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>
This commit is contained in:
2026-06-02 17:24:38 -03:00
parent bd1dab25ca
commit 6a6a28a086
128 changed files with 1224 additions and 1210 deletions

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#include "ZeusAttributeComponent.h"
#include "Engine/GameInstance.h"
#include "ZeusNetworkSubsystem.h"
UZeusAttributeComponent::UZeusAttributeComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
void UZeusAttributeComponent::ApplySnapshot(const FZeusAttributesSnapshot& InSnapshot)
{
const int32 OldHp = Current.Hp;
const int32 OldSp = Current.Sp;
Current = InSnapshot;
OnAttributesChanged.Broadcast(Current);
if (OldHp != Current.Hp || OldSp != Current.Sp)
{
OnHpSpChanged.Broadcast(Current.Hp, Current.Sp);
}
}
void UZeusAttributeComponent::ApplyHpSpUpdate(int32 NewHp, int32 NewSp)
{
if (Current.Hp == NewHp && Current.Sp == NewSp)
{
return;
}
Current.Hp = NewHp;
Current.Sp = NewSp;
OnHpSpChanged.Broadcast(Current.Hp, Current.Sp);
}
void UZeusAttributeComponent::NotifyLevelUp(int32 NewBaseLevel, int32 StatusPointDelta)
{
// O snapshot subsequente vai trazer todos os outros campos atualizados —
// aqui apenas dispara o delegate para efeitos visuais imediatos.
OnLevelUp.Broadcast(NewBaseLevel, StatusPointDelta);
}
void UZeusAttributeComponent::NotifyStatAllocReply(bool bAccepted, int32 Reason)
{
OnStatAllocReply.Broadcast(bAccepted, Reason);
}
void UZeusAttributeComponent::RequestStatAlloc(int32 StatId, int32 Amount)
{
UWorld* World = GetWorld();
if (!World) { return; }
UGameInstance* GI = World->GetGameInstance();
if (!GI) { return; }
UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>();
if (!Net) { return; }
Net->SendStatAlloc(StatId, Amount);
}

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#include "ZeusAttributeNetworkHandler.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "GameFramework/GameStateBase.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/PlayerState.h"
#include "ZeusAttributeComponent.h"
#include "ZeusAttributeTypes.h"
#include "ZeusNetworkSubsystem.h"
namespace
{
// Helper privado — converte o payload binario do plugin pra USTRUCT
// Blueprint que o componente exibe.
FZeusAttributesSnapshot ToSnapshot(const FZeusAttributesPayload& P)
{
FZeusAttributesSnapshot S;
S.EntityId = P.EntityId;
S.ClassId = P.ClassId;
S.BaseLevel = P.BaseLevel;
S.BaseExp = P.BaseExp;
S.BaseExpToNext = P.BaseExpToNext;
S.JobLevel = P.JobLevel;
S.JobExp = P.JobExp;
S.JobExpToNext = P.JobExpToNext;
S.Str = P.Str;
S.Agi = P.Agi;
S.Vit = P.Vit;
S.Int = P.Int;
S.Dex = P.Dex;
S.Luk = P.Luk;
S.StatusPoint = P.StatusPoint;
S.SkillPoint = P.SkillPoint;
S.Hp = P.Hp;
S.MaxHp = P.MaxHp;
S.Sp = P.Sp;
S.MaxSp = P.MaxSp;
S.Money = P.Money;
S.AtkBase = P.AtkBase;
S.AtkEquipBonus = P.AtkEquipBonus;
S.MatkBaseMin = P.MatkBaseMin;
S.MatkBaseMax = P.MatkBaseMax;
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;
}
// Resolve `EntityId -> UZeusAttributeComponent` via PlayerArray do GameState.
// AttributeComponent agora vive no PlayerState (vide AZeusPlayerState +
// Component Registry em DefaultGame.ini). Itera apenas players (1 por
// conexao), nao 1000+ atores — O(N_players).
//
// Cada UZeusAttributeComponent carrega seu proprio EntityId (seed em
// AZeusCharacter::HandleLocalSpawnReady ou no primeiro snapshot).
UZeusAttributeComponent* FindComponentForEntity(UWorld* World, int64 EntityId) // PR-HANDOFF-007 int64
{
if (!World || EntityId == 0) { return nullptr; }
const AGameStateBase* GS = World->GetGameState();
if (!GS) { return nullptr; }
for (APlayerState* PS : GS->PlayerArray)
{
if (!PS) { continue; }
UZeusAttributeComponent* Comp = PS->FindComponentByClass<UZeusAttributeComponent>();
if (!Comp) { continue; }
if (Comp->GetSnapshot().EntityId == EntityId)
{
return Comp;
}
}
return nullptr;
}
}
bool UZeusAttributeNetworkHandler::ShouldCreateSubsystem(UObject* Outer) const
{
// Cria apenas para mundos de gameplay (PIE/Game), nao para editor preview.
UWorld* World = Cast<UWorld>(Outer);
if (!World) { return false; }
return World->WorldType == EWorldType::Game || World->WorldType == EWorldType::PIE;
}
void UZeusAttributeNetworkHandler::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
SnapshotFullHandle = Net->OnAttributeSnapshotFull.AddUObject(
this, &UZeusAttributeNetworkHandler::HandleAttributeSnapshotFull);
HpSpUpdateHandle = Net->OnHpSpUpdate.AddUObject(
this, &UZeusAttributeNetworkHandler::HandleHpSpUpdate);
LevelUpHandle = Net->OnLevelUp.AddUObject(
this, &UZeusAttributeNetworkHandler::HandleLevelUp);
StatAllocReplyHandle = Net->OnStatAllocReply.AddUObject(
this, &UZeusAttributeNetworkHandler::HandleStatAllocReply);
}
}
void UZeusAttributeNetworkHandler::Deinitialize()
{
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
if (SnapshotFullHandle.IsValid())
{
Net->OnAttributeSnapshotFull.Remove(SnapshotFullHandle);
SnapshotFullHandle.Reset();
}
if (HpSpUpdateHandle.IsValid())
{
Net->OnHpSpUpdate.Remove(HpSpUpdateHandle);
HpSpUpdateHandle.Reset();
}
if (LevelUpHandle.IsValid())
{
Net->OnLevelUp.Remove(LevelUpHandle);
LevelUpHandle.Reset();
}
if (StatAllocReplyHandle.IsValid())
{
Net->OnStatAllocReply.Remove(StatAllocReplyHandle);
StatAllocReplyHandle.Reset();
}
}
Super::Deinitialize();
}
UZeusNetworkSubsystem* UZeusAttributeNetworkHandler::GetZeusNetSubsystem() const
{
const UWorld* World = GetWorld();
if (!World) { return nullptr; }
UGameInstance* GI = World->GetGameInstance();
if (!GI) { return nullptr; }
return GI->GetSubsystem<UZeusNetworkSubsystem>();
}
void UZeusAttributeNetworkHandler::HandleAttributeSnapshotFull(const FZeusAttributesPayload& Payload)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZeusAttributeComponent* Comp = FindComponentForEntity(World, Payload.EntityId);
if (!Comp)
{
// Fallback chicken-and-egg: primeiro snapshot chega antes do EntityId
// estar seeded no componente. Aplica ao primeiro componente do
// PlayerArray que ainda tem EntityId=0. Apos o primeiro apply, o
// caminho normal por lookup funciona.
const AGameStateBase* GS = World->GetGameState();
if (GS)
{
for (APlayerState* PS : GS->PlayerArray)
{
if (!PS) { continue; }
UZeusAttributeComponent* Candidate = PS->FindComponentByClass<UZeusAttributeComponent>();
if (Candidate && Candidate->GetSnapshot().EntityId == 0)
{
Comp = Candidate;
break;
}
}
}
}
if (Comp)
{
Comp->ApplySnapshot(ToSnapshot(Payload));
}
}
void UZeusAttributeNetworkHandler::HandleHpSpUpdate(int64 EntityId, int32 Hp, int32 Sp)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZeusAttributeComponent* Comp = FindComponentForEntity(World, EntityId);
if (Comp)
{
Comp->ApplyHpSpUpdate(Hp, Sp);
}
}
void UZeusAttributeNetworkHandler::HandleLevelUp(int64 EntityId, int32 NewBaseLevel, int32 StatusPointDelta)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZeusAttributeComponent* Comp = FindComponentForEntity(World, EntityId);
if (Comp)
{
Comp->NotifyLevelUp(NewBaseLevel, StatusPointDelta);
}
}
void UZeusAttributeNetworkHandler::HandleStatAllocReply(bool bAccepted, int32 Reason)
{
// S_ATTRIBUTE_STAT_ALLOC_OK nao traz EntityId no payload — sempre do
// player local que fez o request. Busca o AttributeComponent via PC.
if (UZeusAttributeComponent* Comp = FindLocalPlayerAttributeComponent())
{
Comp->NotifyStatAllocReply(bAccepted, Reason);
}
}
UZeusAttributeComponent* UZeusAttributeNetworkHandler::FindLocalPlayerAttributeComponent() const
{
UWorld* World = GetWorld();
if (!World) { return nullptr; }
APlayerController* PC = World->GetFirstPlayerController();
if (!PC || !PC->PlayerState) { return nullptr; }
return PC->PlayerState->FindComponentByClass<UZeusAttributeComponent>();
}

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#include "ZeusAttributesModule.h"
#include "Modules/ModuleManager.h"
void FZeusAttributesModule::StartupModule()
{
}
void FZeusAttributesModule::ShutdownModule()
{
}
IMPLEMENT_MODULE(FZeusAttributesModule, ZeusAttributes)

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#include "ZeusHudHpSpWidget.h"
#include "Components/ProgressBar.h"
#include "Components/TextBlock.h"
#include "Internationalization/Text.h"
void UZeusHudHpSpWidget::ApplySnapshot(const FZeusAttributesSnapshot& Snapshot)
{
LastSnapshot = Snapshot;
OnSnapshotApplied(Snapshot);
}
void UZeusHudHpSpWidget::ApplyHpSp(int32 Hp, int32 MaxHp, int32 Sp, int32 MaxSp)
{
LastSnapshot.Hp = Hp;
LastSnapshot.MaxHp = MaxHp;
LastSnapshot.Sp = Sp;
LastSnapshot.MaxSp = MaxSp;
if (HpBar)
{
HpBar->SetPercent(MaxHp > 0 ? static_cast<float>(Hp) / static_cast<float>(MaxHp) : 0.f);
}
if (SpBar)
{
SpBar->SetPercent(MaxSp > 0 ? static_cast<float>(Sp) / static_cast<float>(MaxSp) : 0.f);
}
if (HpText)
{
HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Hp, MaxHp)));
}
if (SpText)
{
SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Sp, MaxSp)));
}
}
void UZeusHudHpSpWidget::OnSnapshotApplied_Implementation(const FZeusAttributesSnapshot& Snapshot)
{
ApplyHpSp(Snapshot.Hp, Snapshot.MaxHp, Snapshot.Sp, Snapshot.MaxSp);
if (LevelText)
{
LevelText->SetText(FText::FromString(FString::Printf(TEXT("Lv %d"), Snapshot.BaseLevel)));
}
}

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

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#pragma once
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "ZeusAttributesPayload.h"
#include "ZeusAttributeNetworkHandler.generated.h"
class UZeusNetworkSubsystem;
/**
* Ponte entre o `UZeusNetworkSubsystem` (GameInstanceSubsystem do plugin
* ZeusNetwork) e os `UZeusAttributeComponent` ligados aos atores do mundo.
*
* Por que UWorldSubsystem (e nao GameInstanceSubsystem)?
* - O registry de atores (`UZeusWorldSubsystem::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 ->
* FZeusAttributesSnapshot` (USTRUCT Blueprint) acontece aqui.
*/
UCLASS()
class ZEUSATTRIBUTES_API UZeusAttributeNetworkHandler : 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(int64 EntityId, int32 Hp, int32 Sp);
void HandleLevelUp(int64 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 UZeusAttributeComponent* FindLocalPlayerAttributeComponent() const;
FDelegateHandle SnapshotFullHandle;
FDelegateHandle HpSpUpdateHandle;
FDelegateHandle LevelUpHandle;
FDelegateHandle StatAllocReplyHandle;
};

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#pragma once
#include "CoreMinimal.h"
#include "ZeusAttributeTypes.generated.h"
/**
* Snapshot completo dos atributos do char vindo do server via
* S_ATTRIBUTE_SNAPSHOT_FULL (opcode 1500).
*
* Cliente NUNCA recalcula derivados — apenas exibe o que recebe. Os campos
* HP/MaxHp/SP/MaxSp ja sao os "efetivos" (base + equip + buff somados no
* servidor); o cliente nao ve as 3 camadas separadas.
*
* Espelha `FZeusAttributesPayload` do plugin ZeusNetwork + a serializacao
* em `Server/.../AttributeService.cpp::WriteSnapshotPayload`.
*/
USTRUCT(BlueprintType)
struct ZEUSATTRIBUTES_API FZeusAttributesSnapshot
{
GENERATED_BODY()
// === Identidade + classe ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 EntityId = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 ClassId = 0;
// === Progressao ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 BaseLevel = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 BaseExp = 0;
/** EXP pra subir o proximo base level (server resolve via JobsDatabase).
* 0 = ja' em cap -> barra cheia. % = BaseExp / BaseExpToNext. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 BaseExpToNext = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 JobLevel = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 JobExp = 0;
/** EXP pra subir o proximo job level. 0 = ja' em cap -> barra cheia. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 JobExpToNext = 0;
// === Stats primarios (Camada 1 base; efetivos vao em derivados) ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Stats") int32 Str = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Stats") int32 Agi = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Stats") int32 Vit = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Stats") int32 Int = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Stats") int32 Dex = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Stats") int32 Luk = 1;
// === Pontos nao gastos ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 StatusPoint = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 SkillPoint = 0;
// === Pool efetivo (camadas 1+2+3 somadas no servidor) ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 Hp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 MaxHp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 Sp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int32 MaxSp = 0;
// === Moeda ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 Money = 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;
/** MATK pre-renewal e' um range [min, max] (rathena status_base_matk_min/max).
* Display: "MATK min ~ max + equip". */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MatkBaseMin = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MatkBaseMax = 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 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;
};

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#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
/**
* Sub-modulo cliente do AttributeSystem.
*
* Espelho de `Server/ZeusServerEngine/Game/MMO/Modules/AttributeSystem/`.
* Roda como modulo Runtime carregado em `PreDefault` para que o
* `UAttributeComponent` esteja registrado antes do `ZMMO` instanciar o
* player character.
*/
class FZeusAttributesModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};

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#pragma once
#include "Blueprint/UserWidget.h"
#include "CoreMinimal.h"
#include "ZeusAttributeTypes.h"
#include "ZeusHudHpSpWidget.generated.h"
class UProgressBar;
class UTextBlock;
/**
* Sub-widget do HUD: barras de HP/SP + label de level. Sem auto-bind no
* AttributeComponent — o parent (`UZeusHudWidget`) propaga snapshots via
* `ApplySnapshot` / `ApplyHpSpDelta` quando o player local recebe updates.
*
* Composicao do HUD (ver `UZeusHudWidget`):
* WBP_HUD (UZeusHudWidget root)
* |-- HpSpBar (UZeusHudHpSpWidget — este)
* |-- PlayerInfo (futuro — nome/job/level)
* |-- Minimap (futuro)
* |-- QuickBar (futuro — hotkeys)
* |-- Buffs (futuro — icones SC)
* |-- Chat (futuro)
* |-- TargetInfo (futuro — mob/player targetado)
*
* Cada sub-widget tem responsabilidade unica (SRP). O parent (UZeusHudWidget)
* faz binding com AttributeComponent e propaga deltas.
*
* Convencao `meta=(BindWidget)`: o WBP filho deve ter widgets com nomes
* exatos (HpBar, SpBar). `BindWidgetOptional` permite omitir.
*/
UCLASS(Abstract, Blueprintable, BlueprintType)
class ZEUSATTRIBUTES_API UZeusHudHpSpWidget : public UUserWidget
{
GENERATED_BODY()
public:
/** Atualiza todos os campos a partir do snapshot. Chamado pelo UZeusHudWidget. */
UFUNCTION(BlueprintCallable, Category = "Zeus|HUD")
void ApplySnapshot(const FZeusAttributesSnapshot& Snapshot);
/** Atualiza apenas HP/SP (sem mexer no level/text). Otimizacao do tick. */
UFUNCTION(BlueprintCallable, Category = "Zeus|HUD")
void ApplyHpSp(int32 Hp, int32 MaxHp, int32 Sp, int32 MaxSp);
protected:
/**
* Hook BlueprintNativeEvent para skin visual reagir a um snapshot novo
* (cores, animacao de level up, etc.). Impl default em C++ apenas
* atualiza progress bars + textos via BindWidget/BindWidgetOptional.
*/
UFUNCTION(BlueprintNativeEvent, Category = "Zeus|HUD")
void OnSnapshotApplied(const FZeusAttributesSnapshot& Snapshot);
virtual void OnSnapshotApplied_Implementation(const FZeusAttributesSnapshot& Snapshot);
// === BindWidget — devem existir no WBP com EXATAMENTE estes nomes ===
UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD")
UProgressBar* HpBar = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD")
UProgressBar* SpBar = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
UTextBlock* HpText = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
UTextBlock* SpText = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
UTextBlock* LevelText = nullptr;
private:
/// Ultimo snapshot recebido (cache pra ApplyHpSp manter MaxHp/MaxSp). */
UPROPERTY(Transient)
FZeusAttributesSnapshot LastSnapshot;
};

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using UnrealBuildTool;
public class ZeusAttributes : ModuleRules
{
public ZeusAttributes(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"UMG",
"Slate",
"CommonUI",
"CommonInput",
"ZeusNetwork"
});
PrivateDependencyModuleNames.AddRange(new string[] {
"SlateCore"
});
// Dependencias entre modulos (vide
// Server/ZeusServerEngine/Game/MMO/Modules/AttributeSystem/module.json
// — espelho do manifest no cliente):
// - engine: Core, CoreUObject, Engine
// - modules: [] (este e' modulo de base do MMO)
// - plugin ZeusNetwork: para opcodes + delegates
}
}

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{
"name": "ZeusAttributes",
"gameType": "MMO",
"version": "0.1.0",
"side": "client",
"dependencies": {
"engine": ["Core", "CoreUObject", "Engine", "UMG", "Slate", "CommonUI", "CommonInput"],
"plugins": ["ZeusNetwork"],
"modules": []
},
"publicHeaders": [
"ZeusAttributesModule.h",
"ZeusAttributeTypes.h",
"ZeusAttributeComponent.h",
"ZeusAttributeNetworkHandler.h"
],
"loadOrder": 100,
"description": "Cliente do AttributeSystem do MMO. UActorComponent + UWorldSubsystem que recebe S_ATTRIBUTE_SNAPSHOT_FULL/HP_SP_UPDATE/LEVEL_UP do ZeusNetworkSubsystem e expõe pra UI/HUD."
}