Fix NPC spawning at initial player position

NPCs were not spawning when the player first entered the world because
spawnNpcs() was defined but never called. Added call to spawnNpcs() in
Application::update() when in IN_GAME state.

The function has a guard (npcsSpawned flag) so it only runs once. NPCs now
appear immediately at spawn instead of requiring the player to walk away first.

Added logging to help debug spawn preconditions.
This commit is contained in:
Kelsi 2026-02-09 21:59:00 -08:00
parent aea8e1ba03
commit 4e3750c00e
3 changed files with 51 additions and 4 deletions

View file

@ -392,6 +392,9 @@ void Application::update(float deltaTime) {
if (world) {
world->update(deltaTime);
}
// Spawn NPCs once when entering world
spawnNpcs();
// Process deferred online creature spawns (throttled)
processCreatureSpawnQueue();
processGameObjectSpawnQueue();
@ -1404,16 +1407,29 @@ void Application::loadEquippedWeapons() {
void Application::spawnNpcs() {
if (npcsSpawned) return;
if (!assetManager || !assetManager->isInitialized()) return;
if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return;
if (!gameHandler) return;
LOG_INFO("spawnNpcs: checking preconditions...");
if (!assetManager || !assetManager->isInitialized()) {
LOG_INFO("spawnNpcs: assetManager not ready");
return;
}
if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) {
LOG_INFO("spawnNpcs: renderer not ready");
return;
}
if (!gameHandler) {
LOG_INFO("spawnNpcs: gameHandler not ready");
return;
}
LOG_INFO("spawnNpcs: spawning NPCs...");
if (npcManager) {
npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager());
}
npcManager = std::make_unique<game::NpcManager>();
glm::vec3 playerSpawnGL = renderer->getCharacterPosition();
glm::vec3 playerCanonical = core::coords::renderToCanonical(playerSpawnGL);
LOG_INFO("spawnNpcs: player position GL=(", playerSpawnGL.x, ",", playerSpawnGL.y, ",", playerSpawnGL.z,
") canonical=(", playerCanonical.x, ",", playerCanonical.y, ",", playerCanonical.z, ")");
std::string mapName = "Azeroth";
if (auto* minimap = renderer->getMinimap()) {
mapName = minimap->getMapName();