feat(jobs): novo módulo ZMMOJobs (peer de ZMMOAttributes) + DA_Job_Novice

Sub-módulo cliente do JobsSystem do server. Pavimenta dados visuais/UI por
job (DisplayName localizado, ícone, anim override, som de level up) sem
acoplar ao ZMMOAttributes.

ARQUITETURA — espelha o peer-module pattern do server (PR #9):
  Server: Game/MMO/Modules/JobsSystem (módulo núcleo, LoadOrder=50)
  Client: Source/ZMMOJobs/ (LoadingPhase=PreDefault, peer de ZMMOAttributes)

ZMMOAttributes NÃO depende de ZMMOJobs — server envia classId no snapshot,
cliente faz lookup local via Library/Subsystem.

NOVOS ARQUIVOS

C++ module (Source/ZMMOJobs/):
- module.json + ZMMOJobs.Build.cs (deps: Core/Engine/AssetRegistry)
- ZMMOJobsModule.h/.cpp                 — IMPLEMENT_MODULE
- ZMMOJobDataAsset.h/.cpp               — UPrimaryDataAsset (BlueprintType)
                                          campos: ClassId, TechnicalName,
                                          DisplayName, JobIcon (soft),
                                          DefaultAnimInstanceClass,
                                          JobChangeMontage (soft),
                                          LevelUpSoundCue (soft)
- ZMMOJobsSubsystem.h/.cpp              — UGameInstanceSubsystem
                                          scan AssetRegistry no Initialize +
                                          cache TMap<int32, DA*> por ClassId
                                          O(1) GetJobData(ClassId)
- ZMMOJobsLibrary.h/.cpp                — UBlueprintFunctionLibrary
                                          GetJobDisplayName/GetJobData/IsJobRegistered
                                          fallback "Classe N" se ClassId desconhecido

Content:
- Content/ZMMO/Data/Jobs/DA_Job_Novice.uasset
  (ClassId=0, TechnicalName="Novice", DisplayName="Aprendiz")

MODIFICADOS

- ZMMO.uproject: + Module "ZMMOJobs" (LoadingPhase PreDefault)
- Source/ZMMO/ZMMO.Build.cs: + "ZMMOJobs" em PublicDependencyModuleNames
- Source/ZMMO/Game/UI/FrontEnd/UICharCard_Base.cpp:51 — primeiro consumer
  do Library: "Classe %d" hardcoded → UZMMOJobsLibrary::GetJobDisplayName(this, ClassId)
  Card da seleção de personagem agora mostra "Aprendiz" via DA lookup.

BLUEPRINT ACCESS

Toda a API exposta pra BP via UFUNCTION(BlueprintPure):
- UZMMOJobsLibrary::GetJobDisplayName(Self, ClassId) → FText
- UZMMOJobsLibrary::GetJobData(Self, ClassId) → UZMMOJobDataAsset*
- UZMMOJobsSubsystem::GetJobData(ClassId)
- UZMMOJobDataAsset propriedades BlueprintReadOnly (UMG binding direto)

LOOKUP

AssetRegistry varre /Game/ por UZMMOJobDataAsset no boot do GameInstance.
Chave = campo ClassId do asset (não nome do arquivo — renomear .uasset OK).
Lookup O(1) via TMap. Custo de scan amortizado em 1 vez por sessão (~50ms
pra 50 jobs futuro).

VALIDAÇÃO

Editor:
  [Log] DA class found: <class 'ZMMOJobDataAsset'>
  [Log] Subsystem class found: <class 'ZMMOJobsSubsystem'>
  [Log] Library class found: <class 'ZMMOJobsLibrary'>
  [Log] AssetRegistry encontrou 1 ZMMOJobDataAsset(s):
    - DA_Job_Novice @ /Game/ZMMO/Data/Jobs/DA_Job_Novice

Próximo módulo cliente: 1 linha no .uproject + .Build.cs + ZMMOJobs.Build.cs
não muda. Pattern estabelecido.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-23 19:19:41 -03:00
parent dbc2898a4b
commit bacf987e0b
14 changed files with 381 additions and 2 deletions

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

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@@ -0,0 +1,54 @@
#include "ZMMOJobsLibrary.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "ZMMOJobDataAsset.h"
#include "ZMMOJobsSubsystem.h"
namespace
{
/// Resolve Subsystem via WorldContextObject. Retorna nullptr em contextos
/// invalidos (CDO em editor, world em destruicao).
UZMMOJobsSubsystem* 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<UZMMOJobsSubsystem>();
}
} // namespace
FText UZMMOJobsLibrary::GetJobDisplayName(const UObject* WorldContextObject, int32 ClassId)
{
if (UZMMOJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
if (UZMMOJobDataAsset* 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));
}
UZMMOJobDataAsset* UZMMOJobsLibrary::GetJobData(const UObject* WorldContextObject, int32 ClassId)
{
if (UZMMOJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetJobData(ClassId);
}
return nullptr;
}
bool UZMMOJobsLibrary::IsJobRegistered(const UObject* WorldContextObject, int32 ClassId)
{
if (UZMMOJobsSubsystem* Sub = ResolveSubsystem(WorldContextObject))
{
return Sub->GetJobData(ClassId) != nullptr;
}
return false;
}

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

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@@ -0,0 +1,67 @@
#include "ZMMOJobsSubsystem.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Modules/ModuleManager.h"
#include "ZMMOJobDataAsset.h"
DEFINE_LOG_CATEGORY_STATIC(LogZMMOJobs, Log, All);
void UZMMOJobsSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
LoadJobsFromAssetRegistry();
UE_LOG(LogZMMOJobs, Log, TEXT("[ZMMOJobsSubsystem] Initialize: %d job(s) carregados"), CachedJobs.Num());
}
void UZMMOJobsSubsystem::Deinitialize()
{
CachedJobs.Empty();
Super::Deinitialize();
}
void UZMMOJobsSubsystem::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(UZMMOJobDataAsset::StaticClass()->GetClassPathName());
AR.GetAssetsByClass(ClassPath, Assets, /*bSearchSubClasses*/ true);
for (const FAssetData& AssetData : Assets)
{
UZMMOJobDataAsset* Job = Cast<UZMMOJobDataAsset>(AssetData.GetAsset());
if (Job == nullptr) { continue; }
if (CachedJobs.Contains(Job->ClassId))
{
UE_LOG(LogZMMOJobs, Warning,
TEXT("[ZMMOJobsSubsystem] 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(LogZMMOJobs, Verbose,
TEXT("[ZMMOJobsSubsystem] Cached classId=%d name=%s display=%s"),
Job->ClassId, *Job->TechnicalName, *Job->DisplayName.ToString());
}
}
UZMMOJobDataAsset* UZMMOJobsSubsystem::GetJobData(int32 ClassId) const
{
if (const TObjectPtr<UZMMOJobDataAsset>* Found = CachedJobs.Find(ClassId))
{
return Found->Get();
}
return nullptr;
}