Add stack splitting
This commit is contained in:
@@ -497,7 +497,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Add item drop. Added server-authoritative `AgrarianDropItem ItemId
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- [x] Add item drop. Added server-authoritative `AgrarianDropItem ItemId
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Quantity`, inventory stack extraction that preserves dropped stack metadata,
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Quantity`, inventory stack extraction that preserves dropped stack metadata,
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pickup spawning in front of the player, and restore-on-spawn-failure handling.
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pickup spawning in front of the player, and restore-on-spawn-failure handling.
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- [ ] Add stack splitting.
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- [x] Add stack splitting. Added server-authoritative
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`SplitStackByIndex`/`AgrarianSplitStack StackIndex SplitQuantity` support that
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validates source slot, quantity, and free slot capacity, preserves stack
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metadata, creates a separate stack slot, and avoids immediate re-merge.
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- [ ] Add item use.
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- [ ] Add item use.
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- [ ] Add equipment slots if needed.
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- [ ] Add equipment slots if needed.
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- [ ] Add weight or carry capacity placeholder.
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- [ ] Add weight or carry capacity placeholder.
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@@ -106,6 +106,14 @@ of the player, and restores the removed stack if pickup spawning fails. This is
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the baseline behavior future UI-driven drop flows should call through rather
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the baseline behavior future UI-driven drop flows should call through rather
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than duplicating inventory mutation logic on the client.
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than duplicating inventory mutation logic on the client.
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Stack splitting is available through `AgrarianSplitStack StackIndex SplitQuantity`
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and `UAgrarianInventoryComponent::SplitStackByIndex`. Splitting is
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server-authoritative, validates the source stack index, quantity, and free slot
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capacity, copies the source stack metadata, reduces the source quantity, and
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creates a separate inventory slot. It intentionally does not re-merge the split
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stack through `AddItem`, because the UI needs an actual separate stack to
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support later drag/drop and partial drop flows.
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## Time And Environment
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## Time And Environment
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The MVP gameplay calendar target is:
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The MVP gameplay calendar target is:
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@@ -0,0 +1,74 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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FILES = {
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"AgrarianInventoryComponent.h": ROOT / "Source" / "AgrarianGame" / "AgrarianInventoryComponent.h",
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"AgrarianInventoryComponent.cpp": ROOT / "Source" / "AgrarianGame" / "AgrarianInventoryComponent.cpp",
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"AgrarianGamePlayerController.h": ROOT / "Source" / "AgrarianGame" / "AgrarianGamePlayerController.h",
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"AgrarianGamePlayerController.cpp": ROOT / "Source" / "AgrarianGame" / "AgrarianGamePlayerController.cpp",
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"TechnicalDesignDocument.md": ROOT / "Docs" / "TechnicalDesignDocument.md",
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"InventoryDataModel.md": ROOT / "Docs" / "InventoryDataModel.md",
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"AGRARIAN_DEVELOPMENT_ROADMAP.md": ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md",
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}
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EXPECTED = {
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"AgrarianInventoryComponent.h": [
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"bool SplitStackByIndex(int32 StackIndex, int32 SplitQuantity);",
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"void ServerSplitStackByIndex(int32 StackIndex, int32 SplitQuantity);",
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],
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"AgrarianInventoryComponent.cpp": [
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"bool UAgrarianInventoryComponent::SplitStackByIndex",
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"Items.IsValidIndex(StackIndex)",
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"Items.Num() >= MaxSlots",
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"SplitQuantity >= SourceStack.Quantity",
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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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"void UAgrarianInventoryComponent::ServerSplitStackByIndex_Implementation",
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],
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"AgrarianGamePlayerController.h": [
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"void AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);",
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"void ServerAgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);",
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],
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"AgrarianGamePlayerController.cpp": [
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"void AAgrarianGamePlayerController::AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity)",
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"Usage: AgrarianSplitStack <StackIndex> <SplitQuantity>",
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"ServerAgrarianSplitStack(StackIndex, SplitQuantity);",
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"void AAgrarianGamePlayerController::ServerAgrarianSplitStack_Implementation",
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"InventoryComponent->SplitStackByIndex(StackIndex, SplitQuantity)",
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"Split %d items from stack %d.",
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],
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"TechnicalDesignDocument.md": [
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"`AgrarianSplitStack StackIndex SplitQuantity`",
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"creates a separate inventory slot",
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"does not re-merge",
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],
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"InventoryDataModel.md": [
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"Stack splitting:",
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"server moves a requested quantity into a new stack when slots",
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],
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"AGRARIAN_DEVELOPMENT_ROADMAP.md": [
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"[x] Add stack splitting.",
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],
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}
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def main():
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missing = []
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for label, path in FILES.items():
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text = path.read_text(encoding="utf-8")
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for snippet in EXPECTED[label]:
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if snippet not in text:
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missing.append(f"{label}: {snippet}")
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if missing:
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raise RuntimeError("Stack splitting verification failed: " + "; ".join(missing))
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print("Agrarian stack splitting verification complete.")
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if __name__ == "__main__":
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main()
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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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ServerAgrarianDropItem(ItemId, Quantity);
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}
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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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void AAgrarianGamePlayerController::AgrarianTravel(float X, float Y, float Z)
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{
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{
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ServerAgrarianTravel(FVector(X, Y, Z));
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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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ClientMessage(FString::Printf(TEXT("Dropped %d x %s."), DroppedStack.Quantity, *ItemId.ToString()));
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}
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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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void AAgrarianGamePlayerController::ServerAgrarianTravel_Implementation(FVector Destination)
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{
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{
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APawn* ControlledPawn = GetPawn();
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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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UFUNCTION(Exec)
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void AgrarianDropItem(FName ItemId, int32 Quantity);
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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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UFUNCTION(Exec)
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void AgrarianTravel(float X, float Y, float Z);
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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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UFUNCTION(Server, Reliable)
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void ServerAgrarianDropItem(FName ItemId, int32 Quantity);
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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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UFUNCTION(Server, Reliable)
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void ServerAgrarianTravel(FVector Destination);
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void ServerAgrarianTravel(FVector Destination);
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};
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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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return true;
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}
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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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void UAgrarianInventoryComponent::ServerAddItem_Implementation(const FAgrarianItemStack& Stack)
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{
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{
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AddItem(Stack);
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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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RemoveItem(ItemId, Quantity);
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}
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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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void UAgrarianInventoryComponent::OnRep_Items()
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{
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{
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BroadcastInventoryChanged();
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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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UFUNCTION(BlueprintCallable, Category = "Agrarian|Inventory")
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bool ExtractItem(FName ItemId, int32 Quantity, FAgrarianItemStack& OutStack);
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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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UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
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void ServerAddItem(const FAgrarianItemStack& Stack);
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void ServerAddItem(const FAgrarianItemStack& Stack);
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UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Inventory")
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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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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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protected:
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UFUNCTION()
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UFUNCTION()
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void OnRep_Items();
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void OnRep_Items();
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Block a user