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

@ -81,6 +81,16 @@ void EditorApp::run() {
// Handle pending UI actions // Handle pending UI actions
ui_.processActions(*this); ui_.processActions(*this);
// Auto-save
if (autoSaveEnabled_ && terrain_.isLoaded() && terrainEditor_.hasUnsavedChanges()) {
autoSaveTimer_ += dt;
if (autoSaveTimer_ >= autoSaveInterval_) {
autoSaveTimer_ = 0.0f;
quickSave();
LOG_INFO("Auto-saved zone");
}
}
// Refresh dirty terrain chunks // Refresh dirty terrain chunks
refreshDirtyChunks(); refreshDirtyChunks();

View file

@ -116,6 +116,9 @@ private:
bool openContextMenu_ = false; bool openContextMenu_ = false;
std::string lastSavePath_; std::string lastSavePath_;
std::vector<CameraBookmark> bookmarks_; std::vector<CameraBookmark> bookmarks_;
float autoSaveTimer_ = 0.0f;
float autoSaveInterval_ = 300.0f; // 5 minutes
bool autoSaveEnabled_ = true;
size_t lastObjectCount_ = 0; size_t lastObjectCount_ = 0;
EditorMode mode_ = EditorMode::Sculpt; EditorMode mode_ = EditorMode::Sculpt;
float waterHeight_ = 100.0f; float waterHeight_ = 100.0f;

View file

@ -10,7 +10,8 @@ enum class BrushMode {
Lower, Lower,
Smooth, Smooth,
Flatten, Flatten,
Level Level,
Erode
}; };
struct BrushSettings { struct BrushSettings {

View file

@ -222,9 +222,9 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
ImGui::End(); return; ImGui::End(); return;
} }
auto& s = app.getTerrainEditor().brush().settings(); auto& s = app.getTerrainEditor().brush().settings();
const char* modes[] = {"Raise", "Lower", "Smooth", "Flatten", "Level"}; const char* modes[] = {"Raise", "Lower", "Smooth", "Flatten", "Level", "Erode"};
int idx = static_cast<int>(s.mode); int idx = static_cast<int>(s.mode);
if (ImGui::Combo("Mode", &idx, modes, 5)) s.mode = static_cast<BrushMode>(idx); if (ImGui::Combo("Mode", &idx, modes, 6)) s.mode = static_cast<BrushMode>(idx);
ImGui::SliderFloat("Radius", &s.radius, 5.0f, 200.0f, "%.0f"); ImGui::SliderFloat("Radius", &s.radius, 5.0f, 200.0f, "%.0f");
ImGui::SliderFloat("Strength", &s.strength, 0.5f, 50.0f, "%.1f"); ImGui::SliderFloat("Strength", &s.strength, 0.5f, 50.0f, "%.1f");
ImGui::SliderFloat("Falloff", &s.falloff, 0.0f, 1.0f, "%.2f"); ImGui::SliderFloat("Falloff", &s.falloff, 0.0f, 1.0f, "%.2f");
@ -701,7 +701,12 @@ void EditorUI::renderNpcPanel(EditorApp& app) {
ImGui::Separator(); ImGui::Separator();
static char npcPath[256] = "output/creatures.json"; static char npcPath[256] = "output/creatures.json";
ImGui::InputText("File##npc", npcPath, sizeof(npcPath)); ImGui::InputText("File##npc", npcPath, sizeof(npcPath));
if (ImGui::Button("Save NPCs")) spawner.saveToFile(npcPath); if (ImGui::Button("Save NPCs", ImVec2(100, 0))) spawner.saveToFile(npcPath);
ImGui::SameLine();
if (ImGui::Button("Load NPCs", ImVec2(100, 0))) {
spawner.loadFromFile(npcPath);
app.markObjectsDirty();
}
ImGui::Separator(); ImGui::Separator();
ImGui::TextColored(ImVec4(0.7f, 0.9f, 0.7f, 1), "Click terrain to place selected creature"); ImGui::TextColored(ImVec4(0.7f, 0.9f, 0.7f, 1), "Click terrain to place selected creature");

View file

@ -121,9 +121,101 @@ void NpcSpawner::scatter(const CreatureSpawn& base, const glm::vec3& center,
} }
bool NpcSpawner::loadFromFile(const std::string& path) { bool NpcSpawner::loadFromFile(const std::string& path) {
// Simple JSON-ish parser for our format — full JSON parsing would need a library std::ifstream f(path);
LOG_INFO("NPC spawn loading not yet implemented for: ", path); if (!f) { LOG_ERROR("Failed to open NPC file: ", path); return false; }
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 } // namespace editor

View file

@ -252,6 +252,7 @@ void TerrainEditor::applyBrush(float deltaTime) {
case BrushMode::Smooth: applySmooth(deltaTime); break; case BrushMode::Smooth: applySmooth(deltaTime); break;
case BrushMode::Flatten: case BrushMode::Flatten:
case BrushMode::Level: applyFlatten(deltaTime); break; case BrushMode::Level: applyFlatten(deltaTime); break;
case BrushMode::Erode: applyErode(deltaTime); break;
} }
} }
@ -586,6 +587,50 @@ void TerrainEditor::removeWater(const glm::vec3& center, float radius) {
} }
} }
void TerrainEditor::applyErode(float dt) {
float factor = std::min(1.0f, brush_.settings().strength * dt * 0.3f);
auto affected = getAffectedChunks(brush_.getPosition(), brush_.settings().radius);
for (int chunkIdx : affected) {
bool modified = false;
auto& chunk = terrain_->chunks[chunkIdx];
for (int v = 0; v < 145; v++) {
glm::vec3 pos = chunkVertexWorldPos(chunkIdx, v);
float dist = glm::length(glm::vec2(pos.x - brush_.getPosition().x,
pos.y - brush_.getPosition().y));
float influence = brush_.getInfluence(dist);
if (influence <= 0.0f) continue;
float h = chunk.heightMap.heights[v];
int row = v / 17, col = v % 17;
// Find lowest neighbor (same chunk)
float lowestH = h;
if (col <= 8) {
int neighbors[] = {v - 17, v + 17, v - 1, v + 1};
for (int n : neighbors) {
if (n >= 0 && n < 145)
lowestH = std::min(lowestH, chunk.heightMap.heights[n]);
}
}
// Move height toward lowest neighbor (erosion)
float slope = h - lowestH;
if (slope > 0.1f) {
float erosion = slope * factor * influence * 0.3f;
chunk.heightMap.heights[v] -= erosion;
modified = true;
}
}
if (modified) {
stitchEdges(chunkIdx);
if (std::find(dirtyChunks_.begin(), dirtyChunks_.end(), chunkIdx) == dirtyChunks_.end())
dirtyChunks_.push_back(chunkIdx);
dirty_ = true;
}
}
}
void TerrainEditor::applyNoise(float frequency, float amplitude, int octaves, uint32_t seed) { void TerrainEditor::applyNoise(float frequency, float amplitude, int octaves, uint32_t seed) {
if (!terrain_) return; if (!terrain_) return;

View file

@ -69,6 +69,7 @@ private:
void applyRaise(float dt); void applyRaise(float dt);
void applySmooth(float dt); void applySmooth(float dt);
void applyFlatten(float dt); void applyFlatten(float dt);
void applyErode(float dt);
void stitchEdges(int chunkIdx); void stitchEdges(int chunkIdx);
std::vector<int> getAffectedChunks(const glm::vec3& center, float radius) const; std::vector<int> getAffectedChunks(const glm::vec3& center, float radius) const;