31 Commits

Author SHA1 Message Date
432741af52 feat(combat): cues de hit react + som punch + camera shake (cliente UE)
3 GameplayCueNotify_Burst BPs (taxonomia Lyra GameplayCue.Zeus.Combat.Hit.*):
  GC_Combat_Hit_React   -> PlayAnimMontage AM_HitReact_Light no alvo
  GC_Combat_Hit_Impact  -> SpawnSoundAtLocation SW_Punch_Cartoon na pos do alvo
  GC_Combat_Hit_Self    -> ClientStartCameraShake CS_HitReact no PC do alvo

Assets novos:
  AS_HitReact (+ AM_HitReact_Light/Medium/Heavy) -- montages de reacao
  SW_Punch_Cartoon -- SFX de impacto (0.3s)
  CS_HitReact -- LegacyCameraShake (osc 0.35s, pitch/roll/locZ)

DT_Abilities recriado (RowStruct ZeusAbilityDataRow): rows Dash+Kick com
AbilityClass + ActivateCueTag GameplayCue.Zeus.*. GC_Kick/GC_Dash com tags
renomeadas pro prefixo GameplayCue.* (filter do Asset Picker).

ZeusServerTags.ini: regenerado via ZeusTool tags sync (106 tags canonicas).

Source/Combat/ZeusAnimNotifyState_BodyHitWindow: AnimNotifyState que abre a
janela de hit detection (FootR capsule) durante o swing do Kick.

GC_Kick_Target removido (substituido por Combat.Hit.React reutilizavel).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:37:40 -03:00
84f552b4fa feat(gas): Kick V0 end-to-end -- IA_Kick + BP_GA_Kick + GC_Kick + rename Pawn + limpeza ThirdPerson
Cliente UE Kick V0 funcionando end-to-end (testado com 2 PIEs: ativador chuta
+ proxies dos peers veem montage via GameplayCue replicado).

ASSETS NOVOS:
- IA_Kick.uasset: Enhanced Input Action (Boolean) -- tecla F.
- IMC_Default: mapping F -> IA_Kick (trigger Pressed).
- BP_ZeusPlayerCharacter.uasset (em /Game/ZMMO/Core/Player/): renomeado a
  partir do BP_ThirdPersonCharacter; agora possui handler IA_Kick que chama
  RequestActivateAbilityByTag("Zeus.Ability.Melee.Kick") no UZeusGASComponent
  do PlayerState. ZeusGameMode aponta pra ele via FClassFinder.
- GC_Kick.uasset (em /Game/ZMMO/GAS/Cues/): GameplayCueNotify_Burst BP, parent
  AZeusGameplayCueNotify_Burst, tag Zeus.Cue.Melee.Kick. Override do hook
  OnZeusCueExecute (Lyra-style) -> Cast To Character (MyTarget) -> Play Anim
  Montage (AM_Kick_Montage). Quando server emite S_ABILITY_CUE, cliente
  spawna esse GC e roda a animacao no Mesh do proxy.

ASSETS MODIFICADOS:
- GA_Kick: conexoes PlayMontageAndWait -> EndAbility ajustadas. Antes TODAS
  as 5 saidas (OnCompleted/OnBlendedIn/OnBlendOut/OnInterrupted/OnCancelled)
  ligavam no EndAbility -- OnBlendedIn dispara ~100ms apos inicio (fim do
  blend in) -> EndAbility -> bStopWhenAbilityEnds=true -> montage para
  prematuro. Fix: so OnCompleted/OnInterrupted/OnCancelled. Hook BP novo
  OnZeusAbilityConfirmedByServer -> Print "Kick CONFIRMED by server".
- DT_Abilities: row Kick adicionada (Tag=Zeus.Ability.Melee.Kick, AbilityClass
  =GA_Kick_C, ActivationMontage=AM_Kick_Montage, ActivateCueTag=Zeus.Cue.Melee.Kick,
  Category=Melee, KeybindHint=F).
- BP_PlayerState: salvo apos GameMode apontar pra ele (mark dirty).
- ABP_Unarmed: deletado 1 Slot DefaultSlot duplicado (warning AnimBlueprintLog
  "node ja existe" + PlayMontage interno falhava em escolher slot).

LIMPEZA Content/ThirdPerson/:
- BP_ThirdPersonCharacter.uasset DELETED (renomeado pra BP_ZeusPlayerCharacter).
- BP_ThirdPersonGameMode.uasset DELETED (sem refs externas).
- BP_ThirdPersonPlayerController.uasset DELETED (so usado por BP_ThirdPersonGameMode).
- Menu.umap DELETED (sample UE template, sem refs).
- MI_ThirdPersonColWay.uasset mantido (90 refs em L_Test_UI -- mover pra
  /Game/ZMMO/Materials/ fica pra batch futuro).

Content/_DevOnly/ NAO incluido.

Tested in PIE 2 players: PIE0 aperta F -> chuta visualmente; proxy do PIE0
no PIE1 tambem chuta (montage replicado via GC). Cooldown 1.5s ativo.
Stamina cai 100 -> 95 a cada kick.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 03:56:28 -03:00
1308338953 feat(gas): GameMode aponta pra BPs (Pawn/PlayerState) + cleanup ZeusCharacter
ZeusGameMode.cpp:
- DefaultPawnClass: usa FClassFinder pra /Game/ZMMO/Core/Player/BP_ZeusPlayerCharacter
  (fallback AZeusCharacter). Sem isso, engine instancia C++ direto e perde
  toda customizacao BP (EnhancedInputAction events, AnimBP wire, componentes
  BP-added).
- PlayerStateClass: usa FClassFinder pra /Game/ZMMO/Core/Player/BP_PlayerState
  (fallback AZeusPlayerState). Mesmo motivo -- BP filho tem componentes (ex:
  UZeusGASComponent via ComponentClasses no DefaultGame.ini) e overrides do
  designer que classes C++ puras nao tem.
- TODO: renomear BP_PlayerState -> BP_ZeusPlayerState (alinhar com convencao
  BP_ZeusPlayerCharacter); path do FClassFinder ja preparado pra renomear.

ZeusCharacter.cpp/h cleanup:
- Removida gambiarra anterior (PossessedBy + OnRep_PlayerState overrides +
  RefreshGASAvatar com FTimerHandle retry). Substituida pelo pattern
  event-driven em UZeusGASComponent::HandlePawnSet (commit server anterior).
- Includes desnecessarios (AbilitySystemComponent.h + ZeusAbilitySystemComponent.h)
  removidos.

ZMMO.uproject:
- GameplayAbilities adicionado em Plugins (UE 5.7 exige que modulo do jogo
  declare explicitamente plugins que ele consome -- antes vinha transitivamente
  do plugin ZeusGAS, gerava warning de build).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 03:56:00 -03:00
21d42d9846 chore(gas): sync GameplayTags do server (Stamina/Kick/Spell/Buff) + flags de debug GAS
ZeusServerTags.ini -- merge gerado por sync_tags.ps1 (14 tags novas vindo do
ZeusServer dump JSON via ZeusTool tags sync):
- Stamina:           Zeus.Attribute.Stamina + MaxStamina
- Kick:              Zeus.Ability.Melee + Zeus.Ability.Melee.Kick
                     Zeus.Effect.Cooldown.Kick + Zeus.Cooldown.Kick
                     Zeus.Cue.Melee + Zeus.Cue.Melee.Kick
- FireballRain rename: Zeus.Ability.Spell.* + Zeus.Effect.Cooldown.FireballRain
                       Zeus.Cooldown.FireballRain
- Buff reorg:        Zeus.Effect.Buff + Zeus.Effect.Buff.StrUp

Tag orfa removida manualmente: Zeus.Ability.Combat.Kick (Kick mudou
de Combat.* pra Melee.*; merge preservou a antiga, limpo aqui).

DefaultGame.ini: flags de debug do GAS pra Kick development:
- bUseDebugTargetFromHud=true   (showdebug abilitysystem aponta pra mira)
- AbilitySystem.LogAbilityTriggers=1
- AbilitySystem.DebugAbilityTags=1

Lembrete: GameplayTags.ini so' eh lido no boot do editor -- reiniciar UE
pra registrar as tags novas (BP_GA_Kick depende de Zeus.Ability.Melee.Kick).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 01:37:45 -03:00
2895889e2b feat(gas): rename BP_GA_* -> GA_* + DT_Abilities seed + wire no ThirdPersonCharacter
Convencao de nome: abilities passam de "BP_GA_<Nome>" pra "GA_<Nome>"
(remove o "BP_" redundante -- ja sabemos que GA_ e' Blueprint).

- BP_GA_Dash.uasset -> GA_Dash.uasset
- BP_GA_Kick.uasset -> GA_Kick.uasset (pasta Kick/ mantida)
- DT_Abilities: linha do Kick atualizada pra apontar pra GA_Kick
- BP_ThirdPersonCharacter: ability Kick ligada (input/grant)

Doc HOWTO ja' reflete a nova convencao (ver server commit).
Content/_DevOnly/ NAO incluido.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 00:50:09 -03:00
1114ddbb11 feat(gas): seed inicial do GASCombatSystem -- ABP_Unarmed + Kick ability
- ABP_Unarmed.uasset: AnimBP unarmed (modificado) - base de animacao p/ combate sem arma
- BP_GA_Kick.uasset: GameplayAbility blueprint do Kick
- AS_Kick.uasset: animation sequence do golpe
- AM_Kick_Montage.uasset: montage que a ability dispara

Primeiro asset GAS authored cliente-side -- pre-requisito pra Fase 2 (M9 cues + M10 AbilityTask cliente).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 00:29:10 -03:00
9a430dabc3 feat(aoi): UZeusAOIComponent ganha visibility tracking + delegates BP (1.4 do roteiro PvP)
Estende o componente (que ja existia como debug overlay) com:
- TSet<int64> VisibleEntityIds_ espelhando ENT_SPAWN/ENT_DESPAWN do V1
- Delegates BlueprintAssignable: OnEntityEnteredAOI(EntityId) + OnEntityExitedAOI(EntityId, Reason)
- BlueprintPure: GetVisibleEntityCount, GetVisibleEntityIds, IsEntityVisible, GetSelfEntityId
- Bind/unbind dos delegates DYNAMIC do UZeusNetworkingClientSubsystem (AddDynamic/RemoveDynamic)
  no BeginPlay/EndPlay
- Self-entity filtrada via OnSelfEntityAssigned -- proprio char nao trackeia

Sem histerese client-side (server ja filtra com margem ~2048cm; se aparecer
flapping visual, adicionar depois). Memoria: project_aoi_client_component.

NAO testado in-game.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-18 00:23:51 -03:00
a3f2fa9c06 feat(client): overlay de fronteira -- ajustes + materiais e external actor
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-17 22:44:11 -03:00
1f2441bde7 Merge pull request 'Consolidar GameplayAbilitySystem na main (baseline cliente tudo funcionando 2026-06-16)' (#6) from GameplayAbilitySystem into main
Reviewed-on: #6
2026-06-16 00:26:52 -03:00
216e580548 Overlay de fronteira (cliente): paredes do grid + labels Cell X,Y
- AZeusFrontierOverlayActor: paredes (ProceduralMesh, material de portal) em
  todas as fronteiras do grid; label DrawDebugString no centro de cada cell com
  notacao de quadtree ("Cell 0" / "Cell 0,2" pos-split) + nome do servidor.
- UZeusAOIComponent: liga via toggle "Fronteiras (Mesh)" / CVar zeus.debug.frontier,
  spawna/atualiza o ator, re-pede o 6163 a cada 2s (reflete split/merge).
- ZMMO.Build.cs: + ProceduralMeshComponent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 00:51:42 -03:00
de294f4075 fix(yaw): proxy replica o yaw do CORPO do dono (orient-to-movement), nao a mira
[YAW-BODY-ORIENT] commit conjunto cliente + servidor.

Sintoma: ao apertar D o proxy virava ~45 graus de uma vez, em vez de virar
igual ao player local (suave, so um pouco), e parado seguia o mouse.

Raiz: a fonte de verdade do yaw estava errada. O servidor derivava
simpleYawDeg de atan2(velocidade) INSTANTANEO ao mover (snap pra direcao do
movimento) e da mira (ControlRotation) ao parar -- nenhum dos dois e o yaw
do corpo do dono.

Correcao ponta-a-ponta:
- Cliente: envia GetActorRotation().Yaw (yaw do CORPO; o CMC ja orienta pra
  direcao do movimento a 500 deg/s e bUseControllerRotationYaw=false faz o
  MOUSE nao girar o corpo) no lugar de GetControlRotation().Yaw.
- Servidor: usa o yaw recebido DIRETO em simpleYawDeg (remove atan2
  instantaneo + mira-no-idle).
- Proxy: replica Snapshot.YawDeg interpolado shortest-path (remove a
  derivacao por Atan2 da velocidade).

Resultado: o proxy vira identico ao corpo do dono e o mouse nao gira o corpo.
Futuro (aim/combate/Motion Matching): adicionar um campo aimYawDeg dedicado em
vez de reusar este.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 02:22:07 -03:00
4d737829f5 ZeusPlayerProxy: fix jitter por fome de deltas (mitigacao + anti-stale) [Change-Set: JITTER-STARVATION-2026-06-13]
Player remoto parado nao gera DELTA_BATCH (ComputeDelta suprime no server) -> o
proxy fica "mudo": NewestMs congela, renderLagMs cresce 1:1 com o wall-clock ->
extrapola sempre -> "anda no lugar" (moonwalk) e salta quando o player volta.
Provado em log (secsSinceSnap subindo enquanto o remoto esta moving=0). NAO e'
clock errado nem self-proxy (red-herrings descartados); o seed do relogio esta' OK.

- Tick: quando faminto (extrap alem de MaxExtrapolationSeconds+0.15s), zera a vel
  visual -> proxy vai pra Idle em vez de moonwalk.
- ApplyEntitySnapshot: anti-stale -- snapshot > 1000ms a frente do topo do buffer
  descarta o buffer + re-bootstrapa o ServerClockOffsetMs -> snap limpo (sem span
  gigante na interpolacao). Loga "buffer STALE gap=Xms -> reset+reseed".
- Logs DIAG PERMANENTES (Warning, mantidos de proposito -- ver memoria
  project_proxy_delta_starvation_jitter): SEED clock + renderLagMs/newestMs/
  secsSinceSnap/speed no Tick. Sonda anti-regressao.

Cobre tambem o interserver: shadow proxies parados sofrem a mesma fome.
Validado em jogo (user: "sem jitter nenhum"). Par server: PubV2-DIAG (mesmo Change-Set).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 01:26:33 -03:00
341e6895c9 Config/Tags: ZeusServerTags.ini gerado (tags do server p/ o GAS) [Change-Set: TAGS-SYNC-2026-06-12]
80 GameplayTags do ZeusServer (Zeus.Status/Ability/Effect/Cue/Attribute/Cooldown)
geradas pelo pipeline build-time (par com o commit de mesmo Change-Set no repo
ZeusServerEngine). O UE le Config/Tags/*.ini no boot e registra as tags, pro
cliente resolver os hashes de GE/Tag/Cue (FNV-1a64) -- fim do "tag nao resolvida".
Regeravel com sync_tags.ps1; nao editar a mao.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 23:44:05 -03:00
5f4c88637f ZN V1: overlay AOI canonico + ENT_SPAWN keyframe [Change-Set: AOI-VIS-2026-06-12]
Lado CLIENTE ZMMO (par com o commit de mesmo Change-Set no repo ZeusServerEngine -- devem
ir juntos, o wire do ENT_SPAWN mudou).

- UZeusAOIComponent: migrado do transporte legacy (SendDebugAoiRequest/OnDebugAoiInfo,
  desativado no V1) pro canonico (EmitDebugAoiRequest 6160 / OnDebugAoiInfo 6161). Esfera de
  debug 32 -> 48 segments + clamp visual de 500m (resolve "zona sem limite / poucas linhas").
- ZeusWorldSubsystem::OnNetEntitySpawned: recebe vel + grounded + serverTimeMs (delegate
  FZeusV1OnEntitySpawned 4 -> 7 params) e semeia o proxy recem-criado via HandlePlayerStateUpdate
  -> ancora o relogio de interpolacao + a vel inicial -> proxy nasce ja' animando no re-spawn
  (sai/volta do raio AOI segurando W), sem Idle deslizando.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 21:04:43 -03:00
77d52a703b ZMMO: CHAR_INFO via V1 (Fase A) + fix loading travado
- ZeusWorldSubsystem consome ENT_CHAR_INFO (delegate OnCharInfo): aplica
  nome/guild no PlayerState do entityId certo (self ou proxy), com cache porque
  o CHAR_INFO chega antes do ator existir (server emite antes do ENT_SPAWN).
- FIX loading travado: a etapa "Spawn" do loading dependia do legacy
  OnPlayerSpawned, que não dispara mais com V1 -> loading eterno. Agora a etapa
  é marcada pelo sinal V1 OnSelfEntityAssigned (ENT_SELF); bind legacy removido.
  Travel ainda passa por OnServerTravelRequested (ponte legacy) até a Fase D.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 13:06:42 -03:00
9f5ccd3a05 ZMMO: migração para ZeusNetworking V1 canônico + fix overshoot do proxy
- ZeusCharacter/ZeusWorldSubsystem passam a usar UZeusNetworkingClientSubsystem:
  ENT_SELF (entidade própria), INPUT 6077 via EmitInput, spawn/despawn/delta
  rebindados pro subsystem novo (legacy vira fallback).
- ZeusPlayerProxy consome velocidade/grounded/serverTimeMs (delta 0x02): anima,
  vira na direção do movimento e cola no chão (MOVE_Walking).
- Fix overshoot/inércia: FlushInputAxisToServer considera velocidade residual
  (braking) e envia a 30Hz até o dono parar de fato; o proxy desacelera suave,
  sem extrapolar ~1m além nem snap-back.
- Char-select -> ConnectWithTicket (handoff ticket) quando bUseZeusNetworkingV1.

Inclui logs [InputDbg] (ZeusCharacter) e DEBUG-PROXY (ZeusPlayerProxy) mantidos
para testes posteriores de input/jitter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 02:51:37 -03:00
c0f6d32d95 feat(zmmo-client): logs AOI categorias + K4 cfg recv
Rodando sem Jitter visivel.

- DECLARE/DEFINE LogZeusHandoff/AOI/Proxy/HaloTransition no modulo
  ZMMO (nao no plugin) por causa do adaptive non-unity build do UBT
  que usa git status do repo do cliente -- plugin em outro repo nao
  dispara rebuild quando edit so o header dele.
- ZeusAOIComponent::HandleAoiConfig loga raios recebidos do server
  pra cruzar com Net.AOI server-side ("AOI cfg recv interestCm=6000
  (60m) despawnCm=8000 (80m)").
- Parte da milestone 2026-06-11: proxy/PIE estaveis apos fix de
  double-emit AOI no server (AOIRegistry::ForceTickNow).
2026-06-11 18:01:32 -03:00
f21d059b67 fix(zmmo-client): ZeusPlayerProxy clock offset EMA + asset cleanup L_TestWorld
ZeusPlayerProxy.cpp -- H3 fix (2026-06-06): EMA com clamp para
ServerClockOffsetMs
================================================================
Antes: offset congelado na 1a amostra de ApplyEntitySnapshot. Em
cross-server handoff, a fonte do ServerTimeMs muda (publisher antigo
emitia 12340000, novo emite 12351000) e o offset fica permanentemente
skewed. Causa tremor pos-handoff + drift cumulativo de clock cliente
vs server.

Depois: cada amostra recalcula candidato (LocalNowMs - Snapshot.ServerTimeMs)
e suaviza via EMA com alpha=0.02 (~50 amostras para convergir) + clamp
max 2ms por amostra (a 30Hz isso converge a 60ms/s, suficiente para
absorver drift normal sem causar tremor visual). 1a amostra continua
bootstrap direto.

Trecho:
  const double Alpha = 0.02;
  const int64 RawTarget = ServerClockOffsetMs*(1-Alpha) + OffsetCandidate*Alpha;
  const int64 Delta = RawTarget - ServerClockOffsetMs;
  const int64 ClampedDelta = clamp(Delta, -2, 2);
  ServerClockOffsetMs += ClampedDelta;

Asset cleanup L_TestWorld
==========================
DT_Maps.uasset modificado + 3 ExternalActors deletados (provavelmente
limpeza no UE editor ao reorganizar mapa). Empacotado junto pra branch
ficar limpa.

* Content/ZMMO/Data/World/DT_Maps.uasset (M)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/2/BR/38W34OMKW0W3L1PGS3Y98G.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/4/8L/X3PMRJRGAACIU1WG1P1KJ0.uasset (D)
* Content/__ExternalActors__/ZMMO/Maps/World/L_TestWorld/8/L1/C6M65Q91PG5E7ML91VQZX3.uasset (D)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-11 14:52:39 -03:00
e87b2cec6c fix(zmmo-client): guard HandlePlayerSpawned ignore proprio entityId + ZeusV1 config
Acompanha commit server 54f2f9a (P10-FIX-LEGACY). Resolve bug "vejo proxy
de UM mas o outro NAO ve" + "proxy fantasma do proprio player" -- causado
por server emitir S_SPAWN_PLAYER local=0 do proprio entityId via AOI re-emit
(workflow wcyeqgrad finding).

Source/ZMMO/Game/Network/ZeusWorldSubsystem.cpp
================================================
HandlePlayerSpawned guard novo logo apos EntityId==0 check:

  if (LocalEntityId != 0 && EntityId == LocalEntityId)
  {
      UE_LOG(LogZMMO, Verbose,
          TEXT("ignoring S_SPAWN_PLAYER for own LocalEntityId=%lld (bIsLocal=%d)"),
          LocalEntityId, bIsLocal ? 1 : 0);
      return;
  }

Sem o guard, server re-emit S_SPAWN_PLAYER local=0 do proprio entityId
(via AOI SetOnEnter callback em catch-up cross-server ou recompute pos-
handoff) criava proxy fantasma do proprio player. GAS/HUD/PlayerArray
roteava via fantasma e o pawn real perdia vinculo de identidade visivel
pros outros players.

Defesa em profundidade -- complementa fix server-side
(AoiReplicationHelpers.cpp:28 SendSpawnPlayerToConn agora tem skip-self
guard antes de construir payload) + SpawnKey dedupe sem IsLocal no plugin
(ZeusNetworkSubsystem.cpp:949 removeu IsLocal do hash).

Config/DefaultZeusV1.ini
=========================
Config inicial para UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin V1).
Aponta para Gateway 127.0.0.1:7777 (fluxo padrao producao). Documenta
alternativa de direct connect 9001 (debug only -- bug Windows multi-NIC
loopback). bUseZeusNetworkingV1=True ativa V1 plugin em paralelo ao
legacy (transport V1 hoje quebrado via Gateway -- channelId nao eh
routing key, Phase 12 territory; gameplay continua via legacy ate la).

Validado smoke 2 PIE 2026-06-08 20:32
======================================
* SP_01: players=2 conns=2 + AOI players=2 maxSet=1 enters=5 hyst=92 stable
* UE: [PIE0] e [PIE1] prefix funcionando (commit server 54f2f9a ZNET_PIE_PREFIX)
* "S_SPAWN_PLAYER duplicate ignored" dedupe pegando re-emit (Batch 2)
* S_CHAR_INFO trocado correto: PIE0 ve Olatudook, PIE1 ve Mateuus
* Saida limpa: UnregisterViewer + Broadcast S_DESPAWN_PLAYER targets=1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-08 20:33:41 -03:00
9422522d6d Merge pull request 'feat: GameplayAbilitySystem (client) - GAS client + Admin Tools + AOI debug' (#5) from GameplayAbilitySystem into main 2026-06-04 18:40:37 -03:00
c3b32bc1a1 feat(admin-tools): UZeusAOIComponent desenha as 2 zonas reais de AOI
Recebe a config de AOI do servidor (S_DEBUG_AOI_INFO via OnDebugAoiInfo) e
desenha 2 esferas com os raios REAIS: Zona de Interesse (interna, cyan) e
Zona de Despawn (AOI) (externa/histerese, laranja). Pede a config no BeginPlay
e ao ligar o overlay; nao desenha enquanto o raio == 0 (loading).

- Overlay EZeusAOIOverlay::SpawnZone -> DespawnZone (AOI).
- Expoe os raios via interface (GetInterestRadiusCm/GetDespawnRadiusCm) p/ o
  painel admin mostrar o numero (read-only — config e' do servidor).
- CVar zeus.debug.spawn -> zeus.debug.despawn.

A interface, o opcode (1700/1701) e o painel vivem no repo Server (plugins).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 17:53:46 -03:00
cda5fea776 feat(admin-tools): consumidor client do painel debug (F8 + UZeusAOIComponent)
- UZeusAOIComponent (Game/Network): componente de gameplay do player local com
  plus de debug. Overlays via DrawDebug* (esfera AOI real; spawn/cell/handoff
  placeholders) dirigidos pela UI via IZeusAOIDebugTarget + console vars. Estado
  persiste no componente entre aberturas do menu (IsOverlayEnabled).
- AZeusCharacter: anexa o componente + abre/fecha o painel no F8 (UIOnly trava o
  jogo; Esc/F8 fecham); LoadClass lazy do painel no content do PLUGIN
  (/ZeusAdminTools/UI/WBP_AdminToolsAIO).
- ZMMO.Build.cs: depende de ZeusAdminToolsRuntime.
- UIProgressBar_Base: rename EaseOutCubic -> EaseOutCubicPB (fix unity-build).
- ZMMO.uproject: remove entrada NwiroIntegrationKit.

A UI e o C++ do plugin ZeusAdminTools vivem no repo Server (plugin autocontido).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 16:19:37 -03:00
16de963301 fix(net): S_CHAR_INFO so' aplica em si mesmo (anti name overwrite por proxy)
Bug: handler aceitava qualquer S_CHAR_INFO do server (proprio + catch-up de
proxies pre-existentes) e sobrescrevia o PlayerState local. Resultado: nome
do ultimo proxy recebido virava o nome do char local na tela.

Fix: bail se InEntityId != ZeusEntityId (proxies remotos sao roteados pelo
registry no UZeusWorldSubsystem; nameplate por EntityId fica pra futuro).
2026-06-03 21:56:49 -03:00
8d73cc9df8 feat(gas): SM6 client EntityId u64 + M8 cue assets + UI/data tweaks (sessao 1+2) 2026-06-03 18:18:02 -03:00
d5402216a2 feat(gas): AZeusPlayerState implementa IAbilitySystemInterface
UE5 GAS nodes BP ("Get Ability System Component", "Apply Gameplay Effect To
Target", etc.) precisam que o PlayerState exponha o ASC via
IAbilitySystemInterface. Pattern Lyra: PlayerState dona a interface; ASC vive
como subobject do UZeusGASComponent (Component Registry).

Tres acessos:
- GetAbilitySystemComponent (interface, retorna base UAbilitySystemComponent)
- GetZeusAbilitySystemComponent (BlueprintPure, retorna UZeusAbilitySystemComponent
  custom com 12 overrides ZeusNetwork)
- GetZeusAttributeSet (BlueprintPure, helper pro AttributeSet tipado)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 11:39:37 -03:00
ff75ad92eb feat(gas): Batch 2 - Vertical slice Dash client (input bind + assets)
ZeusCharacter:
- DashAction UPROPERTY + load /Game/Input/Actions/IA_Dash.IA_Dash no ctor.
- SetupPlayerInputComponent: BindAction(DashAction, Triggered) -> OnDashTriggered.
- OnDashTriggered: resolve UZeusGASComponent via PlayerState -> chama
  RequestActivateAbilityByTag(Zeus.Ability.Movement.Dash). Bridge envia
  C_ABILITY_TRY_ACTIVATE pro server (handle, tagHash) e o ASC local executa
  ActivateAbility (LaunchCharacter) quando server confirma S_ABILITY_ACTIVATED.

Assets (criados via MCP):
- DT_Abilities (/Game/ZMMO/Data/Abilities/) — row "Zeus.Ability.Movement.Dash"
  apontando pro BP_GA_Dash_C. Row name = tag canonica (hash bate com server).
- BP_GA_Dash (/Game/ZMMO/GAS/Abilities/) — parent UZeusGameplayAbility_Dash.
- IA_Dash (/Game/Input/Actions/) — Boolean InputAction.
- IMC_Default — bind LeftShift -> IA_Dash com trigger Pressed (13a mapping).

Fluxo completo (apos rebuild + server na branch GameplayAbilitySystem):
  LShift -> OnDashTriggered -> RequestActivateAbilityByTag ->
  C_ABILITY_TRY_ACTIVATE -> server valida cost SP/cooldown ->
  S_ABILITY_ACTIVATED + S_ATTRIBUTE_HP_SP_UPDATE (-10 SP) ->
  ASC.TryActivateAbility(local) -> BP_GA_Dash::ActivateAbility ->
  LaunchCharacter(forward * 2400 cm/s) + HUD SP cai 10 + cooldown 3s.

Branch GameplayAbilitySystem (criada a partir do main pro escopo GAS).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 03:02:51 -03:00
98dce2f855 feat(zeus-gas): M7 - migrate HUD/Status to UZeusGASComponent + delete legacy
- ZeusHudWidget: porta de UZeusAttributeComponent legacy pra UZeusGASComponent
  (delegate OnSnapshotAppliedRaw via AddUObject; FZeusAttributesSnapshot
  construido pelo helper estatico FromPayload do plugin ZeusGAS). Logs
  diagnosticos no bind.
- UIPlayerStatus_Window: mesmo porte (snapshot raw + StatAllocReply). Lock
  de spam-click preservado.
- ZeusHudHpSpWidget: movido do plugin ZeusAttributes (deletado) pra ZMMO
  /Game/UI/InGame/. API preservada (WBP filhos nao precisam mudar).
- ZeusCharacter: tira o dual-seed legacy; so' seedea UZeusGASComponent
  via FindComponentByClass no HandleLocalSpawnReady.
- ZeusPlayerState/ZeusCharacter: comentarios atualizados pra refletir o
  UZeusGASComponent como dono unico.
- ZMMO.Build.cs: remove dep "ZeusAttributes", adiciona "ZeusGAS" +
  "GameplayAbilities".
- ZMMO.uproject: remove module "ZeusAttributes" (delete completo).
- DefaultGame.ini: remove linha legacy comentada do Component Registry.
- DefaultEngine.ini: adiciona [CoreRedirects] pra:
  * ZMMOJobs module + ZMMOJobDataAsset class (Package+Class) — 7 DA_Job_*
  * ZMMO.ZMMOMapDef struct (DT_Maps row)
  * ZMMO.ZMMOLoadingTipRow struct (DT_LoadingTips row)
  * ZMMO.ZMMOLoadingProfile/StepDef structs + EZMMOLoadingContext/StepStatus
    enums (DA_LoadingProfiles)
- DELETE: Source/ZeusAttributes/ inteiro (5 .cpp + 5 .h + Build.cs +
  module.json).

Pegadinha aprendida: ActiveClassRedirects so' renomeia classe (sem
package); CoreRedirects (ClassRedirects/StructRedirects/EnumRedirects/
PackageRedirects) e' obrigatorio quando muda modulo OU quando o asset
referencia USTRUCT/UENUM. Tipo errado nao da erro mas tambem nao funciona.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 01:26:04 -03:00
94442feca5 chore(uproject): rename plugin ZeusAbilities -> ZeusGAS
Servidor-side plugin foi renomeado de ZeusAbilities pra ZeusGAS (vai
absorver atributos + abilities + bridge ZeusNetwork). .uproject precisa
seguir o novo nome senao plugin deixa de carregar.

Server-side commit: ver Server repo branch GameplayAbilitySystem,
commit refactor(plugin): R.7 - rename plugin ZeusAbilities -> ZeusGAS.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 23:23:04 -03:00
6a6a28a086 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>
2026-06-02 17:24:38 -03:00
bd1dab25ca Merge branch 'feat/ui-system' into main
PR #4 — UI vitals/HUD redesign + V3 server meshing client-side.

# Conflicts:
#	Source/ZMMO/Game/UI/InGame/ZMMOStatusWindowWidget.cpp
2026-06-02 13:21:37 -03:00
477574f842 feat(attributes): MATK range min~max no snapshot + display
Espelha breaking change do server (S_ATTRIBUTE_SNAPSHOT_FULL agora envia
matkBaseMin/matkBaseMax em vez de matkBase unico) para suportar MATK
pre-renewal puro (rathena status_base_matk_min/max).

- FZeusAttributesPayload: MatkBaseMin/Max em vez de MatkBase
- FZMMOAttributesSnapshot: idem (BlueprintReadOnly)
- ZMMOStatusWindowWidget: exibe "MATK min ~ max + equip"

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 01:53:02 -03:00
229 changed files with 4174 additions and 2683 deletions

View File

@@ -2,9 +2,9 @@
GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller).
; O motor pode spawnar AZMMOGameMode directamente; um BP filho continua opcional.
GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode
GameInstanceClass=/Script/ZMMO.ZMMOGameInstance
; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional.
GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode
GameInstanceClass=/Script/ZMMO.ZeusGameInstance
[/Script/Engine.RendererSettings]
r.ReflectionMethod=1
@@ -80,12 +80,30 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO")
; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller).
; ZMMOCharacter foi reescrito como ZMMOPlayerCharacter (ACharacter local com CMC livre).
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZMMOPlayerController")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZMMOGameMode")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de
; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3).
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController")
+ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode")
+ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance")
+ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState")
+ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity")
+ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy")
+ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent")
+ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset")
+ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem")
+ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame")
+ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget")
+ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget")
+ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset")
[CoreRedirects]
; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
@@ -95,6 +113,27 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
; --- M7: Modulo cliente "ZMMOJobs" foi renomeado pra "ZeusJobs" + classe
; UZMMOJobDataAsset -> UZeusJobDataAsset. Os 7 DA_Job_* em /Game/ZMMO/Data/Jobs/
; foram salvos apontando pra /Script/ZMMOJobs.ZMMOJobDataAsset (modulo + classe
; antigos). ActiveClassRedirects so' troca o NOME da classe, nao o package;
; precisamos de CoreRedirects com path completo + PackageRedirect.
+PackageRedirects=(OldName="/Script/ZMMOJobs",NewName="/Script/ZeusJobs")
+ClassRedirects=(OldName="/Script/ZMMOJobs.ZMMOJobDataAsset",NewName="/Script/ZeusJobs.ZeusJobDataAsset")
; --- M7: USTRUCTs renomeadas (mesmo modulo ZMMO). DTs salvos com Row Structure
; apontando pro nome antigo (ZMMOMapDef, ZMMOLoadingTipRow). USTRUCT usa
; +StructRedirects (nao +ClassRedirects).
+StructRedirects=(OldName="/Script/ZMMO.ZMMOMapDef",NewName="/Script/ZMMO.ZeusMapDef")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingTipRow",NewName="/Script/ZMMO.ZeusLoadingTipRow")
; DA_LoadingProfiles salvo com TMap<EZMMOLoadingContext, FZMMOLoadingProfile>;
; FZMMOLoadingProfile contem TArray<FZMMOLoadingStepDef>. Precisa de 3 redirects
; (1 enum + 2 struct) pra carregar sem warnings nem perda de dados.
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingContext",NewName="/Script/ZMMO.EZeusLoadingContext")
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingStepStatus",NewName="/Script/ZMMO.EZeusLoadingStepStatus")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingProfile",NewName="/Script/ZMMO.ZeusLoadingProfile")
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingStepDef",NewName="/Script/ZMMO.ZeusLoadingStepDef")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True

View File

@@ -3,10 +3,10 @@ ProjectID=FC3E256F43B2AFD43009F4949B0814BE
ProjectName=Third Person Game Template
; -----------------------------------------------------------------------------
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZeusThemeSubsystem.h and
; ARQUITETURA.md §1.10 / §4.7).
;
; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey).
; - DefaultThemeAsset is the fallback theme (must define every EZeusThemeKey).
; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset.
; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows).
; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo
@@ -18,7 +18,7 @@ ProjectName=Third Person Game Template
; assets are actually created in the editor.
; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOThemeSubsystem]
[/Script/ZMMO.ZeusThemeSubsystem]
;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween"))
@@ -33,20 +33,20 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
; cliente resolve `mapId -> ClientLevel/spawns` via FZeusMapDef rows.
MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
; contexto (EZMMOLoadingContext); DT_LoadingTips rotaciona durante o load.
; contexto (EZeusLoadingContext); DT_LoadingTips rotaciona durante o load.
; Cliente local marca etapas via eventos (sem opcode novo).
LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
; -----------------------------------------------------------------------------
; UI in-game (PR 19+). Espelho do front-end pattern:
; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
; - ScreenSetAsset mapeia EZeusInGameUIState -> WBP (Playing -> WBP_HUD,
; StatusWindow -> WBP_StatusWindow, etc.)
; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra
; - Subsystem orquestra: AZeusHUD::BeginPlay chama StartInGame que vai pra
; Playing.
; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
; -----------------------------------------------------------------------------
@@ -56,16 +56,27 @@ ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
; -----------------------------------------------------------------------------
; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e
; UActorComponent aqui. O AZeusPlayerState lê esta lista no construtor e
; instancia cada classe como subobject — pattern Open-Closed: adicionar
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState.
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZeusPlayerState.
;
; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
; C++; UClass resolve pelo nome curto).
; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOPlayerState]
+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
[/Script/ZMMO.ZeusPlayerState]
; UZeusGASComponent (plugin ZeusGAS) — dono unico dos atributos do char (M7).
; Owns UZeusAbilitySystemComponent + UZeusAttributeSet (26 atributos
; espelhados do server CharAttributeSet). Bridge via UZeusGASNetworkHandler
; (UWorldSubsystem) subscribe nos delegates do UZeusNetworkSubsystem.
+ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
; === GAS Cue paths (Batch 2.5 — S_ABILITY_CUE multicast cosmetico) ===
; UGameplayCueManager scaneia esses paths no boot pra mapear FGameplayTag
; -> AGameplayCueNotify_Actor BP. UZeusGASComponent::DispatchAbilityCue chama
; ASC->ExecuteGameplayCueLocal(CueTag, params) -> manager resolve pelo path.
[/Script/GameplayAbilities.AbilitySystemGlobals]
+GameplayCueNotifyPaths="/Game/ZMMO/GAS/Cues"
[/Script/Engine.AssetManagerSettings]
-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))
@@ -80,3 +91,12 @@ bShouldAcquireMissingChunksOnLoad=False
bShouldWarnAboutInvalidAssets=True
MetaDataTagsForAssetRegistry=()
[/Script/GameplayAbilities.AbilitySystemGlobals]
bUseDebugTargetFromHud=true
[ConsoleVariables]
; mostra cooldowns, ativações, falhas
AbilitySystem.LogAbilityTriggers=1
; mostra effects aplicados/removidos com magnitude
AbilitySystem.DebugAbilityTags=1

19
Config/DefaultZeusV1.ini Normal file
View File

@@ -0,0 +1,19 @@
; DefaultZeusV1.ini
; Config inicial pra UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin).
; Editar via UE Project Settings -> Plugins -> Zeus V1 OU editar este arquivo
; e relancar o editor.
;
; PORT 7777: ZeusGateway. NodeService popula routes via charId lookup quando
; cliente conecta (validado: handshake routed charId=7 -> SP_01 cell 0). Fluxo
; padrao de producao -- UE conecta no Gateway, Gateway resolve cell ownership
; via lease em Valkey + encaminha pro ZS correto.
;
; ALTERNATIVO (debug only -- bug aberto pendente investigacao):
; ServerPort=9001 conecta DIRETO em SP_01 mas hoje pacote UE nao chega no
; server (FUdpSocketBuilder + Windows multi-NIC loopback issue). Use 7777.
[/Script/ZeusNetwork.ZeusNetworkingClientSubsystem]
ServerHost=127.0.0.1
ServerPort=7777
bUseZeusNetworkingV1=True
bAutoConnectOnStart=True

View File

@@ -0,0 +1,114 @@
; Gerado por ZeusTool tags sync -- tags do ZeusServer p/ o cliente UE.
; NAO editar a mao: regenere com `ZeusTool tags sync <json> <ini>`.
[/Script/GameplayTags.GameplayTagsList]
GameplayTagList=(Tag="GameplayCue",DevComment="")
GameplayTagList=(Tag="GameplayCue.Zeus",DevComment="")
GameplayTagList=(Tag="GameplayCue.Zeus.Melee",DevComment="")
GameplayTagList=(Tag="GameplayCue.Zeus.Melee.Kick",DevComment="")
GameplayTagList=(Tag="GameplayCue.Zeus.Combat",DevComment="Categoria root de cues compartilhados por TODO melee (reutilizaveis)")
GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit",DevComment="Familia de cues do impacto de hit")
GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.Impact",DevComment="Broadcast AOI - SFX impact + VFX sparks na location (todos ouvem)")
GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.React",DevComment="Broadcast AOI - AnimMontage de hit react no target (todos veem)")
GameplayTagList=(Tag="GameplayCue.Zeus.Combat.Hit.Self",DevComment="Unicast - feedback privado do alvo (camera shake, hit flash, rumble)")
GameplayTagList=(Tag="GameplayCue.Zeus.Melee.Kick.Target",DevComment="")
GameplayTagList=(Tag="GameplayCue.Zeus.Movement",DevComment="")
GameplayTagList=(Tag="GameplayCue.Zeus.Movement.Dash",DevComment="")
GameplayTagList=(Tag="Zeus",DevComment="")
GameplayTagList=(Tag="Zeus.Ability",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Casting",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Channeling",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Melee",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Melee.Kick",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Movement",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Movement.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Recovery",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Spell",DevComment="")
GameplayTagList=(Tag="Zeus.Ability.Spell.FireballRain",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Agi",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Aspd",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Atk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.BaseExp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.BaseLevel",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Crit",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Def",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Dex",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Flee",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Hit",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Hp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.HpRegenRate",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Int",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.JobExp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.JobLevel",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Luk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Matk",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MatkMax",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MatkMin",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MaxHp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.MaxSp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Mdef",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.SkillPoint",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Sp",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.SpRegenRate",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Stamina",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.StaminaRegenRate",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.StatusPoint",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Str",DevComment="")
GameplayTagList=(Tag="Zeus.Attribute.Vit",DevComment="")
GameplayTagList=(Tag="Zeus.Combat",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.Blocking",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.Dodging",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.InCombat",DevComment="")
GameplayTagList=(Tag="Zeus.Combat.LockOn",DevComment="")
GameplayTagList=(Tag="Zeus.Combo",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot1",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot2",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Slot3",DevComment="")
GameplayTagList=(Tag="Zeus.Combo.Window",DevComment="")
GameplayTagList=(Tag="Zeus.Cooldown",DevComment="")
GameplayTagList=(Tag="Zeus.Cooldown.FireballRain",DevComment="")
GameplayTagList=(Tag="Zeus.Damage",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Earth",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Fire",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Holy",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Magical",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Physical",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Poison",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Shadow",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Water",DevComment="")
GameplayTagList=(Tag="Zeus.Damage.Wind",DevComment="")
GameplayTagList=(Tag="Zeus.Effect",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Buff",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Buff.StrUp",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Dash",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown.FireballRain",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Kick",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_10",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_50",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Cost.Stamina_5",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Damage",DevComment="")
GameplayTagList=(Tag="Zeus.Effect.Damage.Kick",DevComment="")
GameplayTagList=(Tag="Zeus.State",DevComment="")
GameplayTagList=(Tag="Zeus.State.NoHpRegen",DevComment="")
GameplayTagList=(Tag="Zeus.State.NoRegen",DevComment="")
GameplayTagList=(Tag="Zeus.State.NoSpRegen",DevComment="")
GameplayTagList=(Tag="Zeus.State.NoStaminaRegen",DevComment="")
GameplayTagList=(Tag="Zeus.Status",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Buff",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Disarmed",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Feared",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Frozen",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.KnockedDown",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Rooted",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Silenced",DevComment="")
GameplayTagList=(Tag="Zeus.Status.CC.Stunned",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Dead",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Debuff",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Invulnerable",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Blocked",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Boosted",DevComment="")
GameplayTagList=(Tag="Zeus.Status.Regen.Poisoned",DevComment="")

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@@ -10,17 +10,17 @@
*
* Fluxo: Boot → Connecting → Login → ServerSelect → Lobby → EnteringWorld
* → InWorld. O Lobby é o hub principal logado; suas páginas internas são
* EZMMOLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8).
* EZeusLobbyPage (não são estados de topo — ver ARQUITETURA.md §4.8).
*/
UENUM(BlueprintType)
enum class EZMMOFrontEndState : uint8
enum class EZeusFrontEndState : uint8
{
None,
Boot, // splash inicial enquanto subsistemas sobem
Connecting, // conectando ao servidor Zeus (UDP)
Login, // autenticação
ServerSelect, // escolha de servidor/realm
Lobby, // hub principal logado (host das EZMMOLobbyPage)
Lobby, // hub principal logado (host das EZeusLobbyPage)
EnteringWorld, // loading/handoff: OpenLevel do mapa de mundo
InWorld // no mundo (HUD de gameplay assume)
};
@@ -30,7 +30,7 @@ enum class EZMMOFrontEndState : uint8
* de Lobby ("Switch principal"), não pelo fluxo de topo.
*/
UENUM(BlueprintType)
enum class EZMMOLobbyPage : uint8
enum class EZeusLobbyPage : uint8
{
None,
CharacterSelect,

View File

@@ -7,7 +7,7 @@
* Estados da UI in-game. Dirigidos pelo UUIInGameFlowSubsystem; cada estado
* resolve uma tela (UCommonActivatableWidget) via DA_InGameScreenSet.
*
* Espelha simetricamente EZMMOFrontEndState (Data/UI/FrontEndTypes.h):
* Espelha simetricamente EZeusFrontEndState (Data/UI/FrontEndTypes.h):
* - Front-end usa estados pra Login/ServerSelect/Lobby (UI.Layer.Menu)
* - In-game usa estados pra HUD/Status/Inventory/Skills (UI.Layer.Game + GameMenu)
*
@@ -22,7 +22,7 @@
* Layer.GameMenu por cima dele.
*/
UENUM(BlueprintType)
enum class EZMMOInGameUIState : uint8
enum class EZeusInGameUIState : uint8
{
None, ///< Antes do player local spawnar; UI in-game inativa.
Playing, ///< HUD principal visivel (HP/SP/level/etc).

View File

@@ -5,14 +5,14 @@
/**
* Contexto do loading screen genérico. Cada contexto resolve um perfil
* (lista de etapas) no UZMMOLoadingProfilesDataAsset.
* (lista de etapas) no UZeusLoadingProfilesDataAsset.
*
* Cliente local rastreia o progresso assinando eventos próprios
* (HandlePostLoadMap, OnPlayerSpawned, etc) — server não envia opcode de
* progresso, ver decisão em [[project_ui_loading_dynamic]].
*/
UENUM(BlueprintType)
enum class EZMMOLoadingContext : uint8
enum class EZeusLoadingContext : uint8
{
None,
FrontEndEnteringWorld, ///< FrontEnd → mundo (handoff CharServer→WorldServer + spawn).
@@ -21,7 +21,7 @@ enum class EZMMOLoadingContext : uint8
};
UENUM(BlueprintType)
enum class EZMMOLoadingStepStatus : uint8
enum class EZeusLoadingStepStatus : uint8
{
Pending, ///< Ainda não começou.
Running, ///< Em andamento (o "barber pole").
@@ -34,7 +34,7 @@ enum class EZMMOLoadingStepStatus : uint8
* pra chamar MarkStepDone(StepId); Label é o texto localizado mostrado.
*/
USTRUCT(BlueprintType)
struct FZMMOLoadingStepDef
struct FZeusLoadingStepDef
{
GENERATED_BODY()
@@ -52,13 +52,13 @@ struct FZMMOLoadingStepDef
* consulta StepId pra avançar etapa.
*/
USTRUCT(BlueprintType)
struct FZMMOLoadingProfile
struct FZeusLoadingProfile
{
GENERATED_BODY()
/** Etapas em ordem. ProgressBar = #Done / #Steps. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")
TArray<FZMMOLoadingStepDef> Steps;
TArray<FZeusLoadingStepDef> Steps;
/** Título da tela (vazio = usa default da classe). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading")

View File

@@ -4,7 +4,7 @@
#include "ThemeKeys.generated.h"
UENUM(BlueprintType)
enum class EZMMOThemeKey : uint8
enum class EZeusThemeKey : uint8
{
// HUD
HUD_Frame UMETA(DisplayName = "HUD - Frame"),

View File

@@ -1,6 +1,6 @@
#include "UI/UILayerTags.h"
namespace ZMMOUITags
namespace ZeusUITags
{
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_Game, "UI.Layer.Game");
UE_DEFINE_GAMEPLAY_TAG(UI_Layer_GameMenu, "UI.Layer.GameMenu");

View File

@@ -12,7 +12,7 @@
* UI.Layer.Menu — front-end (Boot/Login/ServerSelect/Lobby)
* UI.Layer.Modal — diálogos/loading por cima de tudo
*/
namespace ZMMOUITags
namespace ZeusUITags
{
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_Game);
ZMMO_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(UI_Layer_GameMenu);

View File

@@ -73,7 +73,7 @@ struct ZMMO_API FUIStyle
/**
* Linha de DT_UI_Styles. O Row Name é o ThemeId (ex.: "Default", "RPG"),
* espelhando DT_ThemeCalendar e ThemeRegistry — assim a camada de estilo
* é consumidora do ThemeId já resolvido pelo UZMMOThemeSubsystem.
* é consumidora do ThemeId já resolvido pelo UZeusThemeSubsystem.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleRow : public FTableRowBase
@@ -87,7 +87,7 @@ struct ZMMO_API FUIStyleRow : public FTableRowBase
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
EUITheme Theme = EUITheme::None;
/** Ponte para o ThemeId resolvido pelo UZMMOThemeSubsystem. */
/** Ponte para o ThemeId resolvido pelo UZeusThemeSubsystem. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FName ThemeId;

View File

@@ -7,7 +7,7 @@
* Enums do sistema de UI Style (tokens de tema visual).
*
* Espelha ThemeKeys.h: enums fortes, BlueprintType, primeiro valor None.
* O conceito de "tema ativo" continua sendo do UZMMOThemeSubsystem
* O conceito de "tema ativo" continua sendo do UZeusThemeSubsystem
* (resolvido por FName ThemeId). EUITheme é apenas validação tipada de
* design-time ao preencher DT_UI_Styles — não é a chave de runtime.
*/

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