- 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>
28 lines
824 B
C#
28 lines
824 B
C#
using UnrealBuildTool;
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public class ZeusJobs : ModuleRules
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{
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public ZeusJobs(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] {
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"Core",
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"CoreUObject",
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"Engine"
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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"AssetRegistry", // FAssetRegistryModule pra scan de DA_Job_*
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"ZeusNetwork" // UZeusNetworkSubsystem (SendJobChangeRequest)
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});
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// Espelho do `Server/.../JobsSystem/module.json` (modulo nucleo MMO).
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// Cliente roda em LoadingPhase PreDefault — Subsystem inicializa
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// ANTES de o ZMMO core criar a player character / HUD.
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//
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// Sem dependencia em ZeusAttributes: server envia classId no snapshot,
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// cliente faz lookup local. Mantem o peer-module pattern.
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}
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}
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