feat(pipeline): add Wowee Open Weather (.wow) zone schedule

8th open-format addition to the Wowee pipeline. Replaces
WoW's WeatherTypes.dbc / WeatherEffect logic with a single
binary file holding a list of weather states for one zone,
each tagged with intensity bounds, a probability weight,
and duration bounds. The renderer / runtime samples one
entry at a time using weighted-random selection, drives
it for a uniform-random duration in [min, max] sec, then
re-rolls.

  • Types: Clear / Rain / Snow / Storm / Sandstorm / Fog /
    Blizzard (extensible enum).

  • Binary format: magic "WOWA", version 1, name, N entries
    each storing (typeId, minIntensity, maxIntensity, weight,
    minDurationSec, maxDurationSec).

CLI:
  • --info-wow <wow-base> [--json] — inspect a WOW
  • --gen-weather-temperate — clear + rain + fog (forest)
  • --gen-weather-arctic    — snow + blizzard + fog (tundra)
  • --gen-weather-desert    — clear + sandstorm (dunes)
  • --gen-weather-stormy    — rain + storm + occasional clear

The 8th open format complementing the rest:
  M2 → WOM | WMO → WOB | WMO collision → WOC | ADT → WOT
  DBC → JsonDBC | BLP → PNG | Light.dbc → WOL | WeatherTypes.dbc → WOW

Smoke-tested all 4 presets + JSON output. Each preset reads
back identically with the expected entry count and weight
distribution.
This commit is contained in:
Kelsi 2026-05-09 14:10:13 -07:00
parent 1f86130888
commit d537d7163e
6 changed files with 378 additions and 0 deletions

View file

@ -0,0 +1,82 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
namespace wowee {
namespace pipeline {
// Wowee Open Weather format (.wow) — novel replacement for WoW's
// WeatherTypes.dbc / WeatherEffect logic. A WOW file holds a list
// of weather states for one zone (clear / rain / snow / fog / etc.)
// each tagged with intensity bounds, probability weight, and
// duration bounds. The renderer / game runtime samples one entry
// at a time using weighted-random selection, drives it for a
// uniform-random duration in [minDurationSec, maxDurationSec],
// then re-rolls.
//
// Binary layout (little-endian):
// magic[4] = "WOWA"
// version (uint32) = current 1
// nameLen (uint32) + name bytes
// entryCount (uint32)
// entries (each):
// weatherTypeId (uint32)
// minIntensity (float)
// maxIntensity (float)
// weight (float) -- probability share in selection
// minDurationSec (uint32)
// maxDurationSec (uint32)
struct WoweeWeather {
enum Type : uint32_t {
Clear = 0,
Rain = 1,
Snow = 2,
Storm = 3, // rain + lightning
Sandstorm = 4,
Fog = 5,
Blizzard = 6,
};
struct Entry {
uint32_t weatherTypeId = Clear;
float minIntensity = 0.0f; // 0..1
float maxIntensity = 1.0f;
float weight = 1.0f; // selection probability share
uint32_t minDurationSec = 60;
uint32_t maxDurationSec = 600;
};
std::string name;
std::vector<Entry> entries;
bool isValid() const { return !entries.empty(); }
// Total weight across all entries — handy for normalizing
// selection probabilities at the call site.
float totalWeight() const;
static const char* typeName(uint32_t typeId);
};
class WoweeWeatherLoader {
public:
static bool save(const WoweeWeather& weather,
const std::string& basePath);
static WoweeWeather load(const std::string& basePath);
static bool exists(const std::string& basePath);
// Preset emitters used by --gen-weather variants.
// makeTemperate — clear-dominant + occasional rain + fog
// makeArctic — snow-dominant + blizzard + fog
// makeDesert — clear-dominant + sandstorm
// makeStormy — heavy rain + storm + occasional clear
static WoweeWeather makeTemperate(const std::string& zoneName);
static WoweeWeather makeArctic(const std::string& zoneName);
static WoweeWeather makeDesert(const std::string& zoneName);
static WoweeWeather makeStormy(const std::string& zoneName);
};
} // namespace pipeline
} // namespace wowee