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

View File

@@ -0,0 +1,67 @@
#include "ZeusJobChangeNetworkHandler.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "ZeusNetworkSubsystem.h"
DEFINE_LOG_CATEGORY_STATIC(LogZeusJobChange, Log, All);
bool UZeusJobChangeNetworkHandler::ShouldCreateSubsystem(UObject* Outer) const
{
// Mesmo criterio do AttributeNetworkHandler — so' em mundos de gameplay
// (PIE / standalone in-game). Editor preview / front-end menu nao precisa.
const UWorld* World = Cast<UWorld>(Outer);
if (World == nullptr) { return false; }
return World->WorldType == EWorldType::Game
|| World->WorldType == EWorldType::PIE;
}
void UZeusJobChangeNetworkHandler::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
JobChangeResultHandle = Net->OnJobChangeResult.AddUObject(
this, &UZeusJobChangeNetworkHandler::HandleJobChangeResult);
UE_LOG(LogZeusJobChange, Log,
TEXT("[ZeusJobChangeNetworkHandler] Bind OnJobChangeResult OK"));
}
else
{
UE_LOG(LogZeusJobChange, Warning,
TEXT("[ZeusJobChangeNetworkHandler] ZeusNetworkSubsystem indisponivel — bind pulado"));
}
}
void UZeusJobChangeNetworkHandler::Deinitialize()
{
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
if (JobChangeResultHandle.IsValid())
{
Net->OnJobChangeResult.Remove(JobChangeResultHandle);
JobChangeResultHandle.Reset();
}
}
OnJobChangeResult.Clear();
Super::Deinitialize();
}
void UZeusJobChangeNetworkHandler::HandleJobChangeResult(
bool bAccepted, int32 Reason, int32 NewClassId)
{
UE_LOG(LogZeusJobChange, Log,
TEXT("[ZeusJobChangeNetworkHandler] S_JOB_CHANGE_RESULT accepted=%d reason=%d newClassId=%d"),
bAccepted ? 1 : 0, Reason, NewClassId);
OnJobChangeResult.Broadcast(bAccepted, Reason, NewClassId);
}
UZeusNetworkSubsystem* UZeusJobChangeNetworkHandler::GetZeusNetSubsystem() const
{
const UWorld* World = GetWorld();
if (World == nullptr) { return nullptr; }
UGameInstance* GI = World->GetGameInstance();
if (GI == nullptr) { return nullptr; }
return GI->GetSubsystem<UZeusNetworkSubsystem>();
}

View File

@@ -0,0 +1,5 @@
#include "ZeusJobDataAsset.h"
// Implementacao vazia — todas as props sao UPROPERTY EditDefaultsOnly e
// vivem inline no .uasset. Override de GetPrimaryAssetId() esta no header
// (constexpr-friendly).

View File

@@ -0,0 +1,89 @@
#include "ZeusJobsLibrary.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "ZeusJobDataAsset.h"
#include "ZeusJobsSubsystem.h"
#include "ZeusNetworkSubsystem.h"
namespace
{
/// Resolve Subsystem via WorldContextObject. Retorna nullptr em contextos
/// invalidos (CDO em editor, world em destruicao).
UZeusJobsSubsystem* ResolveSubsystem(const UObject* WorldContextObject)
{
if (WorldContextObject == nullptr) { return nullptr; }
const UWorld* World = WorldContextObject->GetWorld();
if (World == nullptr) { return nullptr; }
UGameInstance* GI = World->GetGameInstance();
if (GI == nullptr) { return nullptr; }
return GI->GetSubsystem<UZeusJobsSubsystem>();
}
} // namespace
FText UZeusJobsLibrary::GetJobDisplayName(const UObject* WorldContextObject, int32 ClassId)
{
if (UZeusJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
if (UZeusJobDataAsset* Job = Sub->GetJobData(ClassId))
{
return Job->DisplayName.IsEmpty()
? FText::FromString(Job->TechnicalName)
: Job->DisplayName;
}
}
// Fallback: nao crasha UI se ClassId desconhecido.
return FText::FromString(FString::Printf(TEXT("Classe %d"), ClassId));
}
UZeusJobDataAsset* UZeusJobsLibrary::GetJobData(const UObject* WorldContextObject, int32 ClassId)
{
if (UZeusJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetJobData(ClassId);
}
return nullptr;
}
bool UZeusJobsLibrary::IsJobRegistered(const UObject* WorldContextObject, int32 ClassId)
{
if (UZeusJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetJobData(ClassId) != nullptr;
}
return false;
}
TArray<UZeusJobDataAsset*> UZeusJobsLibrary::GetJobsByTier(
const UObject* WorldContextObject, EZeusJobTier Tier)
{
if (UZeusJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetJobsByTier(Tier);
}
return {};
}
TArray<UZeusJobDataAsset*> UZeusJobsLibrary::GetEligibleNextJobs(
const UObject* WorldContextObject, int32 CurrentClassId)
{
if (UZeusJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetEligibleNextJobs(CurrentClassId);
}
return {};
}
void UZeusJobsLibrary::SendJobChangeRequest(
const UObject* WorldContextObject, int32 TargetClassId)
{
if (WorldContextObject == nullptr) { return; }
const UWorld* World = WorldContextObject->GetWorld();
if (World == nullptr) { return; }
UGameInstance* GI = World->GetGameInstance();
if (GI == nullptr) { return; }
if (UZeusNetworkSubsystem* Net = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
Net->SendJobChangeRequest(TargetClassId);
}
}

View File

@@ -0,0 +1,13 @@
#include "ZeusJobsModule.h"
#include "Modules/ModuleManager.h"
void FZeusJobsModule::StartupModule()
{
}
void FZeusJobsModule::ShutdownModule()
{
}
IMPLEMENT_MODULE(FZeusJobsModule, ZeusJobs)

View File

@@ -0,0 +1,96 @@
#include "ZeusJobsSubsystem.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Modules/ModuleManager.h"
#include "ZeusJobDataAsset.h"
DEFINE_LOG_CATEGORY_STATIC(LogZeusJobs, Log, All);
void UZeusJobsSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
LoadJobsFromAssetRegistry();
UE_LOG(LogZeusJobs, Log, TEXT("[ZeusJobsSubsystem] Initialize: %d job(s) carregados"), CachedJobs.Num());
}
void UZeusJobsSubsystem::Deinitialize()
{
CachedJobs.Empty();
Super::Deinitialize();
}
void UZeusJobsSubsystem::LoadJobsFromAssetRegistry()
{
FAssetRegistryModule& AssetRegistryModule =
FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
IAssetRegistry& AR = AssetRegistryModule.Get();
// Editor pode chamar antes de scan inicial. Standalone/PIE scan ja' rodou.
// SearchAllAssets(false) = nao-blocking; assume cache populado em runtime.
#if WITH_EDITOR
AR.SearchAllAssets(true); // bloqueia editor; ok em Initialize
#endif
TArray<FAssetData> Assets;
const FTopLevelAssetPath ClassPath(UZeusJobDataAsset::StaticClass()->GetClassPathName());
AR.GetAssetsByClass(ClassPath, Assets, /*bSearchSubClasses*/ true);
for (const FAssetData& AssetData : Assets)
{
UZeusJobDataAsset* Job = Cast<UZeusJobDataAsset>(AssetData.GetAsset());
if (Job == nullptr) { continue; }
if (CachedJobs.Contains(Job->ClassId))
{
UE_LOG(LogZeusJobs, Warning,
TEXT("[ZeusJobsSubsystem] Duplicate ClassId=%d (existing=%s, new=%s) — ignorando segundo"),
Job->ClassId,
*CachedJobs[Job->ClassId]->GetName(),
*Job->GetName());
continue;
}
CachedJobs.Add(Job->ClassId, Job);
UE_LOG(LogZeusJobs, Verbose,
TEXT("[ZeusJobsSubsystem] Cached classId=%d name=%s display=%s"),
Job->ClassId, *Job->TechnicalName, *Job->DisplayName.ToString());
}
}
UZeusJobDataAsset* UZeusJobsSubsystem::GetJobData(int32 ClassId) const
{
if (const TObjectPtr<UZeusJobDataAsset>* Found = CachedJobs.Find(ClassId))
{
return Found->Get();
}
return nullptr;
}
TArray<UZeusJobDataAsset*> UZeusJobsSubsystem::GetJobsByTier(EZeusJobTier Tier) const
{
TArray<UZeusJobDataAsset*> Out;
Out.Reserve(CachedJobs.Num());
for (const TPair<int32, TObjectPtr<UZeusJobDataAsset>>& Pair : CachedJobs)
{
if (Pair.Value && Pair.Value->Tier == Tier)
{
Out.Add(Pair.Value.Get());
}
}
return Out;
}
TArray<UZeusJobDataAsset*> UZeusJobsSubsystem::GetEligibleNextJobs(int32 CurrentClassId) const
{
TArray<UZeusJobDataAsset*> Out;
Out.Reserve(4); // tipico: 2-6 destinos
for (const TPair<int32, TObjectPtr<UZeusJobDataAsset>>& Pair : CachedJobs)
{
if (Pair.Value && Pair.Value->ParentClassId == CurrentClassId
&& Pair.Value->ClassId != CurrentClassId)
{
Out.Add(Pair.Value.Get());
}
}
return Out;
}