feat(attributes/ui): display "ATK base + bonus" igual RO + ASPD único

- FZMMOAttributesSnapshot ganha 7 pares (AtkBase/AtkEquipBonus, ...) +
  Aspd único, espelhando split do server.
- ZMMOAttributeNetworkHandler::ToSnapshot mapeia campos novos do
  FZeusAttributesPayload.
- WBP_StatusWindow / RefreshFromSnapshot agora formata derivados como
  "ATK  51 + 0", "CRIT 1.3 + 0.0", "ASPD 150" (este sem split — cálculo
  não-linear no server via aspd_base × stats).

Quando InventorySystem entrar, equipar arma muda `currentWeapon` no server,
Recalculate roda, e UI mostra ATK/MATK/DEF/etc com bonus > 0 e ASPD
ajustado pela aspd_base da arma equipada. Sem código de migração — schema
do snapshot já está estabilizado.
This commit is contained in:
2026-05-23 11:47:10 -03:00
parent f585b0d2b9
commit 5418da185e
3 changed files with 57 additions and 27 deletions

View File

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

View File

@@ -35,13 +35,20 @@ namespace
S.Sp = P.Sp;
S.MaxSp = P.MaxSp;
S.Money = P.Money;
S.Atk = P.Atk;
S.Matk = P.Matk;
S.Def = P.Def;
S.Mdef = P.Mdef;
S.Hit = P.Hit;
S.Flee = P.Flee;
S.CritX10 = P.CritX10;
S.AtkBase = P.AtkBase;
S.AtkEquipBonus = P.AtkEquipBonus;
S.MatkBase = P.MatkBase;
S.MatkEquipBonus = P.MatkEquipBonus;
S.DefBase = P.DefBase;
S.DefEquipBonus = P.DefEquipBonus;
S.MdefBase = P.MdefBase;
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;
}

View File

@@ -50,14 +50,31 @@ struct ZMMOATTRIBUTES_API FZMMOAttributesSnapshot
// === Moeda ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 Money = 0;
// === Derivados (efetivos; servidor sempre recalcula) ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Atk = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Matk = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Def = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Mdef = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Hit = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Flee = 0;
// === Derivados split em pares (base, equipBonus) ===
// Padrao RO: display mostra "ATK 51 + 0" (base + equip). Cliente NUNCA
// recalcula — servidor envia ambos prontos no S_ATTRIBUTE_SNAPSHOT_FULL.
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 AtkBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 AtkEquipBonus = 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. */
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;
};