feat(attributes): cliente Fase 1 — sub-modulo ZMMOAttributes + HUD HP/SP

Espelho do AttributeSystem do servidor (Game/MMO/Modules/AttributeSystem).
Sub-modulo C++ Source/ZMMOAttributes/ (Runtime, LoadingPhase=PreDefault)
isolando o cliente do AttributeSystem em pasta propria — pavimentando o
caminho para futuros Inventory/Skills/Combat virem como sub-modulos peer.

Componentes:
  - FZMMOAttributesSnapshot (USTRUCT Blueprint, espelha
    FZeusAttributesPayload do plugin ZeusNetwork)
  - UZMMOAttributeComponent (UActorComponent ligado ao player):
    ApplySnapshot / ApplyHpSpUpdate / NotifyLevelUp + 3 delegates
    dinamicos (OnAttributesChanged / OnHpSpChanged / OnLevelUp) +
    helpers GetHpRatio / GetSpRatio
  - UZMMOAttributeNetworkHandler (UWorldSubsystem): ponte
    UZeusNetworkSubsystem -> componente via lookup por EntityId
  - UZMMOHudHpSpWidget (UUserWidget base): BindWidget (HpBar, SpBar) +
    BindWidgetOptional (HpText, SpText, LevelText). NativeConstruct
    binda nos delegates do componente; NativeDestruct desliga.
    OnSnapshotApplied / OnHpSpDelta (BlueprintNativeEvent) com impl
    C++ atualizando progress bars e textos.

Integracao no PlayerCharacter:
  - CreateDefaultSubobject<UZMMOAttributeComponent> no ctor
  - HudHpSpWidgetClass (TSubclassOf) resolvido via
    ConstructorHelpers::FClassFinder em /Game/ZMMO/UI/HUD/WBP_HUD_HpSpBar
  - HandleLocalSpawnReady seed do EntityId no componente + spawn do HUD
    (CreateWidget + AddToViewport + BindToAttributeComponent)
  - EndPlay remove widget do parent

WBP_HUD_HpSpBar (UMG, criado via MCP):
  - Overlay root + SizeBox (320x120) + VerticalBox
  - 5 widgets BindWidget: LevelText, HpBar (vermelho), HpText,
    SpBar (azul), SpText
  - Herda de UZMMOHudHpSpWidget

Verificacao (smoke test):
  - PIE login -> server envia S_ATTRIBUTE_SNAPSHOT_FULL
  - Cliente recebe via OnAttributeSnapshotFull -> handler roteia pra
    componente do entity -> ApplySnapshot dispara OnAttributesChanged ->
    widget atualiza ProgressBars + TextBlocks
  - HUD aparece no canto inferior esquerdo da tela com valores
    correspondentes ao DB

Refs:
  - Plano: C:/Users/mateu/.claude/plans/temos-uma-lab-input-nested-diffie.md
  - Server companion commit: feat(attributes): AttributeSystem modular

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-23 04:00:32 -03:00
parent 0e96956a17
commit 7d83dd800f
16 changed files with 777 additions and 1 deletions

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#include "ZMMOAttributeComponent.h"
UZMMOAttributeComponent::UZMMOAttributeComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
void UZMMOAttributeComponent::ApplySnapshot(const FZMMOAttributesSnapshot& 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 UZMMOAttributeComponent::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 UZMMOAttributeComponent::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);
}

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#include "ZMMOAttributeNetworkHandler.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "EngineUtils.h" // TActorIterator
#include "GameFramework/Actor.h"
#include "ZMMOAttributeComponent.h"
#include "ZMMOAttributeTypes.h"
#include "ZeusNetworkSubsystem.h"
namespace
{
// Helper privado — converte o payload binario do plugin pra USTRUCT
// Blueprint que o componente exibe.
FZMMOAttributesSnapshot ToSnapshot(const FZeusAttributesPayload& P)
{
FZMMOAttributesSnapshot S;
S.EntityId = P.EntityId;
S.ClassId = P.ClassId;
S.BaseLevel = P.BaseLevel;
S.BaseExp = P.BaseExp;
S.JobLevel = P.JobLevel;
S.JobExp = P.JobExp;
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.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.Aspd = P.Aspd;
return S;
}
// V1 — resolve por EntityId varrendo atores do mundo procurando um que
// tenha `UZMMOAttributeComponent`. Funciona para PIE com 1-2 players +
// proxies. Otimizacao futura: usar `UZMMOWorldSubsystem::GetActorByEntityId`
// (precisa expor) ou cache local de `EntityId -> UAttributeComponent*`.
//
// Convencao: `IZMMOEntityInterface::GetZMMOEntityId()` retorna o EntityId
// autoritativo do servidor. Nao depender da interface aqui para manter
// ZMMOAttributes sem `#include` do modulo ZMMO core — varremos `Tags`
// alternativamente, mas o caminho mais simples e' a propria component
// keys de `EntityId` no proprio componente (TODO Fase 2: armazenar
// EntityId no componente quando snapshot chega).
UZMMOAttributeComponent* FindComponentForEntity(UWorld* World, int32 EntityId)
{
if (!World || EntityId == 0) { return nullptr; }
for (TActorIterator<AActor> It(World); It; ++It)
{
AActor* Actor = *It;
if (!Actor) { continue; }
UZMMOAttributeComponent* Comp = Actor->FindComponentByClass<UZMMOAttributeComponent>();
if (!Comp) { continue; }
if (Comp->GetSnapshot().EntityId == EntityId)
{
return Comp;
}
}
return nullptr;
}
}
bool UZMMOAttributeNetworkHandler::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 UZMMOAttributeNetworkHandler::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (UZeusNetworkSubsystem* Net = GetZeusNetSubsystem())
{
SnapshotFullHandle = Net->OnAttributeSnapshotFull.AddUObject(
this, &UZMMOAttributeNetworkHandler::HandleAttributeSnapshotFull);
HpSpUpdateHandle = Net->OnHpSpUpdate.AddUObject(
this, &UZMMOAttributeNetworkHandler::HandleHpSpUpdate);
LevelUpHandle = Net->OnLevelUp.AddUObject(
this, &UZMMOAttributeNetworkHandler::HandleLevelUp);
}
}
void UZMMOAttributeNetworkHandler::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();
}
}
Super::Deinitialize();
}
UZeusNetworkSubsystem* UZMMOAttributeNetworkHandler::GetZeusNetSubsystem() const
{
const UWorld* World = GetWorld();
if (!World) { return nullptr; }
UGameInstance* GI = World->GetGameInstance();
if (!GI) { return nullptr; }
return GI->GetSubsystem<UZeusNetworkSubsystem>();
}
void UZMMOAttributeNetworkHandler::HandleAttributeSnapshotFull(const FZeusAttributesPayload& Payload)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZMMOAttributeComponent* Comp = FindComponentForEntity(World, Payload.EntityId);
if (!Comp)
{
// V1 fallback: aplica ao primeiro UZMMOAttributeComponent encontrado
// (player local). Isso resolve o caso do primeiro snapshot chegar
// antes do `EntityId` estar registrado no componente (que so' acontece
// apos o primeiro snapshot — chicken-and-egg). Apos o primeiro apply,
// `Current.EntityId` ja' bate e o caminho normal funciona.
for (TActorIterator<AActor> It(World); It; ++It)
{
AActor* Actor = *It;
if (!Actor) { continue; }
Comp = Actor->FindComponentByClass<UZMMOAttributeComponent>();
if (Comp && Comp->GetSnapshot().EntityId == 0)
{
break;
}
Comp = nullptr;
}
}
if (Comp)
{
Comp->ApplySnapshot(ToSnapshot(Payload));
}
}
void UZMMOAttributeNetworkHandler::HandleHpSpUpdate(int32 EntityId, int32 Hp, int32 Sp)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZMMOAttributeComponent* Comp = FindComponentForEntity(World, EntityId);
if (Comp)
{
Comp->ApplyHpSpUpdate(Hp, Sp);
}
}
void UZMMOAttributeNetworkHandler::HandleLevelUp(int32 EntityId, int32 NewBaseLevel, int32 StatusPointDelta)
{
UWorld* World = GetWorld();
if (!World) { return; }
UZMMOAttributeComponent* Comp = FindComponentForEntity(World, EntityId);
if (Comp)
{
Comp->NotifyLevelUp(NewBaseLevel, StatusPointDelta);
}
}

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#include "ZMMOAttributesModule.h"
#include "Modules/ModuleManager.h"
void FZMMOAttributesModule::StartupModule()
{
}
void FZMMOAttributesModule::ShutdownModule()
{
}
IMPLEMENT_MODULE(FZMMOAttributesModule, ZMMOAttributes)

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#include "ZMMOHudHpSpWidget.h"
#include "Components/ProgressBar.h"
#include "Components/TextBlock.h"
#include "Internationalization/Text.h"
#include "ZMMOAttributeComponent.h"
void UZMMOHudHpSpWidget::BindToAttributeComponent(UZMMOAttributeComponent* InComponent)
{
if (UZMMOAttributeComponent* Old = BoundComponent.Get())
{
Old->OnAttributesChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
Old->OnHpSpChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
}
BoundComponent = InComponent;
if (InComponent)
{
InComponent->OnAttributesChanged.AddDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
InComponent->OnHpSpChanged.AddDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
// Refresh imediato — caso o primeiro snapshot tenha chegado antes
// do widget existir.
HandleAttributesChanged(InComponent->GetSnapshot());
}
}
void UZMMOHudHpSpWidget::NativeDestruct()
{
if (UZMMOAttributeComponent* Old = BoundComponent.Get())
{
Old->OnAttributesChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
Old->OnHpSpChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
}
BoundComponent.Reset();
Super::NativeDestruct();
}
void UZMMOHudHpSpWidget::HandleAttributesChanged(const FZMMOAttributesSnapshot& Snapshot)
{
OnSnapshotApplied(Snapshot);
}
void UZMMOHudHpSpWidget::HandleHpSpChanged(int32 Hp, int32 Sp)
{
OnHpSpDelta(Hp, Sp);
}
void UZMMOHudHpSpWidget::OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot)
{
if (HpBar)
{
HpBar->SetPercent(Snapshot.MaxHp > 0
? static_cast<float>(Snapshot.Hp) / static_cast<float>(Snapshot.MaxHp) : 0.f);
}
if (SpBar)
{
SpBar->SetPercent(Snapshot.MaxSp > 0
? static_cast<float>(Snapshot.Sp) / static_cast<float>(Snapshot.MaxSp) : 0.f);
}
if (HpText)
{
HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Snapshot.Hp, Snapshot.MaxHp)));
}
if (SpText)
{
SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Snapshot.Sp, Snapshot.MaxSp)));
}
if (LevelText)
{
LevelText->SetText(FText::FromString(FString::Printf(TEXT("Lv %d"), Snapshot.BaseLevel)));
}
}
void UZMMOHudHpSpWidget::OnHpSpDelta_Implementation(int32 Hp, int32 Sp)
{
// Atualiza apenas os campos vitais (evita refresh redundante de
// stats/level que nao mudaram).
if (UZMMOAttributeComponent* Comp = BoundComponent.Get())
{
const FZMMOAttributesSnapshot& Snap = Comp->GetSnapshot();
if (HpBar)
{
HpBar->SetPercent(Snap.MaxHp > 0
? static_cast<float>(Hp) / static_cast<float>(Snap.MaxHp) : 0.f);
}
if (SpBar)
{
SpBar->SetPercent(Snap.MaxSp > 0
? static_cast<float>(Sp) / static_cast<float>(Snap.MaxSp) : 0.f);
}
if (HpText)
{
HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Hp, Snap.MaxHp)));
}
if (SpText)
{
SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Sp, Snap.MaxSp)));
}
}
}