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>
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@@ -2,9 +2,9 @@
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GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
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EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
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; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller).
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; O motor pode spawnar AZMMOGameMode directamente; um BP filho continua opcional.
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GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode
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GameInstanceClass=/Script/ZMMO.ZMMOGameInstance
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; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional.
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GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode
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GameInstanceClass=/Script/ZMMO.ZeusGameInstance
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[/Script/Engine.RendererSettings]
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r.ReflectionMethod=1
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@@ -80,11 +80,30 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO")
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; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller).
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; ZMMOCharacter foi reescrito como ZMMOPlayerCharacter (ACharacter local com CMC livre).
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZMMOPlayerController")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZMMOGameMode")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
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; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de
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; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3).
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode")
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController")
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+ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController")
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+ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode")
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+ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode")
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+ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance")
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+ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState")
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+ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity")
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+ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy")
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+ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent")
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+ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem")
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+ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset")
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+ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem")
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+ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame")
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+ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget")
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+ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget")
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+ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset")
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[CoreRedirects]
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; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
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@@ -3,10 +3,10 @@ ProjectID=FC3E256F43B2AFD43009F4949B0814BE
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ProjectName=Third Person Game Template
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; -----------------------------------------------------------------------------
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; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and
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; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZeusThemeSubsystem.h and
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; ARQUITETURA.md §1.10 / §4.7).
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;
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; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey).
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; - DefaultThemeAsset is the fallback theme (must define every EZeusThemeKey).
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; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset.
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; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows).
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; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo
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@@ -18,7 +18,7 @@ ProjectName=Third Person Game Template
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; assets are actually created in the editor.
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; -----------------------------------------------------------------------------
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[/Script/ZMMO.ZMMOThemeSubsystem]
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[/Script/ZMMO.ZeusThemeSubsystem]
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;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
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;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
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;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween"))
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@@ -33,20 +33,20 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
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; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
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; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
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; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
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; cliente resolve `mapId -> ClientLevel/spawns` via FZeusMapDef rows.
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MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
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; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
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; contexto (EZMMOLoadingContext); DT_LoadingTips rotaciona durante o load.
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; contexto (EZeusLoadingContext); DT_LoadingTips rotaciona durante o load.
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; Cliente local marca etapas via eventos (sem opcode novo).
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LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
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LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
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; -----------------------------------------------------------------------------
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; UI in-game (PR 19+). Espelho do front-end pattern:
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; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
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; - ScreenSetAsset mapeia EZeusInGameUIState -> WBP (Playing -> WBP_HUD,
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; StatusWindow -> WBP_StatusWindow, etc.)
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; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra
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; - Subsystem orquestra: AZeusHUD::BeginPlay chama StartInGame que vai pra
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; Playing.
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; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
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; -----------------------------------------------------------------------------
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@@ -56,16 +56,16 @@ ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
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; -----------------------------------------------------------------------------
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; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
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; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e
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; UActorComponent aqui. O AZeusPlayerState lê esta lista no construtor e
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; instancia cada classe como subobject — pattern Open-Closed: adicionar
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; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState.
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; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZeusPlayerState.
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;
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; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
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; C++; UClass resolve pelo nome curto).
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; -----------------------------------------------------------------------------
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[/Script/ZMMO.ZMMOPlayerState]
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+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
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[/Script/ZMMO.ZeusPlayerState]
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+ComponentClasses=/Script/ZeusAttributes.ZeusAttributeComponent
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[/Script/Engine.AssetManagerSettings]
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-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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