Add stack splitting

This commit is contained in:
2026-05-17 11:47:44 -07:00
parent b48595f70d
commit 555ad6df25
7 changed files with 155 additions and 1 deletions
+4 -1
View File
@@ -497,7 +497,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add item drop. Added server-authoritative `AgrarianDropItem ItemId
Quantity`, inventory stack extraction that preserves dropped stack metadata,
pickup spawning in front of the player, and restore-on-spawn-failure handling.
- [ ] Add stack splitting.
- [x] Add stack splitting. Added server-authoritative
`SplitStackByIndex`/`AgrarianSplitStack StackIndex SplitQuantity` support that
validates source slot, quantity, and free slot capacity, preserves stack
metadata, creates a separate stack slot, and avoids immediate re-merge.
- [ ] Add item use.
- [ ] Add equipment slots if needed.
- [ ] Add weight or carry capacity placeholder.
+8
View File
@@ -106,6 +106,14 @@ of the player, and restores the removed stack if pickup spawning fails. This is
the baseline behavior future UI-driven drop flows should call through rather
than duplicating inventory mutation logic on the client.
Stack splitting is available through `AgrarianSplitStack StackIndex SplitQuantity`
and `UAgrarianInventoryComponent::SplitStackByIndex`. Splitting is
server-authoritative, validates the source stack index, quantity, and free slot
capacity, copies the source stack metadata, reduces the source quantity, and
creates a separate inventory slot. It intentionally does not re-merge the split
stack through `AddItem`, because the UI needs an actual separate stack to
support later drag/drop and partial drop flows.
## Time And Environment
The MVP gameplay calendar target is:
+74
View File
@@ -0,0 +1,74 @@
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
FILES = {
"AgrarianInventoryComponent.h": ROOT / "Source" / "AgrarianGame" / "AgrarianInventoryComponent.h",
"AgrarianInventoryComponent.cpp": ROOT / "Source" / "AgrarianGame" / "AgrarianInventoryComponent.cpp",
"AgrarianGamePlayerController.h": ROOT / "Source" / "AgrarianGame" / "AgrarianGamePlayerController.h",
"AgrarianGamePlayerController.cpp": ROOT / "Source" / "AgrarianGame" / "AgrarianGamePlayerController.cpp",
"TechnicalDesignDocument.md": ROOT / "Docs" / "TechnicalDesignDocument.md",
"InventoryDataModel.md": ROOT / "Docs" / "InventoryDataModel.md",
"AGRARIAN_DEVELOPMENT_ROADMAP.md": ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md",
}
EXPECTED = {
"AgrarianInventoryComponent.h": [
"bool SplitStackByIndex(int32 StackIndex, int32 SplitQuantity);",
"void ServerSplitStackByIndex(int32 StackIndex, int32 SplitQuantity);",
],
"AgrarianInventoryComponent.cpp": [
"bool UAgrarianInventoryComponent::SplitStackByIndex",
"Items.IsValidIndex(StackIndex)",
"Items.Num() >= MaxSlots",
"SplitQuantity >= SourceStack.Quantity",
"FAgrarianItemStack SplitStack = SourceStack;",
"SplitStack.Quantity = SplitQuantity;",
"SourceStack.Quantity -= SplitQuantity;",
"Items.Add(SplitStack);",
"BroadcastInventoryChanged();",
"void UAgrarianInventoryComponent::ServerSplitStackByIndex_Implementation",
],
"AgrarianGamePlayerController.h": [
"void AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);",
"void ServerAgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);",
],
"AgrarianGamePlayerController.cpp": [
"void AAgrarianGamePlayerController::AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity)",
"Usage: AgrarianSplitStack <StackIndex> <SplitQuantity>",
"ServerAgrarianSplitStack(StackIndex, SplitQuantity);",
"void AAgrarianGamePlayerController::ServerAgrarianSplitStack_Implementation",
"InventoryComponent->SplitStackByIndex(StackIndex, SplitQuantity)",
"Split %d items from stack %d.",
],
"TechnicalDesignDocument.md": [
"`AgrarianSplitStack StackIndex SplitQuantity`",
"creates a separate inventory slot",
"does not re-merge",
],
"InventoryDataModel.md": [
"Stack splitting:",
"server moves a requested quantity into a new stack when slots",
],
"AGRARIAN_DEVELOPMENT_ROADMAP.md": [
"[x] Add stack splitting.",
],
}
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("Stack splitting verification failed: " + "; ".join(missing))
print("Agrarian stack splitting verification complete.")
if __name__ == "__main__":
main()
@@ -139,6 +139,17 @@ void AAgrarianGamePlayerController::AgrarianDropItem(FName ItemId, int32 Quantit
ServerAgrarianDropItem(ItemId, Quantity);
}
void AAgrarianGamePlayerController::AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity)
{
if (StackIndex < 0 || SplitQuantity <= 0)
{
ClientMessage(TEXT("Usage: AgrarianSplitStack <StackIndex> <SplitQuantity>"));
return;
}
ServerAgrarianSplitStack(StackIndex, SplitQuantity);
}
void AAgrarianGamePlayerController::AgrarianTravel(float X, float Y, float Z)
{
ServerAgrarianTravel(FVector(X, Y, Z));
@@ -268,6 +279,26 @@ void AAgrarianGamePlayerController::ServerAgrarianDropItem_Implementation(FName
ClientMessage(FString::Printf(TEXT("Dropped %d x %s."), DroppedStack.Quantity, *ItemId.ToString()));
}
void AAgrarianGamePlayerController::ServerAgrarianSplitStack_Implementation(int32 StackIndex, int32 SplitQuantity)
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter ? AgrarianCharacter->GetInventoryComponent() : nullptr;
if (!InventoryComponent)
{
ClientMessage(TEXT("No Agrarian inventory component found."));
return;
}
if (InventoryComponent->SplitStackByIndex(StackIndex, SplitQuantity))
{
ClientMessage(FString::Printf(TEXT("Split %d items from stack %d."), SplitQuantity, StackIndex));
}
else
{
ClientMessage(FString::Printf(TEXT("Could not split %d items from stack %d."), SplitQuantity, StackIndex));
}
}
void AAgrarianGamePlayerController::ServerAgrarianTravel_Implementation(FVector Destination)
{
APawn* ControlledPawn = GetPawn();
@@ -69,6 +69,9 @@ public:
UFUNCTION(Exec)
void AgrarianDropItem(FName ItemId, int32 Quantity);
UFUNCTION(Exec)
void AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
UFUNCTION(Exec)
void AgrarianTravel(float X, float Y, float Z);
@@ -91,6 +94,9 @@ protected:
UFUNCTION(Server, Reliable)
void ServerAgrarianDropItem(FName ItemId, int32 Quantity);
UFUNCTION(Server, Reliable)
void ServerAgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
UFUNCTION(Server, Reliable)
void ServerAgrarianTravel(FVector Destination);
};
@@ -115,6 +115,27 @@ bool UAgrarianInventoryComponent::ExtractItem(FName ItemId, int32 Quantity, FAgr
return true;
}
bool UAgrarianInventoryComponent::SplitStackByIndex(int32 StackIndex, int32 SplitQuantity)
{
if (!GetOwner() || !GetOwner()->HasAuthority() || SplitQuantity <= 0 || !Items.IsValidIndex(StackIndex) || Items.Num() >= MaxSlots)
{
return false;
}
FAgrarianItemStack& SourceStack = Items[StackIndex];
if (!SourceStack.IsValidStack() || SplitQuantity >= SourceStack.Quantity)
{
return false;
}
FAgrarianItemStack SplitStack = SourceStack;
SplitStack.Quantity = SplitQuantity;
SourceStack.Quantity -= SplitQuantity;
Items.Add(SplitStack);
BroadcastInventoryChanged();
return true;
}
void UAgrarianInventoryComponent::ServerAddItem_Implementation(const FAgrarianItemStack& Stack)
{
AddItem(Stack);
@@ -125,6 +146,11 @@ void UAgrarianInventoryComponent::ServerRemoveItem_Implementation(FName ItemId,
RemoveItem(ItemId, Quantity);
}
void UAgrarianInventoryComponent::ServerSplitStackByIndex_Implementation(int32 StackIndex, int32 SplitQuantity)
{
SplitStackByIndex(StackIndex, SplitQuantity);
}
void UAgrarianInventoryComponent::OnRep_Items()
{
BroadcastInventoryChanged();
@@ -46,12 +46,18 @@ public:
UFUNCTION(BlueprintCallable, Category = "Agrarian|Inventory")
bool ExtractItem(FName ItemId, int32 Quantity, FAgrarianItemStack& OutStack);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Inventory")
bool SplitStackByIndex(int32 StackIndex, int32 SplitQuantity);
UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
void ServerAddItem(const FAgrarianItemStack& Stack);
UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
void ServerRemoveItem(FName ItemId, int32 Quantity);
UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
void ServerSplitStackByIndex(int32 StackIndex, int32 SplitQuantity);
protected:
UFUNCTION()
void OnRep_Items();