Files
inventory-system-plugin/Source/ItemDatabase/Public/ItemContentRows.h
Bonchellon 7f7e043a88 Initial commit: Item Interaction Ecosystem plugin (UE5.7)
Server-authoritative, data-driven item/inventory/interaction/carry/equipment/
world-slot/placement/crafting framework. 8 modules, compiles against UE 5.7.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 20:49:56 +03:00

122 lines
3.5 KiB
C

// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "GameplayTagContainer.h"
#include "ItemEnums.h"
#include "ItemContentRows.generated.h"
/** DT_Containers row (section 6): a reusable container template. */
USTRUCT(BlueprintType)
struct ITEMDATABASE_API FContainerDefRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
FGameplayTag ContainerTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
EInventoryContainerType Type = EInventoryContainerType::SlotList;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
int32 Width = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
int32 Height = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
int32 MaxSlots = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
float MaxWeight = 0.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
FGameplayTagContainer AcceptedItemTags;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
FGameplayTagContainer BlockedItemTags;
};
/** DT_WorldSlots row (section 6/14): documents a world slot's contract. */
USTRUCT(BlueprintType)
struct ITEMDATABASE_API FWorldSlotDefRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Slot")
FGameplayTag SlotTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Slot")
FGameplayTagContainer AcceptedItemTags;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Slot")
FName AttachSocketName;
};
/** DT_LootTables row (section 6): one weighted drop in a named loot table. */
USTRUCT(BlueprintType)
struct ITEMDATABASE_API FLootEntryRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Loot")
FName TableId;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Loot")
FName ItemId;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Loot")
float Weight = 1.f;
/** 0..1 independent chance that this entry rolls at all. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Loot")
float Chance = 1.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Loot")
int32 MinQuantity = 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Loot")
int32 MaxQuantity = 1;
};
/** One required ingredient of a recipe. */
USTRUCT(BlueprintType)
struct ITEMDATABASE_API FCraftingIngredient
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
FName ItemId;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
int32 Quantity = 1;
};
/** DT_CraftingRecipes row (section 6). */
USTRUCT(BlueprintType)
struct ITEMDATABASE_API FCraftingRecipeRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
FName RecipeId;
/** Optional station requirement, e.g. Station.Workbench. Empty = craft anywhere. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
FGameplayTag StationTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
TArray<FCraftingIngredient> Inputs;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
FName OutputItemId;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
int32 OutputQuantity = 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
float CraftTime = 0.f;
};