Add stack splitting
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@@ -139,6 +139,17 @@ void AAgrarianGamePlayerController::AgrarianDropItem(FName ItemId, int32 Quantit
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ServerAgrarianDropItem(ItemId, Quantity);
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}
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void AAgrarianGamePlayerController::AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity)
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{
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if (StackIndex < 0 || SplitQuantity <= 0)
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{
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ClientMessage(TEXT("Usage: AgrarianSplitStack <StackIndex> <SplitQuantity>"));
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return;
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}
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ServerAgrarianSplitStack(StackIndex, SplitQuantity);
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}
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void AAgrarianGamePlayerController::AgrarianTravel(float X, float Y, float Z)
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{
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ServerAgrarianTravel(FVector(X, Y, Z));
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@@ -268,6 +279,26 @@ void AAgrarianGamePlayerController::ServerAgrarianDropItem_Implementation(FName
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ClientMessage(FString::Printf(TEXT("Dropped %d x %s."), DroppedStack.Quantity, *ItemId.ToString()));
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}
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void AAgrarianGamePlayerController::ServerAgrarianSplitStack_Implementation(int32 StackIndex, int32 SplitQuantity)
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{
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AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
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UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter ? AgrarianCharacter->GetInventoryComponent() : nullptr;
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if (!InventoryComponent)
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{
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ClientMessage(TEXT("No Agrarian inventory component found."));
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return;
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}
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if (InventoryComponent->SplitStackByIndex(StackIndex, SplitQuantity))
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{
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ClientMessage(FString::Printf(TEXT("Split %d items from stack %d."), SplitQuantity, StackIndex));
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}
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else
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{
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ClientMessage(FString::Printf(TEXT("Could not split %d items from stack %d."), SplitQuantity, StackIndex));
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}
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}
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void AAgrarianGamePlayerController::ServerAgrarianTravel_Implementation(FVector Destination)
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{
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APawn* ControlledPawn = GetPawn();
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@@ -69,6 +69,9 @@ public:
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UFUNCTION(Exec)
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void AgrarianDropItem(FName ItemId, int32 Quantity);
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UFUNCTION(Exec)
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void AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
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UFUNCTION(Exec)
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void AgrarianTravel(float X, float Y, float Z);
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@@ -91,6 +94,9 @@ protected:
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UFUNCTION(Server, Reliable)
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void ServerAgrarianDropItem(FName ItemId, int32 Quantity);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianTravel(FVector Destination);
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};
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@@ -115,6 +115,27 @@ bool UAgrarianInventoryComponent::ExtractItem(FName ItemId, int32 Quantity, FAgr
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return true;
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}
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bool UAgrarianInventoryComponent::SplitStackByIndex(int32 StackIndex, int32 SplitQuantity)
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{
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if (!GetOwner() || !GetOwner()->HasAuthority() || SplitQuantity <= 0 || !Items.IsValidIndex(StackIndex) || Items.Num() >= MaxSlots)
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{
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return false;
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}
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FAgrarianItemStack& SourceStack = Items[StackIndex];
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if (!SourceStack.IsValidStack() || SplitQuantity >= SourceStack.Quantity)
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{
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return false;
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}
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FAgrarianItemStack SplitStack = SourceStack;
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SplitStack.Quantity = SplitQuantity;
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SourceStack.Quantity -= SplitQuantity;
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Items.Add(SplitStack);
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BroadcastInventoryChanged();
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return true;
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}
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void UAgrarianInventoryComponent::ServerAddItem_Implementation(const FAgrarianItemStack& Stack)
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{
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AddItem(Stack);
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@@ -125,6 +146,11 @@ void UAgrarianInventoryComponent::ServerRemoveItem_Implementation(FName ItemId,
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RemoveItem(ItemId, Quantity);
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}
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void UAgrarianInventoryComponent::ServerSplitStackByIndex_Implementation(int32 StackIndex, int32 SplitQuantity)
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{
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SplitStackByIndex(StackIndex, SplitQuantity);
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}
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void UAgrarianInventoryComponent::OnRep_Items()
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{
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BroadcastInventoryChanged();
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@@ -46,12 +46,18 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Inventory")
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bool ExtractItem(FName ItemId, int32 Quantity, FAgrarianItemStack& OutStack);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Inventory")
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bool SplitStackByIndex(int32 StackIndex, int32 SplitQuantity);
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UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
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void ServerAddItem(const FAgrarianItemStack& Stack);
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UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
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void ServerRemoveItem(FName ItemId, int32 Quantity);
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UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
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void ServerSplitStackByIndex(int32 StackIndex, int32 SplitQuantity);
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protected:
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UFUNCTION()
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void OnRep_Items();
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