Add MVP inventory HUD panel

This commit is contained in:
2026-05-17 13:43:21 -07:00
parent cb663fbfaf
commit 09eed7c4c4
6 changed files with 155 additions and 1 deletions
+3 -1
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@@ -515,7 +515,9 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
thresholds, strength-scaled movement penalties, and a debug HUD carried
weight readout. Later volume, backpack, awkward-object, and hard overload
rules should extend this hook.
- [ ] Add inventory UI.
- [x] Add inventory UI. Added a compact MVP HUD inventory panel that is separate
from the full developer HUD and shows occupied slots, total carried weight,
and visible item stacks from the replicated inventory component.
- [x] Add replication for inventory changes.
- [ ] Add persistence for inventory.
- [x] Add debug item spawn command.
+2
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@@ -119,6 +119,8 @@ The 0.1.E inventory work should implement these operations on top of the model:
- Carry capacity: continue using total weight first, with later volume or pack
systems layered on top.
- UI: read the replicated stack list and send requests back through server RPCs.
The MVP HUD now includes a compact inventory panel that shows occupied slots,
total carried weight, and the first visible item stacks.
## Carry Capacity Placeholder
+6
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@@ -138,6 +138,12 @@ HUD. Future backpacks, containers, awkward-object rules, and hard overload
limits should extend this total-weight path rather than creating a second carry
model.
The MVP inventory UI is a compact `AAgrarianDebugHUD` inventory panel, enabled
separately from the full developer HUD. It reads the replicated inventory stack
array, shows occupied slots, total carried weight, and a short visible stack
list, and leaves mutation actions on the existing server-authoritative commands
and RPCs until a full UMG inventory screen is introduced.
## Time And Environment
The MVP gameplay calendar target is:
+66
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@@ -0,0 +1,66 @@
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
FILES = {
"AgrarianDebugHUD.h": ROOT / "Source" / "AgrarianGame" / "AgrarianDebugHUD.h",
"AgrarianDebugHUD.cpp": ROOT / "Source" / "AgrarianGame" / "AgrarianDebugHUD.cpp",
"InventoryDataModel.md": ROOT / "Docs" / "InventoryDataModel.md",
"TechnicalDesignDocument.md": ROOT / "Docs" / "TechnicalDesignDocument.md",
"AGRARIAN_DEVELOPMENT_ROADMAP.md": ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md",
}
EXPECTED = {
"AgrarianDebugHUD.h": [
"bShowInventoryHUD",
"InventoryTextScale",
"MaxInventoryPanelRows",
"DrawInventoryPanel",
],
"AgrarianDebugHUD.cpp": [
"DrawInventoryPanel(AgrarianCharacter)",
"AAgrarianDebugHUD::DrawInventoryPanel",
"InventoryComponent->Items.Num()",
"InventoryComponent->MaxSlots",
"InventoryComponent->GetTotalWeight()",
"MaxInventoryPanelRows",
"Stack.UnitWeight * Stack.Quantity",
],
"InventoryDataModel.md": [
"compact inventory panel",
"occupied slots",
"total carried weight",
"visible item stacks",
],
"TechnicalDesignDocument.md": [
"The MVP inventory UI is a compact `AAgrarianDebugHUD` inventory panel",
"enabled",
"separately from the full developer HUD",
"shows occupied slots",
"total carried weight",
"server-authoritative commands",
],
"AGRARIAN_DEVELOPMENT_ROADMAP.md": [
"[x] Add inventory UI.",
"compact MVP HUD inventory panel",
"replicated inventory component",
],
}
def main():
missing = []
for label, path in FILES.items():
text = path.read_text(encoding="utf-8")
for snippet in EXPECTED[label]:
if snippet not in text:
missing.append(f"{label}: {snippet}")
if missing:
raise RuntimeError("Inventory UI verification failed: " + "; ".join(missing))
print("Agrarian inventory UI verification complete.")
if __name__ == "__main__":
main()
+68
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@@ -24,6 +24,7 @@ void AAgrarianDebugHUD::DrawHUD()
DrawInteractionPrompt(AgrarianCharacter);
DrawCriticalStats(AgrarianCharacter->GetSurvivalComponent());
DrawInventoryPanel(AgrarianCharacter);
if (bShowDebugHUD)
{
@@ -109,6 +110,73 @@ void AAgrarianDebugHUD::DrawCriticalStats(const UAgrarianSurvivalComponent* Surv
DrawScaledLine(FString::Printf(TEXT("Sickness %3.0f"), Survival.SicknessSeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.SicknessSeverity, true));
}
void AAgrarianDebugHUD::DrawInventoryPanel(const AAgrarianGameCharacter* AgrarianCharacter)
{
if (!bShowInventoryHUD || !AgrarianCharacter || !Canvas)
{
return;
}
const UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter->GetInventoryComponent();
if (!InventoryComponent)
{
return;
}
const float Scale = FMath::Max(0.25f, InventoryTextScale);
const float PanelWidth = 360.0f * Scale;
const float X = FMath::Max(32.0f, Canvas->ClipX - PanelWidth - 32.0f);
float Y = 32.0f;
const int32 VisibleRows = InventoryComponent->Items.IsEmpty()
? 1
: FMath::Min(InventoryComponent->Items.Num(), FMath::Max(1, MaxInventoryPanelRows));
const float LineHeight = 18.0f * Scale;
const float PanelHeight = (56.0f * Scale) + (VisibleRows * LineHeight);
DrawRect(FLinearColor(0.02f, 0.025f, 0.02f, 0.72f), X - (12.0f * Scale), Y - (10.0f * Scale), PanelWidth, PanelHeight);
DrawText(
FString::Printf(
TEXT("INVENTORY %d/%d slots %.1f wt"),
InventoryComponent->Items.Num(),
InventoryComponent->MaxSlots,
InventoryComponent->GetTotalWeight()),
FColor(160, 220, 140),
X,
Y,
nullptr,
Scale,
false);
Y += 24.0f * Scale;
if (InventoryComponent->Items.IsEmpty())
{
DrawText(TEXT("Empty"), FColor::Silver, X, Y, nullptr, Scale, false);
return;
}
for (int32 Index = 0; Index < VisibleRows; ++Index)
{
const FAgrarianItemStack& Stack = InventoryComponent->Items[Index];
const FText DisplayName = Stack.DisplayName.IsEmpty() ? FText::FromName(Stack.ItemId) : Stack.DisplayName;
FString ItemName = DisplayName.ToString();
if (ItemName.Len() > 24)
{
ItemName = ItemName.Left(21) + TEXT("...");
}
DrawText(
FString::Printf(TEXT("%02d %-24s x%-3d %5.1f"), Index + 1, *ItemName, Stack.Quantity, Stack.UnitWeight * Stack.Quantity),
FColor(225, 235, 220),
X,
Y,
nullptr,
Scale,
false);
Y += LineHeight;
}
}
void AAgrarianDebugHUD::DrawPlayerStatus(const AAgrarianGameCharacter* AgrarianCharacter, float X, float& Y)
{
if (!AgrarianCharacter)
+10
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@@ -23,12 +23,21 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
bool bShowCriticalStatsHUD = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
bool bShowInventoryHUD = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "0.25"))
float TextScale = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "0.25"))
float CriticalStatsTextScale = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "0.25"))
float InventoryTextScale = 0.9f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "1", ClampMax = "12"))
int32 MaxInventoryPanelRows = 6;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
bool bShowInteractionPrompt = true;
@@ -38,6 +47,7 @@ public:
protected:
void DrawInteractionPrompt(const class AAgrarianGameCharacter* AgrarianCharacter);
void DrawCriticalStats(const UAgrarianSurvivalComponent* SurvivalComponent);
void DrawInventoryPanel(const class AAgrarianGameCharacter* AgrarianCharacter);
void DrawPlayerStatus(const class AAgrarianGameCharacter* AgrarianCharacter, float X, float& Y);
void DrawSurvival(const UAgrarianSurvivalComponent* SurvivalComponent, float X, float& Y);
void DrawInventory(const UAgrarianInventoryComponent* InventoryComponent, float X, float& Y);