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feat(editor): in-editor "Random Populate" menu mirrors CLI
Adds EditorApp::randomPopulateZone(creatureCount, objectCount, seed) and a Generate-menu submenu with sliders for both counts plus a seed input. Same logic and bestiary as the --random-populate-zone CLI: 12 creature templates with level jitter, 5 placeholder WMO prop types with randomized rotation/scale. Spawns are placed within the loaded tile's world bbox, marked dirty + auto-save pending so the populated content persists across restarts. The CLI command remains for CI / scripting / batch workflows; the menu serves designers who want to populate from the GUI without context-switching to a terminal. Same-seed reproducibility: a hover hint reminds the user that the seed determines the output deterministically.
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@ -98,6 +98,10 @@ public:
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int batchConvertAssets(const std::string& dataDir);
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void clearAllObjects();
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void generateCompleteZone();
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// Drop N random creatures + M random objects within the loaded
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// tile's world bbox. Mirrors the --random-populate-zone CLI
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// command so users can do bulk population from inside the editor.
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void randomPopulateZone(int creatureCount, int objectCount, uint32_t seed);
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void centerOnTerrain();
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// Multi-tile support
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