Files
inventory-system-plugin/Source/ItemInteraction/Public/InteractionResolver.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

45 lines
1.9 KiB
C++

// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "InteractionTypes.h"
#include "InteractionResolver.generated.h"
class APawn;
/**
* Central, stateless resolver (section 8.3). Given who is interacting and what
* they look at, it produces the ordered list of available options. Run on the
* client for predictive UI AND re-run on the server to authorize a request, so
* it must be deterministic and side-effect free.
*/
UCLASS()
class ITEMINTERACTION_API UInteractionResolver : public UObject
{
GENERATED_BODY()
public:
/** Assembles the interaction context for an instigator/target pair. */
UFUNCTION(BlueprintCallable, Category = "Interaction", meta = (WorldContext = "Instigator"))
static FInteractionContext BuildContext(APawn* Instigator, AActor* TargetActor);
/** All options available, highest priority first (section 8.6). */
UFUNCTION(BlueprintCallable, Category = "Interaction")
static void GetAvailableInteractions(APawn* Instigator, AActor* TargetActor, TArray<FInteractionOption>& OutOptions);
/** Convenience: the single best (highest priority, enabled) option. */
UFUNCTION(BlueprintCallable, Category = "Interaction")
static bool GetPrimaryInteraction(APawn* Instigator, AActor* TargetActor, FInteractionOption& OutOption);
/** Finds the held item on an instigator via IHeldItemInterface (actor or component). */
static bool ResolveHeldItem(APawn* Instigator, FItemInstanceData& OutItem);
private:
static void GatherCapabilityOptions(const FInteractionContext& Ctx, TArray<FInteractionOption>& Out);
static void GatherContainerOptions(const FInteractionContext& Ctx, TArray<FInteractionOption>& Out);
static void GatherDataDrivenOptions(const FInteractionContext& Ctx, TArray<FInteractionOption>& Out);
static void GatherActionClassOptions(const FInteractionContext& Ctx, TArray<FInteractionOption>& Out);
};