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
@@ -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();