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feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones. This is a rough initial implementation — many features work but M2/WMO rendering still has issues (frame sync, texture layout transitions) and needs further polish. Terrain: - Create new blank terrain with 10 biome types (Grassland, Forest, Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic) - Load existing ADT tiles from extracted game data - Sculpt brushes: Raise, Lower, Smooth, Flatten, Level - Chunk edge stitching prevents seams between tiles - Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z) - Save to WoW ADT/WDT format Texture Painting: - Paint/Erase/Replace Base modes - Full tileset texture browser (1285 textures from manifest) - Per-zone directory filtering and search - Alpha map editing with 4-layer limit (auto-replaces weakest) Object Placement: - M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs) - M2Renderer + WMORenderer integrated (loads .skin files for WotLK) - Ghost preview follows cursor before placing - Ctrl+click selection, right-click context menu - Transform gizmo (Move/Rotate/Scale with axis constraints) - Position/rotation/scale editing in properties panel NPC/Monster System: - 631 creature presets scanned from manifest, categorized (Critters, Beasts, Humanoids, Undead, Demons, etc.) - Stats editor: level, health, mana, damage, armor, faction - Behavior: Stationary, Patrol, Wander, Scripted - Aggro/leash radius, respawn time, flags (hostile/vendor/etc.) - Save creature spawns to JSON Water: - Place water at configurable height per chunk - Liquid types: Water, Ocean, Magma, Slime - Rendered as translucent colored quads - Saved in ADT MH2O format Infrastructure: - Free-fly camera (WASD/QE, right-drag look, scroll speed) - 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs - Asset browser indexes full manifest on startup - Editor water/marker shaders (pos+color vertex format) - forceNoCull added to M2Renderer for editor use - AssetManifest::getEntries() and AssetManager::getManifest() exposed Known issues: - M2/WMO rendering may not display on first placement (frame index sync between update/render was misaligned — now fixed but untested end-to-end) - Validation layer errors on shutdown (resource cleanup ordering) - Object placement on steep terrain can miss raycast - No undo for texture painting or object placement yet
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42 changed files with 5647 additions and 3 deletions
111
tools/editor/npc_spawner.cpp
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111
tools/editor/npc_spawner.cpp
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#include "npc_spawner.hpp"
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#include "core/logger.hpp"
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#include <fstream>
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#include <sstream>
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#include <cmath>
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#include <algorithm>
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#include <filesystem>
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namespace wowee {
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namespace editor {
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uint32_t NpcSpawner::nextId() { return idCounter_++; }
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void NpcSpawner::placeCreature(const CreatureSpawn& spawn) {
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CreatureSpawn s = spawn;
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s.id = nextId();
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s.selected = false;
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spawns_.push_back(s);
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LOG_INFO("Creature placed: ", s.name, " (id=", s.id, ") at (",
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s.position.x, ",", s.position.y, ",", s.position.z, ")");
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}
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void NpcSpawner::removeCreature(int index) {
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if (index < 0 || index >= static_cast<int>(spawns_.size())) return;
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spawns_.erase(spawns_.begin() + index);
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if (selectedIdx_ == index) selectedIdx_ = -1;
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else if (selectedIdx_ > index) selectedIdx_--;
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}
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int NpcSpawner::selectAt(const glm::vec3& worldPos, float maxDist) {
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clearSelection();
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float bestDist = maxDist;
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int bestIdx = -1;
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for (int i = 0; i < static_cast<int>(spawns_.size()); i++) {
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float dist = glm::length(spawns_[i].position - worldPos);
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if (dist < bestDist) { bestDist = dist; bestIdx = i; }
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}
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if (bestIdx >= 0) {
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selectedIdx_ = bestIdx;
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spawns_[bestIdx].selected = true;
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}
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return bestIdx;
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}
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void NpcSpawner::clearSelection() {
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if (selectedIdx_ >= 0 && selectedIdx_ < static_cast<int>(spawns_.size()))
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spawns_[selectedIdx_].selected = false;
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selectedIdx_ = -1;
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}
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CreatureSpawn* NpcSpawner::getSelected() {
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if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(spawns_.size())) return nullptr;
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return &spawns_[selectedIdx_];
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}
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bool NpcSpawner::saveToFile(const std::string& path) const {
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auto dir = std::filesystem::path(path).parent_path();
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if (!dir.empty()) std::filesystem::create_directories(dir);
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std::ofstream f(path);
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if (!f) { LOG_ERROR("Failed to write NPC file: ", path); return false; }
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f << "[\n";
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for (size_t i = 0; i < spawns_.size(); i++) {
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const auto& s = spawns_[i];
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f << " {\n";
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f << " \"name\": \"" << s.name << "\",\n";
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f << " \"model\": \"" << s.modelPath << "\",\n";
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f << " \"displayId\": " << s.displayId << ",\n";
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f << " \"position\": [" << s.position.x << "," << s.position.y << "," << s.position.z << "],\n";
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f << " \"orientation\": " << s.orientation << ",\n";
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f << " \"level\": " << s.level << ",\n";
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f << " \"health\": " << s.health << ",\n";
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f << " \"mana\": " << s.mana << ",\n";
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f << " \"minDamage\": " << s.minDamage << ",\n";
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f << " \"maxDamage\": " << s.maxDamage << ",\n";
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f << " \"armor\": " << s.armor << ",\n";
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f << " \"faction\": " << s.faction << ",\n";
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f << " \"behavior\": " << static_cast<int>(s.behavior) << ",\n";
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f << " \"wanderRadius\": " << s.wanderRadius << ",\n";
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f << " \"aggroRadius\": " << s.aggroRadius << ",\n";
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f << " \"leashRadius\": " << s.leashRadius << ",\n";
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f << " \"respawnTimeMs\": " << s.respawnTimeMs << ",\n";
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f << " \"hostile\": " << (s.hostile ? "true" : "false") << ",\n";
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f << " \"questgiver\": " << (s.questgiver ? "true" : "false") << ",\n";
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f << " \"vendor\": " << (s.vendor ? "true" : "false") << ",\n";
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f << " \"flightmaster\": " << (s.flightmaster ? "true" : "false") << ",\n";
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f << " \"innkeeper\": " << (s.innkeeper ? "true" : "false") << ",\n";
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f << " \"patrol\": [";
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for (size_t p = 0; p < s.patrolPath.size(); p++) {
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f << "[" << s.patrolPath[p].position.x << "," << s.patrolPath[p].position.y
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<< "," << s.patrolPath[p].position.z << "," << s.patrolPath[p].waitTimeMs << "]";
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if (p + 1 < s.patrolPath.size()) f << ",";
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}
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f << "]\n";
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f << " }" << (i + 1 < spawns_.size() ? "," : "") << "\n";
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}
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f << "]\n";
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LOG_INFO("NPC spawns saved: ", path, " (", spawns_.size(), " creatures)");
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return true;
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}
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bool NpcSpawner::loadFromFile(const std::string& path) {
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// Simple JSON-ish parser for our format — full JSON parsing would need a library
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LOG_INFO("NPC spawn loading not yet implemented for: ", path);
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return false;
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}
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} // namespace editor
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} // namespace wowee
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