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>
196 lines
7.9 KiB
C++
196 lines
7.9 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 "ReplicatedInventoryList.h"
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#include "InventoryContainer.h"
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#include "InventoryComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnInventoryChangedSignature);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnInventoryItemEventSignature, const FItemInstanceData&, Item);
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/**
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* Owns and replicates a set of containers full of items (section 7).
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*
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* Server-authoritative: every mutating method must run on the server (the
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* interaction/transaction layer is the only intended caller). Clients receive
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* state through the FastArray and react via OnInventoryChanged / OnRep. The UI
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* never mutates this directly (section 25).
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*/
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UCLASS(ClassGroup = (Inventory), meta = (BlueprintSpawnableComponent))
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class ITEMINVENTORY_API UInventoryComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UInventoryComponent();
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//~ UActorComponent
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void InitializeComponent() override;
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virtual void OnRegister() override;
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// --- Events (UI binds here, never polls - section 32) ---
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UPROPERTY(BlueprintAssignable, Category = "Inventory")
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FOnInventoryChangedSignature OnInventoryChanged;
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UPROPERTY(BlueprintAssignable, Category = "Inventory")
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FOnInventoryItemEventSignature OnItemAdded;
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UPROPERTY(BlueprintAssignable, Category = "Inventory")
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FOnInventoryItemEventSignature OnItemRemoved;
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/**
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* When true (default) inventory replicates only to the owning client (player
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* inventory, section 25.9). Set false for shared world containers (loot chests,
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* vehicle cargo) so nearby clients can see the contents. Must be set before the
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* component registers replication (e.g. in the owning actor's constructor).
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory|Replication")
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bool bOwnerOnlyReplication = true;
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// --- Container setup ---
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/** Registers a container. Assigns a new ContainerId if unset. Server side. */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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FGuid AddContainer(FInventoryContainer Container);
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/** Registers a container from a DT_Containers template (section 6). Server. */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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FGuid AddContainerByTag(FGameplayTag ContainerTag);
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/** Creates a nested container owned by an item that has Feature.Container (section 7). */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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FGuid AddNestedContainerForItem(FGuid OwnerItemInstanceId, FGameplayTag ContainerTag);
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UFUNCTION(BlueprintPure, Category = "Inventory")
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bool GetContainer(FGuid ContainerId, FInventoryContainer& OutContainer) const;
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UFUNCTION(BlueprintPure, Category = "Inventory")
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void GetContainers(TArray<FInventoryContainer>& OutContainers) const { OutContainers = Containers; }
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/** First container whose tag matches, or an invalid guid. */
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UFUNCTION(BlueprintPure, Category = "Inventory")
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FGuid FindContainerByTag(FGameplayTag ContainerTag) const;
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// --- Core operations (section 7.1) ---
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/** Adds an item, stacking into existing compatible stacks then free slots. Server. */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool AddItem(UPARAM(ref) FItemInstanceData& Item);
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/** Adds an item into a specific container. Server. */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool AddItemToContainer(UPARAM(ref) FItemInstanceData& Item, FGuid ContainerId);
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool RemoveItem(FGuid InstanceId);
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/** Removes up to Amount from a stack; removes the entry when it hits zero. Server. */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool RemoveQuantity(FGuid InstanceId, int32 Amount);
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool MoveItem(FGuid InstanceId, FGuid FromContainerId, FGuid ToContainerId, int32 TargetSlot);
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool SplitStack(FGuid InstanceId, int32 Amount);
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool MergeStack(FGuid SourceInstanceId, FGuid TargetInstanceId);
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// --- Queries ---
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UFUNCTION(BlueprintPure, Category = "Inventory")
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bool CanAcceptItem(const FItemInstanceData& Item, FGuid ContainerId) const;
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UFUNCTION(BlueprintPure, Category = "Inventory")
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bool FindItem(FGuid InstanceId, FItemInstanceData& OutItem) const;
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UFUNCTION(BlueprintPure, Category = "Inventory")
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void GetContainerItems(FGuid ContainerId, TArray<FItemInstanceData>& OutItems) const;
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UFUNCTION(BlueprintPure, Category = "Inventory")
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void GetAllItems(TArray<FItemInstanceData>& OutItems) const;
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UFUNCTION(BlueprintPure, Category = "Inventory")
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float GetContainerWeight(FGuid ContainerId) const;
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/** Total quantity of a given ItemId across all containers. */
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UFUNCTION(BlueprintPure, Category = "Inventory")
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int32 GetItemCount(FName ItemId) const;
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// --- Internal mutation used by the transaction layer ---
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/** Writes a mutated copy back into the list and replicates it. Server. */
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bool UpdateItem(const FItemInstanceData& Item);
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/** Server: place a soft lock on an item so it cannot be moved/taken (section 20). */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool SetItemLock(FGuid InstanceId, FGameplayTag Reason, AActor* LockedBy, float ExpireWorldTime);
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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bool ClearItemLock(FGuid InstanceId);
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/** Reads a ServerOnly property kept off the wire (section 22). Server only. */
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UFUNCTION(BlueprintPure, Category = "Inventory")
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float GetServerOnlyFloat(FGuid InstanceId, FGameplayTag PropertyTag, float Fallback = 0.f) const;
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/** Direct, unchecked write of an item into a slot (used by transactions). Server. */
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void SetItemInSlot(const FItemInstanceData& Item, FGuid ContainerId, int32 SlotIndex);
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/** Server: remove every item (save load / debug clear). */
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UFUNCTION(BlueprintCallable, Category = "Inventory")
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void ClearAllItems();
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/** Server: replace the container set (save load). */
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void SetContainers(const TArray<FInventoryContainer>& InContainers);
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/** Broadcasts OnInventoryChanged. Called by the FastArray on clients too. */
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void NotifyInventoryChanged();
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void NotifyItemAdded(const FItemInstanceData& Item);
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void NotifyItemRemoved(const FItemInstanceData& Item);
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protected:
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UPROPERTY(Replicated)
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FReplicatedInventoryList ReplicatedItems;
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UPROPERTY(Replicated)
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TArray<FInventoryContainer> Containers;
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/** Default containers spawned in InitializeComponent (designer-configurable). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory|Setup")
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TArray<FInventoryContainer> DefaultContainers;
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private:
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bool HasAuthorityChecked(const TCHAR* Op) const;
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FInventoryContainer* GetContainerMutable(const FGuid& ContainerId);
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const FInventoryContainer* GetContainerConst(const FGuid& ContainerId) const;
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/** Lowest free slot index in a slot-limited container, or INDEX_NONE if full/unlimited-ok. */
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int32 FindFreeSlot(const FGuid& ContainerId) const;
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/** Grid-aware free slot for a specific item (uses its GridSize); falls back to FindFreeSlot. */
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int32 FindFreeSlotForItem(const FGuid& ContainerId, const FItemInstanceData& Item) const;
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FIntPoint GetItemGridSize(FName ItemId) const;
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/** True if the WxH rectangle at TopLeft is inside the grid and unoccupied (ignoring IgnoreInstance). */
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bool IsGridRegionFree(const FInventoryContainer& Container, int32 TopLeft, FIntPoint Size, const FGuid& IgnoreInstance) const;
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bool IsSlotOccupied(const FGuid& ContainerId, int32 SlotIndex) const;
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/** Tries to top up existing stacks of the same item; reduces Remaining accordingly. */
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void StackIntoExisting(const FGuid& ContainerId, FItemInstanceData& Item, int32& Remaining);
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/** Moves an item's ServerOnly properties into the server-side side channel (section 22). */
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void StripServerOnlyProperties(FItemInstanceData& Item);
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/** Server-only properties never replicated to clients, keyed by instance id. */
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TMap<FGuid, FItemRuntimeProperties> ServerOnlyProps;
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};
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