Add transport system, fix NPC spawning, and improve water rendering

Transport System (Phases 1-7):
- Implement TransportManager with Catmull-Rom spline path interpolation
- Add WMO dynamic transforms for moving transport instances
- Implement player attachment via world position composition
- Add test transport with circular path around Stormwind harbor
- Add /transport board and /transport leave console commands
- Reuse taxi flight spline system and external follow camera mode

NPC Spawn Fixes:
- Add smart ocean spawn filter: blocks land creatures at high altitude over water (Z>50)
- Allow legitimate water creatures at sea level (Z≤50) to spawn correctly
- Fixes Elder Grey Bears, Highland Striders, and Plainscreepers spawning over ocean
- Snap online creatures to terrain height when valid ground exists

NpcManager Removal:
- Remove deprecated NpcManager (offline mode no longer supported)
- Delete npc_manager.hpp and npc_manager.cpp
- Simplify NPC animation callbacks to use only creatureInstances_ map
- Move NPC callbacks to game initialization in application.cpp

Water Rendering:
- Fix tile seam gaps caused by per-vertex wave randomization
- Add distance-based blending: seamless waves up close (<150u), grid effect far away (>400u)
- Smooth transition between seamless and grid modes (150-400 unit range)
- Preserves aesthetic grid pattern at horizon while eliminating gaps when swimming
This commit is contained in:
Kelsi 2026-02-10 21:29:10 -08:00
parent c91e0bb916
commit 2e923311d0
13 changed files with 711 additions and 1079 deletions

View file

@ -1758,6 +1758,51 @@ void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
return;
}
// /transport board — board test transport
if (cmdLower == "transport board") {
auto* tm = gameHandler.getTransportManager();
if (tm) {
// Test transport GUID
uint64_t testTransportGuid = 0x1000000000000001ULL;
// Place player at center of deck (rough estimate)
glm::vec3 deckCenter(0.0f, 0.0f, 5.0f);
gameHandler.setPlayerOnTransport(testTransportGuid, deckCenter);
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Boarded test transport. Use '/transport leave' to disembark.";
gameHandler.addLocalChatMessage(msg);
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Transport system not available.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
// /transport leave — disembark from transport
if (cmdLower == "transport leave") {
if (gameHandler.isOnTransport()) {
gameHandler.clearPlayerTransport();
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "Disembarked from transport.";
gameHandler.addLocalChatMessage(msg);
} else {
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = "You are not on a transport.";
gameHandler.addLocalChatMessage(msg);
}
chatInputBuffer[0] = '\0';
return;
}
// Chat channel slash commands
// If used without a message (e.g. just "/s"), switch the chat type dropdown
bool isChannelCommand = false;