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    <title>Data :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cgameumodule/data/index.html</link>
    <description>Overview All game board configuration is expressed through Blueprint-exposed USTRUCT types defined in CGameBlueprintStruct.h and CGameMakerStruct.h. These structs are passed to UCGameManager::storeNewGameBoard and converted into internal DataTable rows.&#xA;Game Common Name Description FCBP_GameCommon Top-level shared settings: decal select material, optional widget class overrides (debug, compass, interaction, dialog, skill, resource, life, textPop, minimap), and metadata maps (skill, resource, character, room) FCBP_CommonMetadata Base metadata struct with label (FText) and icon (UTexture2D) FCBP_SkillMetadata Extends FCBP_CommonMetadata with cooldown (float) and baseColor (FLinearColor) FCBP_ResourceMetadata Extends FCBP_CommonMetadata, no additional fields FCBP_CharMetadata Extends FCBP_CommonMetadata, no additional fields FCBP_RoomMetadata Extends FCBP_CommonMetadata, no additional fields FCGameMakerStruct Internal FTableRowBase storing object map, widget map, and metadata DataTables Player Name Description FCBP_Player Full player definition: actor class, basic info, skeletal, behavior, interaction, lifecycle, movement, fog of war, skills FCBP_ACPBasic Common actor/pawn/character identity: mainTag, famillyTag, minScale, maxScale FCBP_PMovement Fly pawn movement: maxWalkSpeed (default 6 m/s) FCBP_CMovement Character movement: maxWalkSpeed, maxStepHeight (45 cm), jumpZVelocity (6.3 m/s), all modulated by scale FCBP_PlayerInteraction Player interaction settings: canInteract, reuseOverlapSkillToCapsule, overlap skills FCBP_FogOfWarRevealer Per-actor fog of war settings: complexTrace, tickIntervalInSecond, numberOfRayIfComplexTrace, lineOfSightSizeMeter, revealedAreaSizeMeter NPC (Pawn, Character, Actor) Name Description FCBP_PandC Base struct for pawns and characters: basic, skeletal, behavior, AI, interaction, lifecycle, skills, fog of war FCBP_Character Extends FCBP_PandC with TSubclassOf&lt;ACCharacter&gt; and FCBP_CMovement FCBP_Pawn Extends FCBP_PandC with TSubclassOf&lt;ACPawn&gt; and FCBP_PMovement FCBP_Actor Standalone actor: TSubclassOf&lt;ACActor&gt;, basic info, interaction FCBP_ACPRoomRule Base room assignment: count, spawnProbabilities, biome filter FCBP_CharacterRoom Extends FCBP_ACPRoomRule with a FCBP_Character FCBP_PawnRoom Extends FCBP_ACPRoomRule with a FCBP_Pawn FCBP_ActorRoom Extends FCBP_ACPRoomRule with a FCBP_Actor FCBP_ACPSpawnProbability Spawn probability window: probabilityMinWindow, probabilityMaxWindow, condition NPC Components Name Description FCBP_CPSkeletal Skeletal mesh, physics asset, anim class, anim sequences, blendspaces, montage array FCBP_CPBehavior Melee and range attack behavior settings FCBP_CPMeleeAttackBehavior noComboButRandom, allowComboLoop FCBP_CPRangeAttackBehavior Range attack settings (reserved for future use) FCBP_CPAI AI configuration: team, aiClass, behaviorTree, automations, sightPerception FCBP_SightPerception AI sight: enableSight, distances, angle, forget delay FCBP_Automation Automation command: command (ECAutomationCommandName), value (FString) FCBP_CPLifecycle Life, damage, block armor, damage-on attitudes, turn-by-turn flag, death/damage skills FCBP_ACPInteraction Interaction settings: player-only, once-only, canInteract, overlap/interaction skills World Name Description FCBP_World World definition: material, topography assets (world, cluster, shift, room/corridor), fog of war, map, world effector, shadow effector, room softener blend FCBP_WorldEffector World generation parameters: worldMakerClass, cellSizeMeter, numberOfCellToDrawAround, nbMinPointPerCellSide, maxLODFactor, followAndBuildTilesAroundPawn, curvaturLODReduction, calculateNormal, pool sizes, collisionOnFullLODOnly, actorWakeUpDistanceMeter FCBP_FogOfWar Fog of war settings: renderTargetSizePixel, blur options, lineOfSightIntensityPercentage, revealedAreaIntensityPercentage, post-process material FCBP_Map Minimap settings: tile mesh/size, spline mesh/size, tangentForce FCBP_ShadowEffector Shadow definition (extends FCShadowDefinition) Room Name Description FCBP_RoomCluster Cluster of rooms: mainTag, count, corridor width range, straightCorridor, clusterMarginMeter, corridorBreaks, room descriptions, optional specific topography FCBP_RoomDescription Single room type: mainTag, count, isPlayerStartPoint, size range, margin, interaction, NPC arrays (characters, pawns, actors), spawn condition FCBP_RoomInteraction Room interaction: player-only, once-only, canInteract, overlap skills Tile and Grass (Hexa) Name Description FCBP_TileAndGrass Hexagonal tile/grass definition: mesh array, biome filter, room type filter, tile/room/corridor/shadow effectors FCBP_Tile Single mesh entry: mesh (UStaticMesh), percentBelowFloor FCBP_TileEffector Tile placement: collision, tileSizeInMeter, numberToDrawAroundPlayer, alignToSlope, randomRotate, jitter, scale, vertical/normal limits FCBP_RoomEffector Room distance filter: rateDistanceToRoomLowerBound, rateDistanceToRoomUpperBound, onlyForRoom FCBP_CorridorEffector Corridor edge distance filter: rateDistanceToEdgeLowerBound, rateDistanceToEdgeUpperBound Biome Name Description FCBP_Biome Biome definition: biomeTopography noise asset, boundaries array FCBP_BiomeBound Named noise range: name, noiseLowerValue, noiseUpperValue Skill and Resource Name Description FCBP_Skill Skill definition: name, onSkillAsDynamicDelegate (Blueprint) or onSkillAsLambda (C++) FCBP_whatToDoOnSkill Dynamic delegate with three params: const AActor* source, const UObject* otherInformation, UCBoolContainer* resultAsIO FCBP_Inventory Inventory item: name, inventoryClass (TSubclassOf of AActor) Delegates Name Description FCBP_defineQuests Dynamic delegate (no params) used to define quests when a game board is spawned Internal Runtime Structs Name Description FCBP_GameStruct Runtime container holding all DataTables for a game board: game maker, room cluster, hexa, world, FOW, NPC, map, player, AI, resource, skill, quest delegate. Created by storeNewGameBoard FCBP_PlayerRoom Internal room assignment for players (extends FCBP_ACPRoomRule with a FCBP_Player) Misc Name Description FCBP_Misc Display settings: window mode, resolution, scale, frame rate limit, anti-aliasing, vSync, quality levels (GI, texture, post-process, shading, shadow, view distance, VFX, reflection, AA, foliage) ECMiscQuality Quality enum: LOW, MED, HIGH, EPIC, CINEMATIC Animation Name Description ECSkeletalMontageName Enum for montage slots: ATTACK_0 through ATTACK_9, BLOCK_START/END, DAMAGED, KILLED, RANGE_START/END, TURN_LEFT/RIGHT FCBP_MontageWithName Map of ECSkeletalMontageName to UAnimMontage // Game Common FCBP_GameCommon gameCommon; gameCommon.decalSelectMaterial = myDecalMaterial; gameCommon.skillMetadata.Add(FName(&#34;Fireball&#34;), FCBP_SkillMetadata()); gameCommon.resourceMetadata.Add(FName(&#34;Gold&#34;), FCBP_ResourceMetadata()); // Player FCBP_ACPBasic basic; basic.mainTag = FName(&#34;Hero&#34;); basic.minScale = 0.9f; basic.maxScale = 1.1f; // Movement FCBP_CMovement movement; movement.maxWalkSpeed = 8.0f; // 8 m/s movement.maxStepHeight = 50.0f; movement.jumpZVelocity = 7.0f; // NPC FCBP_Character npcChar; npcChar.actorClass = AMyCharacter::StaticClass(); npcChar.basic.mainTag = FName(&#34;Guard&#34;); npcChar.ai.team = 1; npcChar.ai.behaviorTree = myBehaviorTree; npcChar.lifecycle.maxLife = 200.0f; npcChar.lifecycle.damage = 10.0f; // Room FCBP_RoomCluster cluster; cluster.mainTag = FName(&#34;Dungeon&#34;); cluster.count = 3; cluster.corridorMinWidthMeter = 3.0f; cluster.corridorMaxWidthMeter = 5.0f; FCBP_RoomDescription room; room.mainTag = FName(&#34;BossRoom&#34;); room.count = 1; room.minSizeMeter = 10.0f; room.maxSizeMeter = 15.0f; room.isPlayerStartPoint = true; cluster.roomDescriptions.Add(room); // Tile FCBP_TileAndGrass grass; grass.tileEffector.tileSizeInMeter = 1.5f; grass.tileEffector.numberToDrawAroundPlayer = 40; grass.tileEffector.alignToSlope = true; grass.onlyIf = CRoomType::ROOM; // Biome FCBP_Biome biome; biome.biomeTopography = myNoiseAsset; biome.boundaries.Add({FName(&#34;Forest&#34;), -0.5f, 0.5f}); // Skill (C++ lambda) FCBP_Skill skill; skill.name = FName(&#34;Fireball&#34;); skill.onSkillAsLambda = [](const AActor* source, const UObject* info, UCBoolContainer* result) { result-&gt;value = true; }; // Misc FCBP_Misc misc; misc.windowMode = EWindowMode::Fullscreen; misc.frameRateLimit = 60; misc.antiAliasingMethod = ECAntiAliasingDefinition::TSR; // FCBP_GameStruct is created internally by storeNewGameBoard. // Access its DataTables via getter functions: // gameStruct.getResourceDT(), gameStruct.getSkillDT(), etc.</description>
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