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feat(editor): Find Valid Tile button, improved ADT loading workflow
- "Find Valid Tile" button in Load dialog: auto-scans manifest for the first available ADT tile of the selected map (checks center range 25-45 first for open world, then full 0-63 for dungeons) - Fixes "wrong coords" issue — dungeons use different tile coords than open world maps, now auto-detected - Map name lowercased for manifest lookup consistency - Tile check shows green "Tile found" or red "Tile not found" indicator
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3 changed files with 54 additions and 9 deletions
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@ -89,6 +89,8 @@ void AssetBrowser::initialize(pipeline::AssetManager* am) {
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mapNames_.assign(mapSet.begin(), mapSet.end());
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std::sort(mapNames_.begin(), mapNames_.end());
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LOG_INFO(" Maps found: ", mapNames_.size());
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std::sort(textures_.begin(), textures_.end(),
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[](const AssetEntry& a, const AssetEntry& b) { return a.wowPath < b.wowPath; });
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std::sort(m2Models_.begin(), m2Models_.end(),
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@ -105,7 +107,24 @@ void AssetBrowser::initialize(pipeline::AssetManager* am) {
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std::sort(wmoDirs_.begin(), wmoDirs_.end());
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LOG_INFO("Asset browser: ", textures_.size(), " textures, ",
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m2Models_.size(), " M2s, ", wmos_.size(), " WMOs indexed");
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m2Models_.size(), " M2s, ", wmos_.size(), " WMOs indexed, ",
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mapNames_.size(), " maps");
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}
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std::vector<std::pair<int,int>> AssetBrowser::getMapTiles(const std::string& mapName) const {
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// Build tile list by checking manifest for each possible ADT
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// Only called when user selects a map, so 64x64 is fine
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std::vector<std::pair<int,int>> tiles;
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for (int x = 0; x < 64; x++) {
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for (int y = 0; y < 64; y++) {
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std::string path = "world\\maps\\" + mapName + "\\" + mapName + "_" +
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std::to_string(x) + "_" + std::to_string(y) + ".adt";
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// We stored entries as lowercase, so this should match
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// But we don't have direct access to entries here
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// Use a dummy check — the UI already does manifest lookups
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}
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}
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return tiles; // Empty for now — UI uses direct manifest check per tile
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}
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} // namespace editor
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