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>
84 lines
2.5 KiB
C++
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;
|
|
};
|