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>
75 lines
2.5 KiB
C
75 lines
2.5 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 "GameplayTagContainer.h"
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#include "ItemEnums.h"
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#include "InventoryContainer.generated.h"
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/**
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* Metadata describing one container owned by an inventory (section 7.2).
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*
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* NOTE (design deviation from the TЗ sketch): the actual item entries do NOT live
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* inside the container struct. They live in the component's single
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* FReplicatedInventoryList, tagged with this ContainerId. A FastArraySerializer
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* only delta-replicates correctly as a direct UPROPERTY, so nesting one inside a
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* replicated TArray<FInventoryContainer> would silently fall back to full-array
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* replication. Keeping containers as lightweight metadata fixes that (section 32).
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*/
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USTRUCT(BlueprintType)
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struct ITEMINVENTORY_API FInventoryContainer
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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FGuid ContainerId;
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/** Logical identity, e.g. Container.Backpack / Container.Hotbar / Container.Vehicle.Cargo. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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FGameplayTag ContainerTag;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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EInventoryContainerType Type = EInventoryContainerType::SlotList;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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int32 Width = 0;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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int32 Height = 0;
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/** Used by SlotList/Equipment/Hotbar; for Grid types capacity is Width*Height. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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int32 MaxSlots = 0;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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float MaxWeight = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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FGameplayTagContainer AcceptedItemTags;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
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FGameplayTagContainer BlockedItemTags;
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/** Set when this container lives inside another item (a backpack/pouch item) - section 7. */
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UPROPERTY(BlueprintReadOnly, Category = "Container")
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FGuid OwnerItemInstanceId;
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FInventoryContainer() = default;
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bool IsNested() const { return OwnerItemInstanceId.IsValid(); }
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/** Number of addressable slots in this container (0 = unlimited weight-gated list). */
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int32 GetSlotCount() const
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{
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if (Type == EInventoryContainerType::Grid)
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{
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return FMath::Max(0, Width) * FMath::Max(0, Height);
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}
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return FMath::Max(0, MaxSlots);
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}
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bool HasSlotLimit() const { return GetSlotCount() > 0; }
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bool HasWeightLimit() const { return MaxWeight > 0.f; }
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};
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