Files
ZMMO/Source/ZMMOAttributes/Public/ZMMOAttributeNetworkHandler.h
Mateus Rodrigues f585b0d2b9 feat(attributes/ui): Status Window com alocação STR/AGI/VIT/INT/DEX/LUK + derivados
- ZMMOStatusWindowWidget (UCommonActivatableWidget, modo Menu): grid 2 colunas
  estilo RO. Esquerda: stats primários com botões + por stat (RequestStatAlloc).
  Direita: derivados ATK/MATK/DEF/MDEF/HIT/FLEE/CRIT/ASPD vindos do snapshot
  do server — cliente NUNCA recalcula (anti-cheat foundation).
- Botão + envia C_STAT_ALLOC → server valida cost RO (floor((stat-1)/10)+2),
  aplica + recalcula derivados + SaveCharFull async, manda
  S_ATTRIBUTE_SNAPSHOT_FULL + reply. UI atualiza em tempo real via
  OnAttributesChanged.
- ZMMOAttributeComponent ganha RequestStatAlloc + NotifyStatAllocReply +
  delegate OnStatAllocReply para feedback de rejeição.
- ZMMOAttributeNetworkHandler: HandleStatAllocReply roteia pro componente do
  player local (reply não traz EntityId — sempre quem fez o request).
- PlayerController: hotkey Alt+A (FInputChord legacy + BindKey, sem precisar
  de IA asset). ToggleStatusWindow via UUIInGameFlowSubsystem.
- WBP_StatusWindow: layout 2 colunas via MCP set_widget_tree (43 widgets) +
  BgBorder escuro semi-transparente + centralizado no overlay.
- DA_InGameScreenSet: StatusWindow → WBP_StatusWindow.
2026-05-23 11:22:58 -03:00

52 lines
1.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "ZeusAttributesPayload.h"
#include "ZMMOAttributeNetworkHandler.generated.h"
class UZeusNetworkSubsystem;
/**
* Ponte entre o `UZeusNetworkSubsystem` (GameInstanceSubsystem do plugin
* ZeusNetwork) e os `UZMMOAttributeComponent` ligados aos atores do mundo.
*
* Por que UWorldSubsystem (e nao GameInstanceSubsystem)?
* - O registry de atores (`UZMMOWorldSubsystem::GetActorByEntityId`) e'
* World-scoped, reset a cada OpenLevel.
* - World subsystem so existe enquanto ha mundo carregado, o que e' exato
* quando precisamos rotear snapshots (no front-end nao ha pawn).
*
* Lifecycle: `Initialize` binda nos 3 delegates do ZeusNetworkSubsystem;
* `Deinitialize` unbinda. Conversao `FZeusAttributesPayload ->
* FZMMOAttributesSnapshot` (USTRUCT Blueprint) acontece aqui.
*/
UCLASS()
class ZMMOATTRIBUTES_API UZMMOAttributeNetworkHandler : public UWorldSubsystem
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
private:
void HandleAttributeSnapshotFull(const FZeusAttributesPayload& Payload);
void HandleHpSpUpdate(int32 EntityId, int32 Hp, int32 Sp);
void HandleLevelUp(int32 EntityId, int32 NewBaseLevel, int32 StatusPointDelta);
void HandleStatAllocReply(bool bAccepted, int32 Reason);
UZeusNetworkSubsystem* GetZeusNetSubsystem() const;
/// Acha o AttributeComponent do player local (Pawn->PlayerState).
/// Usado pro StatAllocReply (sem EntityId no payload).
class UZMMOAttributeComponent* FindLocalPlayerAttributeComponent() const;
FDelegateHandle SnapshotFullHandle;
FDelegateHandle HpSpUpdateHandle;
FDelegateHandle LevelUpHandle;
FDelegateHandle StatAllocReplyHandle;
};