Files
inventory-system-plugin/Source/ItemDebug/Private/ItemDebugModule.cpp
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

253 lines
10 KiB
C++

// Copyright ExByte Studios. Item Interaction Ecosystem.
#include "Modules/ModuleManager.h"
#include "ItemDebugLog.h"
#include "ItemDatabaseSubsystem.h"
#include "ItemDefinitionRow.h"
#include "InventoryComponent.h"
#include "ItemFeatureLibrary.h"
#include "ItemCraftingLibrary.h"
#include "PickupItemActor.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/PlayerController.h"
#include "Engine/World.h"
#include "Engine/Engine.h"
DEFINE_LOG_CATEGORY(LogItemDebug);
// Implemented as the Item Debugger console toolkit (section 29).
namespace ItemDebugCmd
{
static APawn* GetPlayerPawn(UWorld* World)
{
APlayerController* PC = World ? World->GetFirstPlayerController() : nullptr;
return PC ? PC->GetPawn() : nullptr;
}
static UInventoryComponent* GetPlayerInventory(UWorld* World)
{
APawn* Pawn = GetPlayerPawn(World);
return Pawn ? Pawn->FindComponentByClass<UInventoryComponent>() : nullptr;
}
static void Screen(const FString& Msg, const FColor Color = FColor::Green)
{
UE_LOG(LogItemDebug, Log, TEXT("%s"), *Msg);
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 4.f, Color, Msg);
}
}
static void Give(const TArray<FString>& Args, UWorld* World)
{
if (Args.Num() < 1) { Screen(TEXT("Usage: ItemEco.Give <ItemId> [Qty]"), FColor::Yellow); return; }
UInventoryComponent* Inv = GetPlayerInventory(World);
UItemDatabaseSubsystem* DB = UItemDatabaseSubsystem::Get(World);
if (!Inv || !DB) { Screen(TEXT("No player inventory / database."), FColor::Red); return; }
const FName Id(*Args[0]);
const int32 Qty = Args.Num() > 1 ? FMath::Max(1, FCString::Atoi(*Args[1])) : 1;
if (!DB->HasItem(Id)) { Screen(FString::Printf(TEXT("Unknown item '%s'"), *Id.ToString()), FColor::Red); return; }
FItemInstanceData Item = DB->MakeItemInstance(Id, Qty);
Inv->AddItem(Item);
Screen(FString::Printf(TEXT("[Inventory] gave %s x%d"), *Id.ToString(), Qty));
}
static void Spawn(const TArray<FString>& Args, UWorld* World)
{
if (Args.Num() < 1) { Screen(TEXT("Usage: ItemEco.Spawn <ItemId> [Qty]"), FColor::Yellow); return; }
APawn* Pawn = GetPlayerPawn(World);
if (!Pawn) { Screen(TEXT("No player pawn."), FColor::Red); return; }
const FName Id(*Args[0]);
const int32 Qty = Args.Num() > 1 ? FMath::Max(1, FCString::Atoi(*Args[1])) : 1;
const FTransform Xf(Pawn->GetActorRotation(), Pawn->GetActorLocation() + Pawn->GetActorForwardVector() * 200.f + FVector(0, 0, 50.f));
if (APickupItemActor::SpawnPickup(World, Id, Qty, Xf))
{
Screen(FString::Printf(TEXT("Spawned pickup %s x%d"), *Id.ToString(), Qty));
}
else
{
Screen(FString::Printf(TEXT("Failed to spawn '%s'"), *Id.ToString()), FColor::Red);
}
}
static void Clear(const TArray<FString>&, UWorld* World)
{
UInventoryComponent* Inv = GetPlayerInventory(World);
if (!Inv) { Screen(TEXT("No player inventory."), FColor::Red); return; }
TArray<FItemInstanceData> Items;
Inv->GetAllItems(Items);
for (const FItemInstanceData& It : Items) { Inv->RemoveItem(It.InstanceId); }
Screen(FString::Printf(TEXT("Cleared %d items."), Items.Num()));
}
static void Dump(const TArray<FString>&, UWorld* World)
{
UInventoryComponent* Inv = GetPlayerInventory(World);
if (!Inv) { Screen(TEXT("No player inventory."), FColor::Red); return; }
TArray<FItemInstanceData> Items;
Inv->GetAllItems(Items);
Screen(FString::Printf(TEXT("--- Inventory (%d entries) ---"), Items.Num()), FColor::Cyan);
for (const FItemInstanceData& It : Items)
{
UE_LOG(LogItemDebug, Log, TEXT(" %s x%d [container %s slot %d]"),
*It.ItemId.ToString(), It.Quantity, *It.CurrentContainerId.ToString(), It.SlotIndex);
}
}
static void Validate(const TArray<FString>&, UWorld* World)
{
UItemDatabaseSubsystem* DB = UItemDatabaseSubsystem::Get(World);
if (!DB) { Screen(TEXT("No database."), FColor::Red); return; }
TArray<FItemValidationIssue> Issues;
DB->ValidateData(Issues);
Screen(FString::Printf(TEXT("Validation: %d issue(s)."), Issues.Num()), Issues.Num() ? FColor::Yellow : FColor::Green);
for (const FItemValidationIssue& Issue : Issues)
{
UE_LOG(LogItemDebug, Warning, TEXT(" [%s] %s: %s"),
Issue.bIsError ? TEXT("ERROR") : TEXT("WARN"), *Issue.ItemId.ToString(), *Issue.Message);
}
}
// Mutates the first inventory item via the feature library.
static void MutateFirst(UWorld* World, TFunctionRef<void(FItemInstanceData&)> Mutator, const TCHAR* What)
{
UInventoryComponent* Inv = GetPlayerInventory(World);
if (!Inv) { Screen(TEXT("No player inventory."), FColor::Red); return; }
TArray<FItemInstanceData> Items;
Inv->GetAllItems(Items);
if (Items.Num() == 0) { Screen(TEXT("Inventory empty."), FColor::Yellow); return; }
FItemInstanceData Item = Items[0];
Mutator(Item);
Inv->UpdateItem(Item);
Screen(FString::Printf(TEXT("%s %s"), What, *Item.ItemId.ToString()));
}
static void Rot(const TArray<FString>&, UWorld* World)
{
UInventoryComponent* Inv = GetPlayerInventory(World);
if (!Inv) { Screen(TEXT("No player inventory."), FColor::Red); return; }
TArray<FItemInstanceData> Items;
Inv->GetAllItems(Items);
if (Items.Num() == 0) { Screen(TEXT("Inventory empty."), FColor::Yellow); return; }
FItemInstanceData Item = Items[0];
FName TransformId;
UItemFeatureLibrary::ForceRot(World, Item, TransformId);
if (!TransformId.IsNone())
{
UItemDatabaseSubsystem* DB = UItemDatabaseSubsystem::Get(World);
FItemInstanceData NewItem = DB ? DB->MakeItemInstance(TransformId, Item.Quantity) : FItemInstanceData(TransformId, Item.Quantity);
Inv->RemoveItem(Item.InstanceId);
Inv->AddItem(NewItem);
Screen(FString::Printf(TEXT("Rotted -> %s"), *TransformId.ToString()));
}
else
{
Inv->UpdateItem(Item);
Screen(FString::Printf(TEXT("Rotted %s"), *Item.ItemId.ToString()));
}
}
static void Break(const TArray<FString>&, UWorld* World)
{
MutateFirst(World, [](FItemInstanceData& It) { UItemFeatureLibrary::BreakItem(It); }, TEXT("Broke"));
}
static void DrainBattery(const TArray<FString>& Args, UWorld* World)
{
const float Amt = Args.Num() > 0 ? FCString::Atof(*Args[0]) : 0.25f;
MutateFirst(World, [Amt](FItemInstanceData& It) { UItemFeatureLibrary::DrainBattery(It, Amt, 1.f); }, TEXT("Drained battery of"));
}
static void AddFuel(const TArray<FString>& Args, UWorld* World)
{
const float Amt = Args.Num() > 0 ? FCString::Atof(*Args[0]) : 5.f;
MutateFirst(World, [Amt](FItemInstanceData& It) { UItemFeatureLibrary::AddFuel(It, Amt, 9999.f); }, TEXT("Added fuel to"));
}
static void UnlockAll(const TArray<FString>&, UWorld* World)
{
UInventoryComponent* Inv = GetPlayerInventory(World);
if (!Inv) { Screen(TEXT("No player inventory."), FColor::Red); return; }
TArray<FItemInstanceData> Items;
Inv->GetAllItems(Items);
int32 Count = 0;
for (const FItemInstanceData& It : Items) { if (Inv->ClearItemLock(It.InstanceId)) { ++Count; } }
Screen(FString::Printf(TEXT("Unlocked %d items."), Count));
}
static void RollLoot(const TArray<FString>& Args, UWorld* World)
{
if (Args.Num() < 1) { Screen(TEXT("Usage: ItemEco.RollLoot <TableId> [Rolls]"), FColor::Yellow); return; }
UInventoryComponent* Inv = GetPlayerInventory(World);
if (!Inv) { Screen(TEXT("No player inventory."), FColor::Red); return; }
const int32 Rolls = Args.Num() > 1 ? FMath::Max(1, FCString::Atoi(*Args[1])) : 5;
UItemCraftingLibrary::RollLootIntoInventory(World, Inv, FName(*Args[0]), Rolls);
Screen(FString::Printf(TEXT("Rolled loot '%s' x%d"), *Args[0], Rolls));
}
static void Craft(const TArray<FString>& Args, UWorld* World)
{
if (Args.Num() < 1) { Screen(TEXT("Usage: ItemEco.Craft <RecipeId>"), FColor::Yellow); return; }
UInventoryComponent* Inv = GetPlayerInventory(World);
if (!Inv) { Screen(TEXT("No player inventory."), FColor::Red); return; }
const bool bOk = UItemCraftingLibrary::Craft(World, Inv, FName(*Args[0]), FGameplayTag());
Screen(FString::Printf(TEXT("Craft '%s': %s"), *Args[0], bOk ? TEXT("OK") : TEXT("FAILED")), bOk ? FColor::Green : FColor::Red);
}
}
// --- Console command registration ---
static FAutoConsoleCommandWithWorldAndArgs GCmdGive(
TEXT("ItemEco.Give"), TEXT("Give <ItemId> [Qty] to the local player inventory."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Give));
static FAutoConsoleCommandWithWorldAndArgs GCmdSpawn(
TEXT("ItemEco.Spawn"), TEXT("Spawn <ItemId> [Qty] as a world pickup in front of the player."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Spawn));
static FAutoConsoleCommandWithWorldAndArgs GCmdClear(
TEXT("ItemEco.Clear"), TEXT("Clear the local player inventory."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Clear));
static FAutoConsoleCommandWithWorldAndArgs GCmdDump(
TEXT("ItemEco.Dump"), TEXT("Dump the local player inventory to the log."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Dump));
static FAutoConsoleCommandWithWorldAndArgs GCmdValidate(
TEXT("ItemEco.Validate"), TEXT("Run data validation on the item database."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Validate));
static FAutoConsoleCommandWithWorldAndArgs GCmdRot(
TEXT("ItemEco.Rot"), TEXT("Force-rot the first inventory item."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Rot));
static FAutoConsoleCommandWithWorldAndArgs GCmdBreak(
TEXT("ItemEco.Break"), TEXT("Break the first inventory item."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Break));
static FAutoConsoleCommandWithWorldAndArgs GCmdDrain(
TEXT("ItemEco.DrainBattery"), TEXT("DrainBattery [Amount] from the first item."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::DrainBattery));
static FAutoConsoleCommandWithWorldAndArgs GCmdAddFuel(
TEXT("ItemEco.AddFuel"), TEXT("AddFuel [Amount] to the first item."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::AddFuel));
static FAutoConsoleCommandWithWorldAndArgs GCmdUnlock(
TEXT("ItemEco.UnlockAll"), TEXT("Clear all item locks in the player inventory."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::UnlockAll));
static FAutoConsoleCommandWithWorldAndArgs GCmdRollLoot(
TEXT("ItemEco.RollLoot"), TEXT("RollLoot <TableId> [Rolls] into the player inventory."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::RollLoot));
static FAutoConsoleCommandWithWorldAndArgs GCmdCraft(
TEXT("ItemEco.Craft"), TEXT("Craft <RecipeId> using the player inventory."),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&ItemDebugCmd::Craft));
IMPLEMENT_MODULE(FDefaultModuleImpl, ItemDebug)