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

179 lines
6.9 KiB
C++

// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "InteractionTypes.h"
#include "ItemInteractionComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnInteractionResult, FGuid, RequestId, bool, bSuccess);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnOpenContainer, AActor*, ContainerActor);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnActionStarted, FGameplayTag, ActionTag, float, Duration);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnActionFinished, FGameplayTag, ActionTag, bool, bCompleted);
/** Replicated snapshot of a long/hold action in progress (section 19), for UI. */
USTRUCT(BlueprintType)
struct FActiveInteractionState
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "Interaction")
bool bActive = false;
UPROPERTY(BlueprintReadOnly, Category = "Interaction")
FGameplayTag ActionTag;
UPROPERTY(BlueprintReadOnly, Category = "Interaction")
float Duration = 0.f;
};
/**
* Player-side hub that turns a chosen option into a server request and executes
* the authorized result (sections 9, 25). Attach to the player pawn alongside
* an InventoryComponent and (optionally) an InteractionTraceComponent.
*
* Flow: UI/input picks an FInteractionOption -> RequestInteraction() -> Server RPC
* -> server re-resolves and re-validates -> executes the transaction -> state
* replicates back. The client never changes item state itself.
*/
UCLASS(ClassGroup = (Interaction), meta = (BlueprintSpawnableComponent))
class ITEMINTERACTION_API UItemInteractionComponent : public UActorComponent
{
GENERATED_BODY()
public:
UItemInteractionComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/** Client entry point: send the chosen option's request to the server. */
UFUNCTION(BlueprintCallable, Category = "Interaction")
void RequestInteraction(const FInteractionOption& Option);
/** Client: signal that a hold action's button was released (cancels if mid-action). */
UFUNCTION(BlueprintCallable, Category = "Interaction")
void ReleaseHold();
/** Server: cancel any action in progress (bind to damage/stun for interruption). */
UFUNCTION(BlueprintCallable, Category = "Interaction")
void CancelActiveAction();
UFUNCTION(BlueprintPure, Category = "Interaction")
const FActiveInteractionState& GetActiveAction() const { return ActiveAction; }
/** Lower-level entry: send a hand-built request. */
UFUNCTION(BlueprintCallable, Category = "Interaction")
void SendRequest(const FInteractionRequest& Request);
// --- Inventory UI operations (section 23.3). Client calls, server validates. ---
/**
* Move/transfer an item. StorageActor == null -> rearrange within the player's
* own inventory. Otherwise transfer between the player and the storage actor's
* inventory (loot). ToContainerId == invalid -> first accepting container.
*/
UFUNCTION(BlueprintCallable, Category = "Inventory")
void RequestMoveItem(AActor* StorageActor, FGuid InstanceId, FGuid ToContainerId, int32 ToSlot);
UFUNCTION(BlueprintCallable, Category = "Inventory")
void RequestSplitStack(FGuid InstanceId, int32 Amount);
UFUNCTION(BlueprintCallable, Category = "Inventory")
void RequestMergeStack(FGuid SourceInstanceId, FGuid TargetInstanceId);
UFUNCTION(BlueprintCallable, Category = "Inventory")
void RequestDropFromInventory(FGuid InstanceId);
UPROPERTY(BlueprintAssignable, Category = "Interaction")
FOnInteractionResult OnInteractionResult;
/** Fired locally when the player chooses to open a container - UI opens the loot window. */
UPROPERTY(BlueprintAssignable, Category = "Interaction")
FOnOpenContainer OnOpenContainer;
UPROPERTY(BlueprintAssignable, Category = "Interaction")
FOnActionStarted OnActionStarted;
UPROPERTY(BlueprintAssignable, Category = "Interaction")
FOnActionFinished OnActionFinished;
/** Max slack (cm) added to the interactable's own distance when server-validating. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Interaction")
float ServerDistanceTolerance = 75.f;
protected:
UFUNCTION(Server, Reliable)
void Server_RequestInteraction(const FInteractionRequest& Request);
UFUNCTION(Server, Reliable)
void Server_MoveItem(AActor* StorageActor, FGuid InstanceId, FGuid ToContainerId, int32 ToSlot);
UFUNCTION(Server, Reliable)
void Server_SplitStack(FGuid InstanceId, int32 Amount);
UFUNCTION(Server, Reliable)
void Server_MergeStack(FGuid SourceInstanceId, FGuid TargetInstanceId);
UFUNCTION(Server, Reliable)
void Server_DropFromInventory(FGuid InstanceId);
UFUNCTION(Server, Reliable)
void Server_ReleaseHold();
UFUNCTION(Client, Reliable)
void Client_InteractionResult(FGuid RequestId, bool bSuccess);
/** Server hook for dropping an item into the world. Overridden in ItemWorld. */
virtual bool HandleDropFromInventory(FGuid InstanceId);
private:
/** Server: full validation pipeline (section 9). Returns the authorized option. */
bool AuthorizeRequest(const FInteractionRequest& Request, FInteractionContext& OutContext, FInteractionOption& OutOption) const;
public:
/**
* Server: run a mode directly from an already-built context (used by the named
* UInteractionAction_* classes so they share the one execution path). Builds a
* minimal option/request and dispatches through ExecuteAuthorized (virtual, so
* the ItemWorld subclass handles carry/equip/install/use).
*/
bool ServerExecuteMode(const FInteractionContext& Context, EItemInteractionMode Mode, FGameplayTag ActionTag);
protected:
APawn* GetPawn() const;
/**
* Server: run the authorized option's effect. Virtual so ItemWorld can add the
* carry/drop/equip/install/use-on-target modes (which need ItemWorld types)
* without ItemInteraction depending on ItemWorld. Base handles pickup + transfer.
*/
virtual bool ExecuteAuthorized(const FInteractionContext& Context, const FInteractionOption& Option, const FInteractionRequest& Request);
bool ExecutePickup(const FInteractionContext& Context);
bool ExecuteTransfer(const FInteractionContext& Context, const FInteractionRequest& Request);
bool ExecuteActionClass(const FInteractionContext& Context, const FInteractionOption& Option);
// --- Timed / hold action plumbing (section 19) ---
void BeginTimedAction(const FInteractionContext& Context, const FInteractionOption& Option, const FInteractionRequest& Request);
void CompleteTimedAction();
void AbortTimedAction();
void LockActionItem(bool bLock);
UPROPERTY(ReplicatedUsing = OnRep_ActiveAction)
FActiveInteractionState ActiveAction;
UFUNCTION()
void OnRep_ActiveAction();
// Server-side pending state.
bool bHasPending = false;
bool bPendingHold = false;
float PendingEndTime = 0.f;
float PendingMaxDistanceSq = 0.f;
FInteractionContext PendingContext;
FInteractionOption PendingOption;
FInteractionRequest PendingRequest;
};