Files
ZMMO/Source/ZeusJobs/ZeusJobs.Build.cs
Mateus Rodrigues 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

28 lines
824 B
C#

using UnrealBuildTool;
public class ZeusJobs : ModuleRules
{
public ZeusJobs(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine"
});
PrivateDependencyModuleNames.AddRange(new string[] {
"AssetRegistry", // FAssetRegistryModule pra scan de DA_Job_*
"ZeusNetwork" // UZeusNetworkSubsystem (SendJobChangeRequest)
});
// Espelho do `Server/.../JobsSystem/module.json` (modulo nucleo MMO).
// Cliente roda em LoadingPhase PreDefault — Subsystem inicializa
// ANTES de o ZMMO core criar a player character / HUD.
//
// Sem dependencia em ZeusAttributes: server envia classId no snapshot,
// cliente faz lookup local. Mantem o peer-module pattern.
}
}