diff --git a/.gitignore b/.gitignore index b157a4c..730b96b 100644 --- a/.gitignore +++ b/.gitignore @@ -28,3 +28,4 @@ desktop.ini # Misc *.log *.pdb +.vscode/ diff --git a/.ignore b/.ignore new file mode 100644 index 0000000..90d6a44 --- /dev/null +++ b/.ignore @@ -0,0 +1,11 @@ +/.git +/.vs +/.vscode +/Content +/DerivedDataCache +/Intermediate +/Saved +/Plugins/VisualStudioTools/azure-pipelines +/Plugins/VisualStudioTools/Docs +/Plugins/VisualStudioTools/Intermediate +/Plugins/VisualStudioTools/Scripts diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini index 2b56716..a93670a 100644 --- a/Config/DefaultGame.ini +++ b/Config/DefaultGame.ini @@ -29,3 +29,8 @@ UIStyleTable=/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles ; Mapa estado->tela. O DA já existe (RootLayoutClass = WBP_PrimaryGameLayout); ; StateScreens fica vazio até os WBPs de página virem do Zeus UMG Forge (§4.8). ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet + +; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do +; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o +; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows. +MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps diff --git a/Content/AutoCreated/MMOWidget/Fonts/Font_Cinzel.uasset b/Content/AutoCreated/MMOWidget/Fonts/Font_Cinzel.uasset new file mode 100644 index 0000000..13030b5 Binary files /dev/null and b/Content/AutoCreated/MMOWidget/Fonts/Font_Cinzel.uasset differ diff --git a/Content/AutoCreated/MMOWidget/Fonts/Font_Rajdhani.uasset b/Content/AutoCreated/MMOWidget/Fonts/Font_Rajdhani.uasset new file mode 100644 index 0000000..0b0f203 Binary files /dev/null and b/Content/AutoCreated/MMOWidget/Fonts/Font_Rajdhani.uasset differ diff --git a/Content/AutoCreated/MMOWidget/Fonts/font_cinzel_700_Face.uasset b/Content/AutoCreated/MMOWidget/Fonts/font_cinzel_700_Face.uasset new file mode 100644 index 0000000..7e51d53 Binary files /dev/null and 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--git a/Source/ZMMO/Data/World/MapDef.h b/Source/ZMMO/Data/World/MapDef.h new file mode 100644 index 0000000..9309b7c --- /dev/null +++ b/Source/ZMMO/Data/World/MapDef.h @@ -0,0 +1,92 @@ +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataTable.h" +#include "Engine/World.h" +#include "ZoneRow.h" +#include "MapDef.generated.h" + +/** + * FZMMOMapSpawn + * + * Ponto de spawn dentro de um mapa, identificado por `Tag`. Usado pelo + * server pra decidir onde materializar um char quando ele entra: + * - Char sem posicao salva: usa spawn com tag="default" + * - Char saindo de raid: pode pedir tag="raid_return" + * - Char morto: pode pedir tag="graveyard" + * + * ZeusEditorTools pode auto-popular o `Spawns[]` do FZMMOMapDef varrendo + * todos APlayerStart (ou ator custom AZMMOMapSpawnPoint) presentes no + * `.umap` do `ClientLevel` — botao "Sync from level". + */ +USTRUCT(BlueprintType) +struct ZMMO_API FZMMOMapSpawn +{ + GENERATED_BODY() + + /** Identificador do spawn (ex.: "default", "raid_return"). "default" e obrigatorio. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawn") + FName Tag = TEXT("default"); + + /** Posicao em cm (espaco do mundo). */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawn") + FVector PositionCm = FVector::ZeroVector; + + /** Yaw em graus. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawn") + float YawDeg = 0.f; +}; + +/** + * FZMMOMapDef + * + * Definicao canonica de um mapa do MMO. Linha da DT_Maps no cliente. + * Exportada para `Server/ZeusServerEngine/Config/DataTables/maps_config.json` + * pelo plugin ZeusEditorTools — o JSON e a fonte que o WorldServer consome. + * + * Identidade: + * - `MapId` (uint16) e a chave estavel cross-cliente/server. 0 = invalido + * (detecta bug de leitura de DB / migration esquecida). + * - RowName na DataTable e o nome interno (ex.: "TestWorld") — usado no + * exporter como `name` do JSON. Nao duplicamos em campo `Name`. + * + * Wire economy: + * - `S_CHAR_SELECT_OK` envia `mapId` como uint16 (2 bytes) em vez de + * `mapName` (string), evitando ~10-30 bytes por handoff. + */ +USTRUCT(BlueprintType) +struct ZMMO_API FZMMOMapDef : public FTableRowBase +{ + GENERATED_BODY() + + /** ID estavel uint16. 0 = invalido. int32 aqui pois UE nao expoe uint16 em UPROPERTY. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map", meta = (ClampMin = "1", ClampMax = "65535")) + int32 MapId = 0; + + /** Nome de exibicao localizavel. Aparece em UI/loading screen. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map") + FText DisplayName; + + /** Asset do level no cliente. Exporter converte pra string canonica no JSON do server. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Level") + TSoftObjectPtr ClientLevel; + + /** + * Pontos de spawn taggeados. Editavel inline na DataTable; + * ZeusEditorTools pode auto-popular varrendo PlayerStart do .umap. + * Pelo menos um com Tag="default" e esperado. + */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Spawns") + TArray Spawns; + + /** Regras PvP/Safe/Dungeon. Reusa enum de FZoneRow. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map") + EZoneRules Rules = EZoneRules::PvE; + + /** Faixa de level recomendada — display only. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Display") + int32 RecommendedLevelMin = 1; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Display") + int32 RecommendedLevelMax = 99; +}; diff --git a/Source/ZMMO/Game/Entity/ZMMOPlayerCharacter.cpp b/Source/ZMMO/Game/Entity/ZMMOPlayerCharacter.cpp index a76eaba..fcc9ac7 100644 --- a/Source/ZMMO/Game/Entity/ZMMOPlayerCharacter.cpp +++ b/Source/ZMMO/Game/Entity/ZMMOPlayerCharacter.cpp @@ -18,6 +18,7 @@ #include "ZMMO.h" #include "ZMMOWorldSubsystem.h" #include "ZeusNetworkSubsystem.h" +#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h" DEFINE_LOG_CATEGORY(LogZMMOPlayer); @@ -108,6 +109,31 @@ void AZMMOPlayerCharacter::BeginPlay() ResolveZeusNetworkSubsystem(); BindZeusSpawnDelegate(); TryRegisterLocalEntityFromCachedSpawn(); + + // Fase 4: reposiciona o pawn na pos salva no DB (vinda no S_CHAR_SELECT_OK + // e memorizada no Flow). Substitui o PlayerStart default do level. Se nao + // ha pose pendente (primeiro boot / debug PIE direto no level), mantem o + // PlayerStart. + if (const UGameInstance* GI = GetGameInstance()) + { + if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem()) + { + FVector PosCm = FVector::ZeroVector; + float YawDeg = 0.0f; + if (Flow->ConsumePendingSpawnPose(PosCm, YawDeg)) + { + const FRotator NewRot(0.0f, YawDeg, 0.0f); + SetActorLocationAndRotation(PosCm, NewRot, /*bSweep=*/false, nullptr, ETeleportType::TeleportPhysics); + if (AController* C = GetController()) + { + C->SetControlRotation(NewRot); + } + UE_LOG(LogZMMOPlayer, Log, + TEXT("AZMMOPlayerCharacter: pawn reposicionado pra pos do DB (%s) yaw=%.1f"), + *PosCm.ToString(), YawDeg); + } + } + } } void AZMMOPlayerCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason) diff --git a/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.cpp b/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.cpp index d4712b8..cdfd506 100644 --- a/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.cpp +++ b/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.cpp @@ -1,6 +1,7 @@ #include "UIFrontEndFlowSubsystem.h" #include "ZMMO.h" +#include "Data/World/MapDef.h" #include "UIFrontEndScreenSet.h" #include "UIManagerSubsystem.h" #include "UIPrimaryGameLayout_Base.h" @@ -10,6 +11,7 @@ #include "ZeusNetworkSubsystem.h" #include "ZeusCharServerSubsystem.h" #include "CommonActivatableWidget.h" +#include "Engine/DataTable.h" #include "Engine/GameInstance.h" #include "Engine/LocalPlayer.h" #include "UObject/UObjectGlobals.h" @@ -398,3 +400,70 @@ void UUIFrontEndFlowSubsystem::HandleServerHelloTheme(FName ThemeId) } } } + +const FZMMOMapDef* UUIFrontEndFlowSubsystem::FindMapDef(int32 MapId) const +{ + if (MapId <= 0) return nullptr; + if (MapsTableAsset.IsNull()) + { + UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: MapsTableAsset nao configurado — adicione DT_Maps em DefaultGame.ini")); + return nullptr; + } + const UDataTable* Table = MapsTableAsset.LoadSynchronous(); + if (!Table) return nullptr; + + for (const TPair& Row : Table->GetRowMap()) + { + const FZMMOMapDef* Def = reinterpret_cast(Row.Value); + if (Def && Def->MapId == MapId) + { + return Def; + } + } + return nullptr; +} + +FString UUIFrontEndFlowSubsystem::ResolveLevelPathByMapId(int32 MapId) const +{ + const FZMMOMapDef* Def = FindMapDef(MapId); + if (!Def) return FString(); + const FSoftObjectPath ObjPath = Def->ClientLevel.ToSoftObjectPath(); + if (!ObjPath.IsValid()) return FString(); + return ObjPath.GetLongPackageName(); +} + +void UUIFrontEndFlowSubsystem::SetPendingSpawnPose(FVector PosCm, float YawDeg) +{ + PendingSpawnPosCm = PosCm; + PendingSpawnYawDeg = YawDeg; + bHasPendingSpawnPose = true; + UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: PendingSpawnPose set pos=(%.1f,%.1f,%.1f) yaw=%.1f"), + PosCm.X, PosCm.Y, PosCm.Z, YawDeg); +} + +bool UUIFrontEndFlowSubsystem::ConsumePendingSpawnPose(FVector& OutPosCm, float& OutYawDeg) +{ + if (!bHasPendingSpawnPose) return false; + OutPosCm = PendingSpawnPosCm; + OutYawDeg = PendingSpawnYawDeg; + bHasPendingSpawnPose = false; + UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: PendingSpawnPose consumido pos=(%.1f,%.1f,%.1f) yaw=%.1f"), + OutPosCm.X, OutPosCm.Y, OutPosCm.Z, OutYawDeg); + return true; +} + +bool UUIFrontEndFlowSubsystem::TravelToMapById(int32 MapId) +{ + const FString MapPath = ResolveLevelPathByMapId(MapId); + if (MapPath.IsEmpty()) + { + UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: TravelToMapById(%d) falhou — sem entrada no DT_Maps"), MapId); + return false; + } + UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: TravelToMapById(%d) -> %s"), MapId, *MapPath); + bTravelingToWorld = true; + SetState(EZMMOFrontEndState::EnteringWorld); + const FString Options = TEXT("game=/Script/ZMMO.ZMMOGameMode"); + UGameplayStatics::OpenLevel(GetGameInstance(), FName(*MapPath), /*bAbsolute=*/true, Options); + return true; +} diff --git a/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.h b/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.h index 53d6cc3..1f3b156 100644 --- a/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.h +++ b/Source/ZMMO/Game/UI/FrontEnd/UIFrontEndFlowSubsystem.h @@ -1,6 +1,7 @@ #pragma once #include "CoreMinimal.h" +#include "Engine/DataTable.h" #include "Subsystems/GameInstanceSubsystem.h" #include "UI/FrontEndTypes.h" #include "UIFrontEndFlowSubsystem.generated.h" @@ -9,6 +10,7 @@ class UUIFrontEndScreenSet; class UUIManagerSubsystem; class UZeusNetworkSubsystem; class UZeusCharServerSubsystem; +struct FZMMOMapDef; DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnZMMOFrontEndStateChanged, EZMMOFrontEndState, NewState); @@ -80,6 +82,42 @@ public: UFUNCTION(BlueprintCallable, Category = "FrontEnd|Worlds") void ClearSelectedWorld(); + /** + * Resolve `MapId` (uint16 recebido do CharServer) → row do DT_Maps. + * Carrega o asset sync (PIE/dev OK; em prod considerar StreamableManager). + * Retorna nullptr se MapId=0, DT_Maps nao configurado, ou mapId nao + * encontrado. + */ + const FZMMOMapDef* FindMapDef(int32 MapId) const; + + /** + * Helper: resolve `MapId` no DT_Maps e retorna `ClientLevel.ToSoftObjectPath().GetLongPackageName()` + * (ex.: `/Game/ThirdPerson/TestWorld`). String vazia se nao encontrado. + */ + UFUNCTION(BlueprintPure, Category = "FrontEnd|Maps") + FString ResolveLevelPathByMapId(int32 MapId) const; + + /** + * Inicia transicao pra mundo dado um `MapId`: faz `OpenLevel` com + * `?game=/Script/ZMMO.ZMMOGameMode`. No-op se `MapId` invalido ou + * DT_Maps nao tem entrada. + */ + UFUNCTION(BlueprintCallable, Category = "FrontEnd|Maps") + bool TravelToMapById(int32 MapId); + + /** + * Memoriza a pose autoritativa do char vinda no `S_CHAR_SELECT_OK` + * (pos salva no DB + yaw). Sobrevive ao travel porque vivemos no + * GameInstance. Lida pelo `AZMMOPlayerCharacter::BeginPlay` pra + * reposicionar o pawn local em vez de spawnar no PlayerStart default + * do level. Limpa apos consumo (a proxima sessao reenvia). + */ + UFUNCTION(BlueprintCallable, Category = "FrontEnd|Spawn") + void SetPendingSpawnPose(FVector PosCm, float YawDeg); + + UFUNCTION(BlueprintCallable, Category = "FrontEnd|Spawn") + bool ConsumePendingSpawnPose(FVector& OutPosCm, float& OutYawDeg); + UPROPERTY(BlueprintAssignable, Category = "FrontEnd") FOnZMMOFrontEndStateChanged OnStateChanged; @@ -88,6 +126,15 @@ protected: UPROPERTY(Config, EditDefaultsOnly, Category = "FrontEnd") TSoftObjectPtr ScreenSetAsset; + /** + * DataTable com FZMMOMapDef. Source of truth client-side para + * `MapId -> ClientLevel/spawns/displayName`. Configure em DefaultGame.ini: + * [/Script/ZMMO.UIFrontEndFlowSubsystem] + * MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps + */ + UPROPERTY(Config, EditDefaultsOnly, Category = "FrontEnd|Maps") + TSoftObjectPtr MapsTableAsset; + private: void BindNetwork(); void UnbindNetwork(); @@ -127,6 +174,16 @@ private: UPROPERTY(Transient) FString SelectedWorldId; + /** Pose autoritativa pendente (do S_CHAR_SELECT_OK). */ + UPROPERTY(Transient) + FVector PendingSpawnPosCm = FVector::ZeroVector; + + UPROPERTY(Transient) + float PendingSpawnYawDeg = 0.f; + + UPROPERTY(Transient) + bool bHasPendingSpawnPose = false; + UPROPERTY(Transient) TObjectPtr ScreenSet; diff --git a/Source/ZMMO/Game/UI/FrontEnd/UIUserLobbyScreen_Base.cpp b/Source/ZMMO/Game/UI/FrontEnd/UIUserLobbyScreen_Base.cpp index c436de2..47f1127 100644 --- a/Source/ZMMO/Game/UI/FrontEnd/UIUserLobbyScreen_Base.cpp +++ b/Source/ZMMO/Game/UI/FrontEnd/UIUserLobbyScreen_Base.cpp @@ -153,6 +153,7 @@ void UUIUserLobbyScreen_Base::ParseCharList(const TArray& Payload) uint32 baseLvl = 0, baseExp = 0, jobLvl = 0, jobExp = 0; uint16 s = 0, a = 0, v = 0, in_ = 0, d = 0, l = 0; uint32 hp = 0, maxHp = 0, sp = 0, maxSp = 0, money = 0; + uint16 mapId16 = 0; float px = 0, py = 0, pz = 0, yaw = 0; uint32 hair = 0, hairColor = 0, skinColor = 0; uint8 bodyType = 0; @@ -172,7 +173,7 @@ void UUIUserLobbyScreen_Base::ParseCharList(const TArray& Payload) || !ReadU32(Payload, Pos, hp) || !ReadU32(Payload, Pos, maxHp) || !ReadU32(Payload, Pos, sp) || !ReadU32(Payload, Pos, maxSp) || !ReadU32(Payload, Pos, money) - || !ReadStringUtf8(Payload, Pos, E.MapName) + || !ReadU16(Payload, Pos, mapId16) || !ReadFloat(Payload, Pos, px) || !ReadFloat(Payload, Pos, py) || !ReadFloat(Payload, Pos, pz) || !ReadFloat(Payload, Pos, yaw) || !ReadU32(Payload, Pos, hair) || !ReadU32(Payload, Pos, hairColor) || !ReadU32(Payload, Pos, skinColor) @@ -190,6 +191,7 @@ void UUIUserLobbyScreen_Base::ParseCharList(const TArray& Payload) E.Stats.Int = in_; E.Stats.Dex = d; E.Stats.Luk = l; E.Hp = hp; E.MaxHp = maxHp; E.Sp = sp; E.MaxSp = maxSp; E.Money = static_cast(money); + E.MapId = static_cast(mapId16); E.Position = FVector(px, py, pz); E.YawDeg = yaw; E.Appearance.Hair = hair; E.Appearance.HairColor = hairColor; E.Appearance.SkinColor = skinColor; E.Appearance.BodyType = bodyType; @@ -325,13 +327,14 @@ void UUIUserLobbyScreen_Base::HandleCharDeleteCancelAck(const TArray& Pay void UUIUserLobbyScreen_Base::HandleCharSelectOk(const TArray& Payload) { - // Wire: uint64 charId + string mapName + float x/y/z + float yaw + + // Wire: uint64 charId + uint16 mapId + float x/y/z + float yaw + // string worldHost + uint16 worldPort + string handoffToken + string region int32 Pos = 0; - uint64 CharId64 = 0; FString MapName, WorldHost, HandoffToken, Region; + uint64 CharId64 = 0; FString WorldHost, HandoffToken, Region; + uint16 MapId16 = 0; float Px=0, Py=0, Pz=0, Yaw=0; uint16 WorldPort = 0; if (!ReadU64(Payload, Pos, CharId64) - || !ReadStringUtf8(Payload, Pos, MapName) + || !ReadU16(Payload, Pos, MapId16) || !ReadFloat(Payload, Pos, Px) || !ReadFloat(Payload, Pos, Py) || !ReadFloat(Payload, Pos, Pz) || !ReadFloat(Payload, Pos, Yaw) || !ReadStringUtf8(Payload, Pos, WorldHost) @@ -342,19 +345,25 @@ void UUIUserLobbyScreen_Base::HandleCharSelectOk(const TArray& Payload) UE_LOG(LogZMMO, Warning, TEXT("Lobby: S_CHAR_SELECT_OK malformado")); return; } - UE_LOG(LogZMMO, Log, TEXT("Lobby: handoff -> world=%s:%d map=%s token=%s..."), - *WorldHost, WorldPort, *MapName, *HandoffToken.Left(8)); + UE_LOG(LogZMMO, Log, TEXT("Lobby: handoff -> world=%s:%d mapId=%u token=%s..."), + *WorldHost, WorldPort, static_cast(MapId16), *HandoffToken.Left(8)); UGameInstance* GI = GetGameInstance(); if (!GI) return; - if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem()) + UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem(); + if (Flow) { Flow->SetState(EZMMOFrontEndState::EnteringWorld); + // Memoriza pose pra `AZMMOPlayerCharacter::BeginPlay` reposicionar + // o pawn local na pos salva no DB (em vez do PlayerStart default). + Flow->SetPendingSpawnPose(FVector(Px, Py, Pz), Yaw); } // Fase 3: handoff UDP — apresenta o ticket no `C_CONNECT_REQUEST`. O // WorldServer valida via GETDEL no Valkey regional. WorldServer envia // `S_CONNECT_OK` (sucesso) ou `S_CONNECT_REJECT` (ticket invalido/expirado). + // Disparamos PRIMEIRO o connect (nao-bloqueante), depois o OpenLevel — + // ZeusNetworkSubsystem e per-GameInstance e persiste cross-travel. if (UZeusNetworkSubsystem* ZeusNet = GI->GetSubsystem()) { ZeusNet->ConnectToZeusServerWithTicket(WorldHost, static_cast(WorldPort), HandoffToken); @@ -363,6 +372,18 @@ void UUIUserLobbyScreen_Base::HandleCharSelectOk(const TArray& Payload) { UE_LOG(LogZMMO, Error, TEXT("Lobby: ZeusNetworkSubsystem ausente — handoff abortado")); } + + // Fase 4: lookup mapId no DT_Maps e dispara OpenLevel pro level certo. + // Se DT_Maps nao tem entrada (ou ainda nao foi criada no editor), + // caimos no fallback do S_TRAVEL_TO_MAP do server (mapName/mapPath string). + if (Flow && MapId16 != 0) + { + if (!Flow->TravelToMapById(static_cast(MapId16))) + { + UE_LOG(LogZMMO, Warning, TEXT("Lobby: mapId=%u nao resolvido no DT_Maps — esperando S_TRAVEL_TO_MAP do server."), + static_cast(MapId16)); + } + } } void UUIUserLobbyScreen_Base::HandleCharSelectReject(const TArray& Payload) diff --git a/Source/ZMMO/Game/UI/FrontEnd/ZMMOCharSummary.h b/Source/ZMMO/Game/UI/FrontEnd/ZMMOCharSummary.h index be21bff..c4c6cb6 100644 --- a/Source/ZMMO/Game/UI/FrontEnd/ZMMOCharSummary.h +++ b/Source/ZMMO/Game/UI/FrontEnd/ZMMOCharSummary.h @@ -84,8 +84,9 @@ struct FZMMOCharSummary UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Money = 0; + /** ID do mapa (uint16). Resolvido via DT_Maps no cliente. 0 = invalido. */ UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") - FString MapName; + int32 MapId = 0; UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") FVector Position = FVector::ZeroVector; diff --git a/ZMMO.code-workspace b/ZMMO.code-workspace new file mode 100644 index 0000000..faf2973 --- /dev/null +++ b/ZMMO.code-workspace @@ -0,0 +1,627 @@ +{ + "folders": [ + { + "name": "ZMMO", + "path": "." + }, + { + "name": "UE5", + "path": "D:\\Program Files\\Epic Games\\UE_5.7" + } + ], + "settings": { + "typescript.tsc.autoDetect": "off", + "npm.autoDetect": "off", + "terminal.integrated.env.windows": { + "PATH": "D:\\Program Files\\Epic Games\\UE_5.7\\Engine\\Binaries\\ThirdParty\\DotNet\\8.0.412\\win-x64;${env:PATH}", + "DOTNET_ROOT": "D:\\Program Files\\Epic Games\\UE_5.7\\Engine\\Binaries\\ThirdParty\\DotNet\\8.0.412\\win-x64", + "DOTNET_HOST_PATH": "D:\\Program Files\\Epic Games\\UE_5.7\\Engine\\Binaries\\ThirdParty\\DotNet\\8.0.412\\win-x64\\dotnet.exe", + "DOTNET_MULTILEVEL_LOOKUP": "0", + "DOTNET_ROLL_FORWARD": "LatestMajor" + } + }, + "extensions": { + "recommendations": [ + "ms-vscode.cpptools", + "ms-dotnettools.csharp" + ] + }, + "tasks": { + "version": "2.0.0", + "tasks": [ + { + "label": "ZMMO Win64 Debug Build", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Debug", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Debug Rebuild", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Debug", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "dependsOn": [ + "ZMMO Win64 Debug Clean" + ], + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Debug Clean", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Clean.bat", + "args": [ + "ZMMO", + "Win64", + "Debug", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 DebugGame Build", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "DebugGame", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 DebugGame Rebuild", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "DebugGame", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "dependsOn": [ + "ZMMO Win64 DebugGame Clean" + ], + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 DebugGame Clean", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Clean.bat", + "args": [ + "ZMMO", + "Win64", + "DebugGame", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Development Build", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Development", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Development Rebuild", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Development", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "dependsOn": [ + "ZMMO Win64 Development Clean" + ], + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Development Clean", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Clean.bat", + "args": [ + "ZMMO", + "Win64", + "Development", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Test Build", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Test", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Test Rebuild", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Test", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "dependsOn": [ + "ZMMO Win64 Test Clean" + ], + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Test Clean", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Clean.bat", + "args": [ + "ZMMO", + "Win64", + "Test", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Shipping Build", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Shipping", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Shipping Rebuild", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMO", + "Win64", + "Shipping", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "dependsOn": [ + "ZMMO Win64 Shipping Clean" + ], + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMO Win64 Shipping Clean", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Clean.bat", + "args": [ + "ZMMO", + "Win64", + "Shipping", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMOEditor Win64 Debug Build", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMOEditor", + "Win64", + "Debug", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMOEditor Win64 Debug Rebuild", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMOEditor", + "Win64", + "Debug", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "dependsOn": [ + "ZMMOEditor Win64 Debug Clean" + ], + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMOEditor Win64 Debug Clean", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Clean.bat", + "args": [ + "ZMMOEditor", + "Win64", + "Debug", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMOEditor Win64 DebugGame Build", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMOEditor", + "Win64", + "DebugGame", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } + }, + { + "label": "ZMMOEditor Win64 DebugGame Rebuild", + "group": "build", + "command": "Engine\\Build\\BatchFiles\\Build.bat", + "args": [ + "ZMMOEditor", + "Win64", + "DebugGame", + "F:\\ZeusProject\\Clients\\ZMMO\\ZMMO.uproject", + "-waitmutex" + ], + "problemMatcher": "$msCompile", + "dependsOn": [ + "ZMMOEditor Win64 DebugGame Clean" + ], + "type": "shell", + "options": { + "cwd": "D:\\Program Files\\Epic Games\\UE_5.7" + } 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