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
This commit is contained in:
Kelsi 2026-05-05 04:44:54 -07:00
parent 42749e9b58
commit a91233a6ec
7 changed files with 164 additions and 7 deletions

View file

@ -121,9 +121,101 @@ void NpcSpawner::scatter(const CreatureSpawn& base, const glm::vec3& center,
}
bool NpcSpawner::loadFromFile(const std::string& path) {
// Simple JSON-ish parser for our format — full JSON parsing would need a library
LOG_INFO("NPC spawn loading not yet implemented for: ", path);
return false;
std::ifstream f(path);
if (!f) { LOG_ERROR("Failed to open NPC file: ", path); return false; }
std::string content((std::istreambuf_iterator<char>(f)),
std::istreambuf_iterator<char>());
// Minimal JSON parser — extract fields from our known format
spawns_.clear();
selectedIdx_ = -1;
auto findStr = [&](const std::string& block, const std::string& key) -> std::string {
auto pos = block.find("\"" + key + "\"");
if (pos == std::string::npos) return "";
pos = block.find(':', pos);
if (pos == std::string::npos) return "";
pos = block.find('"', pos + 1);
if (pos == std::string::npos) return "";
auto end = block.find('"', pos + 1);
if (end == std::string::npos) return "";
return block.substr(pos + 1, end - pos - 1);
};
auto findNum = [&](const std::string& block, const std::string& key) -> float {
auto pos = block.find("\"" + key + "\"");
if (pos == std::string::npos) return 0;
pos = block.find(':', pos);
if (pos == std::string::npos) return 0;
return std::stof(block.substr(pos + 1));
};
auto findBool = [&](const std::string& block, const std::string& key) -> bool {
auto pos = block.find("\"" + key + "\"");
if (pos == std::string::npos) return false;
return block.find("true", pos) < block.find('\n', pos);
};
// Split by object boundaries
size_t start = 0;
while ((start = content.find('{', start)) != std::string::npos) {
auto end = content.find('}', start);
if (end == std::string::npos) break;
std::string block = content.substr(start, end - start + 1);
CreatureSpawn s;
s.name = findStr(block, "name");
s.modelPath = findStr(block, "model");
s.displayId = static_cast<uint32_t>(findNum(block, "displayId"));
s.orientation = findNum(block, "orientation");
s.scale = findNum(block, "scale");
if (s.scale < 0.1f) s.scale = 1.0f;
s.level = static_cast<uint32_t>(std::max(1.0f, findNum(block, "level")));
s.health = static_cast<uint32_t>(std::max(1.0f, findNum(block, "health")));
s.mana = static_cast<uint32_t>(findNum(block, "mana"));
s.minDamage = static_cast<uint32_t>(findNum(block, "minDamage"));
s.maxDamage = static_cast<uint32_t>(findNum(block, "maxDamage"));
s.armor = static_cast<uint32_t>(findNum(block, "armor"));
s.faction = static_cast<uint32_t>(findNum(block, "faction"));
s.behavior = static_cast<CreatureBehavior>(static_cast<int>(findNum(block, "behavior")));
s.wanderRadius = findNum(block, "wanderRadius");
s.aggroRadius = findNum(block, "aggroRadius");
s.leashRadius = findNum(block, "leashRadius");
s.respawnTimeMs = static_cast<uint32_t>(findNum(block, "respawnTimeMs"));
s.hostile = findBool(block, "hostile");
s.questgiver = findBool(block, "questgiver");
s.vendor = findBool(block, "vendor");
s.flightmaster = findBool(block, "flightmaster");
s.innkeeper = findBool(block, "innkeeper");
// Parse position array
auto posStart = block.find("\"position\"");
if (posStart != std::string::npos) {
auto bk = block.find('[', posStart);
if (bk != std::string::npos) {
float vals[3] = {};
int vi = 0;
auto p = bk + 1;
while (vi < 3 && p < block.size()) {
vals[vi++] = std::stof(block.substr(p));
p = block.find(',', p);
if (p == std::string::npos) break;
p++;
}
s.position = glm::vec3(vals[0], vals[1], vals[2]);
}
}
if (!s.name.empty()) {
s.id = nextId();
spawns_.push_back(s);
}
start = end + 1;
}
LOG_INFO("NPC spawns loaded: ", path, " (", spawns_.size(), " creatures)");
return true;
}
} // namespace editor