feat(client): AttributeSystem (Fase 1-3) + ZMMOJobs + UI in-game #3

Merged
Mateuus merged 6 commits from feat/attribute-system-mmo into main 2026-05-23 21:06:48 -03:00
3 changed files with 57 additions and 27 deletions
Showing only changes of commit 5418da185e - Show all commits

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@@ -110,20 +110,26 @@ void UZMMOStatusWindowWidget::RefreshFromSnapshot(const FZMMOAttributesSnapshot&
FString::Printf(TEXT("Status Points: %d"), S.StatusPoint))); FString::Printf(TEXT("Status Points: %d"), S.StatusPoint)));
} }
// Derivados — sempre vem prontos do servidor (camadas equip/buff ja somadas). // Derivados — formato RO "STAT base + equip" (ex.: "ATK 51 + 0").
// CritX10 vem internamente x10 (1.0 = 10); divide pra exibicao com 1 casa. // Servidor manda os dois separados; cliente NUNCA recalcula.
if (AtkText) AtkText->SetText(FText::FromString(FString::Printf(TEXT("ATK %d"), S.Atk))); if (AtkText) AtkText->SetText(FText::FromString(FString::Printf(TEXT("ATK %d + %d"), S.AtkBase, S.AtkEquipBonus)));
if (MatkText) MatkText->SetText(FText::FromString(FString::Printf(TEXT("MATK %d"), S.Matk))); if (MatkText) MatkText->SetText(FText::FromString(FString::Printf(TEXT("MATK %d + %d"), S.MatkBase, S.MatkEquipBonus)));
if (DefText) DefText->SetText(FText::FromString(FString::Printf(TEXT("DEF %d"), S.Def))); if (DefText) DefText->SetText(FText::FromString(FString::Printf(TEXT("DEF %d + %d"), S.DefBase, S.DefEquipBonus)));
if (MdefText) MdefText->SetText(FText::FromString(FString::Printf(TEXT("MDEF %d"), S.Mdef))); if (MdefText) MdefText->SetText(FText::FromString(FString::Printf(TEXT("MDEF %d + %d"), S.MdefBase, S.MdefEquipBonus)));
if (HitText) HitText->SetText(FText::FromString(FString::Printf(TEXT("HIT %d"), S.Hit))); if (HitText) HitText->SetText(FText::FromString(FString::Printf(TEXT("HIT %d + %d"), S.HitBase, S.HitEquipBonus)));
if (FleeText) FleeText->SetText(FText::FromString(FString::Printf(TEXT("FLEE %d"), S.Flee))); if (FleeText) FleeText->SetText(FText::FromString(FString::Printf(TEXT("FLEE %d + %d"), S.FleeBase, S.FleeEquipBonus)));
if (CritText) if (CritText)
{ {
const int32 CritInt = S.CritX10 / 10; // CRIT vem ×10 em ambas as camadas — soma X10 antes de converter pra
const int32 CritFrac = S.CritX10 % 10; // decimal (10 = 1.0). Display: "CRIT base + equip" com 1 casa cada.
CritText->SetText(FText::FromString(FString::Printf(TEXT("CRIT %d.%d"), CritInt, CritFrac))); const int32 BaseInt = S.CritBaseX10 / 10;
const int32 BaseFrac = S.CritBaseX10 % 10;
const int32 EquipInt = S.CritEquipBonusX10 / 10;
const int32 EquipFrac = S.CritEquipBonusX10 % 10;
CritText->SetText(FText::FromString(FString::Printf(
TEXT("CRIT %d.%d + %d.%d"), BaseInt, BaseFrac, EquipInt, EquipFrac)));
} }
// ASPD nao splita (calculo nao-linear server-side via aspd_base × stats).
if (AspdText) AspdText->SetText(FText::FromString(FString::Printf(TEXT("ASPD %d"), S.Aspd))); if (AspdText) AspdText->SetText(FText::FromString(FString::Printf(TEXT("ASPD %d"), S.Aspd)));
// Habilita botões `+` somente se ha status_point disponível. // Habilita botões `+` somente se ha status_point disponível.
const bool bCanAlloc = S.StatusPoint > 0; const bool bCanAlloc = S.StatusPoint > 0;

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@@ -35,14 +35,21 @@ namespace
S.Sp = P.Sp; S.Sp = P.Sp;
S.MaxSp = P.MaxSp; S.MaxSp = P.MaxSp;
S.Money = P.Money; S.Money = P.Money;
S.Atk = P.Atk; S.AtkBase = P.AtkBase;
S.Matk = P.Matk; S.AtkEquipBonus = P.AtkEquipBonus;
S.Def = P.Def; S.MatkBase = P.MatkBase;
S.Mdef = P.Mdef; S.MatkEquipBonus = P.MatkEquipBonus;
S.Hit = P.Hit; S.DefBase = P.DefBase;
S.Flee = P.Flee; S.DefEquipBonus = P.DefEquipBonus;
S.CritX10 = P.CritX10; S.MdefBase = P.MdefBase;
S.Aspd = P.Aspd; S.MdefEquipBonus = P.MdefEquipBonus;
S.HitBase = P.HitBase;
S.HitEquipBonus = P.HitEquipBonus;
S.FleeBase = P.FleeBase;
S.FleeEquipBonus = P.FleeEquipBonus;
S.CritBaseX10 = P.CritBaseX10;
S.CritEquipBonusX10 = P.CritEquipBonusX10;
S.Aspd = P.Aspd;
return S; return S;
} }

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@@ -50,14 +50,31 @@ struct ZMMOATTRIBUTES_API FZMMOAttributesSnapshot
// === Moeda === // === Moeda ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 Money = 0; UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 Money = 0;
// === Derivados (efetivos; servidor sempre recalcula) === // === Derivados split em pares (base, equipBonus) ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Atk = 0; // Padrao RO: display mostra "ATK 51 + 0" (base + equip). Cliente NUNCA
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Matk = 0; // recalcula — servidor envia ambos prontos no S_ATTRIBUTE_SNAPSHOT_FULL.
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Def = 0; UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 AtkBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Mdef = 0; UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 AtkEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Hit = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Flee = 0; UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MatkBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MatkEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 DefBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 DefEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MdefBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MdefEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 HitBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 HitEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 FleeBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 FleeEquipBonus = 0;
/** Critico × 10 internamente (10 = 1.0). Divida por 10 para exibir. */ /** Critico × 10 internamente (10 = 1.0). Divida por 10 para exibir. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 CritX10 = 0; UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 CritBaseX10 = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 CritEquipBonusX10 = 0;
/** ASPD nao splita — calculo nao-linear via aspd_base × stats. Display direto. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Aspd = 0; UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Aspd = 0;
}; };