- 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>
106 lines
4.4 KiB
C++
106 lines
4.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "ZeusAttributeTypes.h"
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#include "ZeusAttributeComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FZeusOnAttributesChanged, const FZeusAttributesSnapshot&, Snapshot);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FZeusOnHpSpChanged, int32, Hp, int32, Sp);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FZeusOnLevelUp, int32, NewBaseLevel, int32, StatusPointDelta);
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/// Resposta server ao C_STAT_ALLOC. Reason e' EAllocRejectReason (None=0,
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/// InvalidStat=1, InvalidAmount=2, NotEnoughPoints=3, StatCapped=4, NoSession=5).
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FZeusOnStatAllocReply, bool, bAccepted, int32, Reason);
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/**
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* Componente de atributos do MMO ligado ao ator que o representa em-jogo
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* (player local, proxies remotos, NPCs futuros).
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*
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* Estado authoritative vive no servidor (CharRuntimeStatus em
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* Game/MMO/Modules/AttributeSystem). Cliente apenas armazena o ultimo
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* snapshot recebido e expoe delegates para UI/HUD reagir.
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*
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* Roteamento server → componente: `UZeusAttributeNetworkHandler`
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* (UWorldSubsystem) liga em `UZeusNetworkSubsystem::OnAttributeSnapshotFull`,
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* resolve `EntityId -> AActor*` via `UZeusWorldSubsystem` e chama
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* `ApplySnapshot` no componente do ator.
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*/
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UCLASS(ClassGroup=(Zeus), meta=(BlueprintSpawnableComponent),
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hidecategories=(Activation, Collision, Cooking, Object, Replication))
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class ZEUSATTRIBUTES_API UZeusAttributeComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UZeusAttributeComponent();
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/// Aplica snapshot full recebido do servidor. Substitui `Current` e
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/// dispara `OnAttributesChanged` + `OnHpSpChanged` (se hp/sp mudaram).
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UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
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void ApplySnapshot(const FZeusAttributesSnapshot& InSnapshot);
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/// Aplica apenas delta de HP/SP (sem mexer em outros campos).
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UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
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void ApplyHpSpUpdate(int32 NewHp, int32 NewSp);
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/// Notifica level up — o snapshot subsequente atualiza demais campos.
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UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
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void NotifyLevelUp(int32 NewBaseLevel, int32 StatusPointDelta);
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/// Notifica resposta server ao C_STAT_ALLOC. UI pode reagir (toast/SFX
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/// quando aceito, erro vermelho quando rejeitado).
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UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
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void NotifyStatAllocReply(bool bAccepted, int32 Reason);
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/// Envia C_STAT_ALLOC pro server. Wrapper conveniente — busca o
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/// UZeusNetworkSubsystem via GameInstance + chama SendStatAlloc.
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/// `StatId`: 0=STR, 1=AGI, 2=VIT, 3=INT, 4=DEX, 5=LUK. `Amount`: 1..10.
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UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
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void RequestStatAlloc(int32 StatId, int32 Amount = 1);
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/// Seed do EntityId vindo de S_SPAWN_PLAYER local. Chamado pelo
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/// `AZeusCharacter` antes do primeiro S_ATTRIBUTE_SNAPSHOT_FULL
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/// chegar, garantindo que o NetworkHandler consiga rotear via lookup
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/// por EntityId desde o inicio.
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UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
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void SeedEntityId(int64 InEntityId) { Current.EntityId = InEntityId; }
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UFUNCTION(BlueprintPure, Category = "Zeus|Attributes")
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const FZeusAttributesSnapshot& GetSnapshot() const { return Current; }
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UFUNCTION(BlueprintPure, Category = "Zeus|Attributes")
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float GetHpRatio() const
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{
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return Current.MaxHp > 0 ? static_cast<float>(Current.Hp) / static_cast<float>(Current.MaxHp) : 0.f;
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}
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UFUNCTION(BlueprintPure, Category = "Zeus|Attributes")
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float GetSpRatio() const
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{
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return Current.MaxSp > 0 ? static_cast<float>(Current.Sp) / static_cast<float>(Current.MaxSp) : 0.f;
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}
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// === Delegates Blueprint ===
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/** Snapshot novo aplicado. Use isto na UI para refresh geral. */
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UPROPERTY(BlueprintAssignable, Category = "Zeus|Attributes")
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FZeusOnAttributesChanged OnAttributesChanged;
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/** HP ou SP mudou (efêmero ou via snapshot). Para barras animadas. */
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UPROPERTY(BlueprintAssignable, Category = "Zeus|Attributes")
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FZeusOnHpSpChanged OnHpSpChanged;
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/** Subiu de nível. Para efeitos visuais ("LEVEL UP!" toast). */
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UPROPERTY(BlueprintAssignable, Category = "Zeus|Attributes")
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FZeusOnLevelUp OnLevelUp;
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/** Resposta ao C_STAT_ALLOC (aceito ou rejeitado). UI reage. */
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UPROPERTY(BlueprintAssignable, Category = "Zeus|Attributes")
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FZeusOnStatAllocReply OnStatAllocReply;
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protected:
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UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes")
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FZeusAttributesSnapshot Current;
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};
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