Files
inventory-system-plugin/Source/ItemWorld/Public/WorldItemSlotComponent.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

84 lines
2.5 KiB
C++

// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameplayTagContainer.h"
#include "ItemInstanceData.h"
#include "WorldItemSlotComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnWorldSlotChanged);
/** Replicated state of a world slot's contents (section 14). */
USTRUCT()
struct FWorldSlotInstalledState
{
GENERATED_BODY()
UPROPERTY()
bool bHasItem = false;
UPROPERTY()
FItemInstanceData Item;
};
/**
* A socket on a world object that accepts an installed item (section 14):
* Vehicle.Socket.Battery, Generator.Socket.Fuel, Door.Socket.BarricadePlank,
* Trap.Socket.Bait, etc. One component per slot.
*/
UCLASS(ClassGroup = (Interaction), meta = (BlueprintSpawnableComponent))
class ITEMWORLD_API UWorldItemSlotComponent : public UActorComponent
{
GENERATED_BODY()
public:
UWorldItemSlotComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
/** This slot's identity; items list it in CompatibleWorldSlots to fit. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Slot")
FGameplayTag SlotTag;
/** Optional extra gate; empty = accept anything whose CompatibleWorldSlots has SlotTag. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Slot")
FGameplayTagContainer AcceptedItemTags;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Slot")
FName AttachSocketName = NAME_None;
UPROPERTY(BlueprintAssignable, Category = "World Slot")
FOnWorldSlotChanged OnSlotChanged;
UFUNCTION(BlueprintPure, Category = "World Slot")
bool IsOccupied() const { return InstalledItem.bHasItem; }
UFUNCTION(BlueprintPure, Category = "World Slot")
bool CanInstall(const FItemInstanceData& Item) const;
UFUNCTION(BlueprintPure, Category = "World Slot")
FItemInstanceData GetInstalledItem() const { return InstalledItem.Item; }
/** Server: install an item. ProvidedVisual (e.g. a carried actor) is reused if given. */
bool InstallItem(const FItemInstanceData& Item, AActor* ProvidedVisual = nullptr);
/** Server: remove and return the installed item. */
bool RemoveItem(FItemInstanceData& OutItem);
protected:
UPROPERTY(ReplicatedUsing = OnRep_InstalledItem)
FWorldSlotInstalledState InstalledItem;
/** Server-spawned visual for the installed item (if not provided externally). */
UPROPERTY(Replicated)
TObjectPtr<AActor> InstalledVisual = nullptr;
UFUNCTION()
void OnRep_InstalledItem();
USceneComponent* GetAttachTarget() const;
bool HasAuthority() const;
};