Files
inventory-system-plugin/Source/ItemInventory/Public/InventoryComponent.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

196 lines
7.9 KiB
C++

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