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
This commit is contained in:
Kelsi 2026-05-05 06:35:37 -07:00
parent 79a091526e
commit d253aed635
3 changed files with 54 additions and 9 deletions

View file

@ -28,6 +28,7 @@ public:
const std::vector<std::string>& getWMODirectories() const { return wmoDirs_; }
const std::vector<std::string>& getMapNames() const { return mapNames_; }
std::vector<std::pair<int,int>> getMapTiles(const std::string& mapName) const;
bool isInitialized() const { return initialized_; }