mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-06 00:53:52 +00:00
feat(editor): erosion brush, NPC load, auto-save
- Erode brush mode: simulates water erosion by moving height downhill based on slope, creating natural drainage patterns and gullies - NPC JSON loader: File > Load NPCs parses saved creatures.json back into the spawn list (round-trip save/load now works) - Auto-save: every 5 minutes when unsaved changes exist, exports the full zone (ADT + WDT + creatures) to the output directory - Sculpt mode now has 6 brush types: Raise/Lower/Smooth/Flatten/Level/Erode
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parent
42749e9b58
commit
a91233a6ec
7 changed files with 164 additions and 7 deletions
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@ -81,6 +81,16 @@ void EditorApp::run() {
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// Handle pending UI actions
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ui_.processActions(*this);
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// Auto-save
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if (autoSaveEnabled_ && terrain_.isLoaded() && terrainEditor_.hasUnsavedChanges()) {
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autoSaveTimer_ += dt;
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if (autoSaveTimer_ >= autoSaveInterval_) {
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autoSaveTimer_ = 0.0f;
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quickSave();
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LOG_INFO("Auto-saved zone");
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}
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}
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// Refresh dirty terrain chunks
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refreshDirtyChunks();
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@ -116,6 +116,9 @@ private:
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bool openContextMenu_ = false;
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std::string lastSavePath_;
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std::vector<CameraBookmark> bookmarks_;
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float autoSaveTimer_ = 0.0f;
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float autoSaveInterval_ = 300.0f; // 5 minutes
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bool autoSaveEnabled_ = true;
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size_t lastObjectCount_ = 0;
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EditorMode mode_ = EditorMode::Sculpt;
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float waterHeight_ = 100.0f;
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@ -10,7 +10,8 @@ enum class BrushMode {
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Lower,
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Smooth,
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Flatten,
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Level
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Level,
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Erode
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};
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struct BrushSettings {
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@ -222,9 +222,9 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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ImGui::End(); return;
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}
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auto& s = app.getTerrainEditor().brush().settings();
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const char* modes[] = {"Raise", "Lower", "Smooth", "Flatten", "Level"};
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const char* modes[] = {"Raise", "Lower", "Smooth", "Flatten", "Level", "Erode"};
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int idx = static_cast<int>(s.mode);
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if (ImGui::Combo("Mode", &idx, modes, 5)) s.mode = static_cast<BrushMode>(idx);
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if (ImGui::Combo("Mode", &idx, modes, 6)) s.mode = static_cast<BrushMode>(idx);
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ImGui::SliderFloat("Radius", &s.radius, 5.0f, 200.0f, "%.0f");
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ImGui::SliderFloat("Strength", &s.strength, 0.5f, 50.0f, "%.1f");
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ImGui::SliderFloat("Falloff", &s.falloff, 0.0f, 1.0f, "%.2f");
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@ -701,7 +701,12 @@ void EditorUI::renderNpcPanel(EditorApp& app) {
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ImGui::Separator();
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static char npcPath[256] = "output/creatures.json";
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ImGui::InputText("File##npc", npcPath, sizeof(npcPath));
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if (ImGui::Button("Save NPCs")) spawner.saveToFile(npcPath);
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if (ImGui::Button("Save NPCs", ImVec2(100, 0))) spawner.saveToFile(npcPath);
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ImGui::SameLine();
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if (ImGui::Button("Load NPCs", ImVec2(100, 0))) {
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spawner.loadFromFile(npcPath);
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app.markObjectsDirty();
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}
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0.7f, 0.9f, 0.7f, 1), "Click terrain to place selected creature");
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@ -121,9 +121,101 @@ void NpcSpawner::scatter(const CreatureSpawn& base, const glm::vec3& center,
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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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std::ifstream f(path);
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if (!f) { LOG_ERROR("Failed to open NPC file: ", path); return false; }
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std::string content((std::istreambuf_iterator<char>(f)),
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std::istreambuf_iterator<char>());
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// Minimal JSON parser — extract fields from our known format
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spawns_.clear();
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selectedIdx_ = -1;
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auto findStr = [&](const std::string& block, const std::string& key) -> std::string {
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auto pos = block.find("\"" + key + "\"");
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if (pos == std::string::npos) return "";
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pos = block.find(':', pos);
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if (pos == std::string::npos) return "";
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pos = block.find('"', pos + 1);
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if (pos == std::string::npos) return "";
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auto end = block.find('"', pos + 1);
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if (end == std::string::npos) return "";
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return block.substr(pos + 1, end - pos - 1);
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};
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auto findNum = [&](const std::string& block, const std::string& key) -> float {
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auto pos = block.find("\"" + key + "\"");
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if (pos == std::string::npos) return 0;
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pos = block.find(':', pos);
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if (pos == std::string::npos) return 0;
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return std::stof(block.substr(pos + 1));
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};
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auto findBool = [&](const std::string& block, const std::string& key) -> bool {
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auto pos = block.find("\"" + key + "\"");
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if (pos == std::string::npos) return false;
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return block.find("true", pos) < block.find('\n', pos);
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};
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// Split by object boundaries
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size_t start = 0;
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while ((start = content.find('{', start)) != std::string::npos) {
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auto end = content.find('}', start);
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if (end == std::string::npos) break;
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std::string block = content.substr(start, end - start + 1);
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CreatureSpawn s;
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s.name = findStr(block, "name");
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s.modelPath = findStr(block, "model");
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s.displayId = static_cast<uint32_t>(findNum(block, "displayId"));
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s.orientation = findNum(block, "orientation");
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s.scale = findNum(block, "scale");
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if (s.scale < 0.1f) s.scale = 1.0f;
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s.level = static_cast<uint32_t>(std::max(1.0f, findNum(block, "level")));
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s.health = static_cast<uint32_t>(std::max(1.0f, findNum(block, "health")));
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s.mana = static_cast<uint32_t>(findNum(block, "mana"));
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s.minDamage = static_cast<uint32_t>(findNum(block, "minDamage"));
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s.maxDamage = static_cast<uint32_t>(findNum(block, "maxDamage"));
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s.armor = static_cast<uint32_t>(findNum(block, "armor"));
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s.faction = static_cast<uint32_t>(findNum(block, "faction"));
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s.behavior = static_cast<CreatureBehavior>(static_cast<int>(findNum(block, "behavior")));
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s.wanderRadius = findNum(block, "wanderRadius");
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s.aggroRadius = findNum(block, "aggroRadius");
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s.leashRadius = findNum(block, "leashRadius");
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s.respawnTimeMs = static_cast<uint32_t>(findNum(block, "respawnTimeMs"));
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s.hostile = findBool(block, "hostile");
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s.questgiver = findBool(block, "questgiver");
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s.vendor = findBool(block, "vendor");
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s.flightmaster = findBool(block, "flightmaster");
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s.innkeeper = findBool(block, "innkeeper");
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// Parse position array
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auto posStart = block.find("\"position\"");
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if (posStart != std::string::npos) {
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auto bk = block.find('[', posStart);
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if (bk != std::string::npos) {
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float vals[3] = {};
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int vi = 0;
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auto p = bk + 1;
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while (vi < 3 && p < block.size()) {
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vals[vi++] = std::stof(block.substr(p));
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p = block.find(',', p);
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if (p == std::string::npos) break;
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p++;
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}
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s.position = glm::vec3(vals[0], vals[1], vals[2]);
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}
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}
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if (!s.name.empty()) {
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s.id = nextId();
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spawns_.push_back(s);
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}
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start = end + 1;
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}
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LOG_INFO("NPC spawns loaded: ", path, " (", spawns_.size(), " creatures)");
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return true;
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}
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} // namespace editor
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@ -252,6 +252,7 @@ void TerrainEditor::applyBrush(float deltaTime) {
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case BrushMode::Smooth: applySmooth(deltaTime); break;
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case BrushMode::Flatten:
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case BrushMode::Level: applyFlatten(deltaTime); break;
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case BrushMode::Erode: applyErode(deltaTime); break;
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}
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}
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@ -586,6 +587,50 @@ void TerrainEditor::removeWater(const glm::vec3& center, float radius) {
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}
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}
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void TerrainEditor::applyErode(float dt) {
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float factor = std::min(1.0f, brush_.settings().strength * dt * 0.3f);
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auto affected = getAffectedChunks(brush_.getPosition(), brush_.settings().radius);
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for (int chunkIdx : affected) {
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bool modified = false;
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auto& chunk = terrain_->chunks[chunkIdx];
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for (int v = 0; v < 145; v++) {
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glm::vec3 pos = chunkVertexWorldPos(chunkIdx, v);
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float dist = glm::length(glm::vec2(pos.x - brush_.getPosition().x,
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pos.y - brush_.getPosition().y));
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float influence = brush_.getInfluence(dist);
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if (influence <= 0.0f) continue;
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float h = chunk.heightMap.heights[v];
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int row = v / 17, col = v % 17;
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// Find lowest neighbor (same chunk)
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float lowestH = h;
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if (col <= 8) {
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int neighbors[] = {v - 17, v + 17, v - 1, v + 1};
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for (int n : neighbors) {
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if (n >= 0 && n < 145)
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lowestH = std::min(lowestH, chunk.heightMap.heights[n]);
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}
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}
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// Move height toward lowest neighbor (erosion)
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float slope = h - lowestH;
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if (slope > 0.1f) {
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float erosion = slope * factor * influence * 0.3f;
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chunk.heightMap.heights[v] -= erosion;
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modified = true;
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}
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}
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if (modified) {
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stitchEdges(chunkIdx);
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if (std::find(dirtyChunks_.begin(), dirtyChunks_.end(), chunkIdx) == dirtyChunks_.end())
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dirtyChunks_.push_back(chunkIdx);
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dirty_ = true;
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}
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}
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}
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void TerrainEditor::applyNoise(float frequency, float amplitude, int octaves, uint32_t seed) {
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if (!terrain_) return;
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@ -69,6 +69,7 @@ private:
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void applyRaise(float dt);
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void applySmooth(float dt);
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void applyFlatten(float dt);
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void applyErode(float dt);
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void stitchEdges(int chunkIdx);
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std::vector<int> getAffectedChunks(const glm::vec3& center, float radius) const;
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