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