Files
ZMMO/Source/ZMMO/Game/UI/FrontEnd/ZMMOCharSummary.h
Mateus Rodrigues 166650671f feat(frontend): Fase 1 + 1.5 — ServerSelect dinamico + Lobby (chars por mundo)
ServerSelect (Fase 1):
- UIServerSelectScreen_Base: subscribe OnRawMessage + C_WORLD_LIST_REQUEST
- WBP_ServerCard instanciado dinamicamente em GridPanel CardContainer (2 cols)
- UIServerCard_Base: SetFromEntry + OnCardPressed delegate + UI_Button_Master
- Push real-time S_WORLD_STATUS_UPDATE (opcode 2062) atualiza card in-place
- FZMMOWorldEntry struct, EZMMOWorldState enum no wire (offline/online/maint)
- Sem hardcap de slots — cards usam toda largura via ColumnFill weights

Lobby/CharSelect (Fase 1.5):
- UIUserLobbyScreen_Base + WBP_UserLobby (WidgetSwitcher: lista + create)
- C_CHAR_LIST_REQUEST filtrado por SelectedWorldId do FlowSubsystem
- UICharCard_Base + WBP_CharCard com Select/Delete + Accept/Cancel quando
  delete agendado; Text_DeleteCountdown atualiza em tempo real (timer 1s)
- UICharacterCreatePage_Base + WBP_CharacterCreate (Name + ComboBox class)
- Handlers S_CHAR_SELECT_OK (handoff parse), CHAR_CREATE_OK/REJECT,
  CHAR_DELETE_ACK/ACCEPT_ACK/CANCEL_ACK (refresh lista)

Auxiliares + fixes:
- ARQUITETURA_SERVER_SELECT.md + ARQUITETURA_CHARACTER_MODEL.md
- UIFrontEndFlowSubsystem: SelectedWorldId state + transicao Lobby
- DA_FrontEndScreenSet: Lobby -> WBP_UserLobby_C
- UICheckBox_Base + UICommonText_Base (componentes auxiliares)
- BSB_Button_Transparent.Disabled DrawAs=IMAGE -> NoDraw (fix bg branco)
- WBP_ServerCard layout: HBox para chips Region/Ping/Status, SizeBox 10x10
  no Dot verde (anti-overflow); SelfHitTestInvisible em containers (hover)
2026-05-21 20:06:23 -03:00

103 lines
2.9 KiB
C

#pragma once
#include "CoreMinimal.h"
#include "ZMMOCharSummary.generated.h"
/** Stats primarios do personagem (espelha `CharStats` em char.types.ts). */
USTRUCT(BlueprintType)
struct FZMMOCharStats
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Str = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Agi = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Vit = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Int = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Dex = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Luk = 1;
};
/** Aparencia (espelha `CharAppearance` em char.types.ts). */
USTRUCT(BlueprintType)
struct FZMMOCharAppearance
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Hair = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 HairColor = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 SkinColor = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 BodyType = 0;
};
/**
* Resumo de personagem recebido do CharServer via S_CHAR_LIST.
* Espelha `CharSummary` em `Server/ZeusCharServer/src/types/char.types.ts`.
*/
USTRUCT(BlueprintType)
struct FZMMOCharSummary
{
GENERATED_BODY()
/** charId — BIGINT UNSIGNED no banco; armazenado como FString aqui pra preservar 64 bits. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FString CharId;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FString WorldId;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Slot = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FString Name;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 ClassId = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 BaseLevel = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 BaseExp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 JobLevel = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 JobExp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FZMMOCharStats Stats;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Hp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 MaxHp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Sp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 MaxSp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Money = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FString MapName;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FVector Position = FVector::ZeroVector;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
float YawDeg = 0.f;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FZMMOCharAppearance Appearance;
/** Epoch ms em que o delete vai efetivar. 0 = nao agendado. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int64 DeleteScheduledAtMs = 0;
};