
|
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return FString::Printf(TEXT("%u,[%s]"), Root, *Path);
|
||||
}
|
||||
|
||||
// Aresta compartilhada entre dois retangulos axis-aligned (no plano XY).
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||||
|
||||
@@ -76,6 +76,10 @@
|
||||
{
|
||||
"Name": "CommonUI",
|
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"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "GameplayAbilities",
|
||||
"Enabled": true
|
||||
}
|
||||
],
|
||||
"AdditionalPluginDirectories": [
|
||||
|
||||
Reference in New Issue
Block a user