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feat(editor): add --info-project-audio cross-zone audio rollup
Project-wide companion to --info-zone-audio. Walks every zone in <projectDir>, reads the audio fields, emits a per-zone yes/no table for music + ambience plus the volume sliders. Counts how many zones have music and how many have any ambience set so the header tells you at a glance how much audio work remains. Useful for spotting zones still missing audio assignment before a release pass — rather than opening each zone in the editor to check. Verified: 2-zone project where only A has audio configured → header reports "with music: 1, with ambience: 1" and the per-zone table shows A=yes/yes, B=no/no.
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@ -575,6 +575,8 @@ static void printUsage(const char* argv0) {
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std::printf(" Generate random items.json entries (seeded; quality cap defaults to epic=4)\n");
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std::printf(" --info-zone-audio <zoneDir> [--json]\n");
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std::printf(" Print zone audio config (music + ambience tracks, volumes)\n");
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std::printf(" --info-project-audio <projectDir> [--json]\n");
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std::printf(" Audio config table across every zone (which zones have music/ambience set)\n");
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std::printf(" --snap-zone-to-ground <zoneDir>\n");
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std::printf(" Re-snap every creature/object in a zone to actual terrain height\n");
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std::printf(" --list-items <zoneDir> [--json]\n");
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@ -1025,6 +1027,7 @@ int main(int argc, char* argv[]) {
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"--add-creature", "--add-object", "--add-quest", "--add-item",
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"--random-populate-zone", "--random-populate-items",
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"--info-zone-audio", "--snap-zone-to-ground",
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"--info-project-audio",
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"--list-items", "--info-item", "--set-item", "--export-zone-items-md",
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"--export-project-items-md", "--export-project-items-csv",
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"--add-quest-objective", "--add-quest-reward-item", "--set-quest-reward",
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@ -13458,6 +13461,94 @@ int main(int argc, char* argv[]) {
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std::printf(" music vol : %.2f\n", zm.musicVolume);
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std::printf(" ambience vol : %.2f\n", zm.ambienceVolume);
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return 0;
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} else if (std::strcmp(argv[i], "--info-project-audio") == 0 && i + 1 < argc) {
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// Project-wide audio rollup. Walks every zone in
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// <projectDir>, reads the audio fields out of zone.json,
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// emits a table showing which zones have music/ambience
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// configured. Useful for spotting zones still missing
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// audio assignment before a release pass.
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std::string projectDir = argv[++i];
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bool jsonOut = (i + 1 < argc &&
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std::strcmp(argv[i + 1], "--json") == 0);
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if (jsonOut) i++;
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namespace fs = std::filesystem;
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if (!fs::exists(projectDir) || !fs::is_directory(projectDir)) {
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std::fprintf(stderr,
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"info-project-audio: %s is not a directory\n",
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projectDir.c_str());
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return 1;
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}
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std::vector<std::string> zones;
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for (const auto& entry : fs::directory_iterator(projectDir)) {
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if (!entry.is_directory()) continue;
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if (!fs::exists(entry.path() / "zone.json")) continue;
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zones.push_back(entry.path().string());
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}
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std::sort(zones.begin(), zones.end());
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struct Row {
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std::string name;
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std::string music;
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std::string ambDay;
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std::string ambNight;
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float musicVol, ambVol;
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};
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std::vector<Row> rows;
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int withMusic = 0, withAmbience = 0;
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for (const auto& zoneDir : zones) {
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wowee::editor::ZoneManifest zm;
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if (!zm.load(zoneDir + "/zone.json")) continue;
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Row r;
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r.name = fs::path(zoneDir).filename().string();
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r.music = zm.musicTrack;
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r.ambDay = zm.ambienceDay;
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r.ambNight = zm.ambienceNight;
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r.musicVol = zm.musicVolume;
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r.ambVol = zm.ambienceVolume;
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if (!r.music.empty()) withMusic++;
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if (!r.ambDay.empty() || !r.ambNight.empty()) withAmbience++;
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rows.push_back(r);
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}
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if (jsonOut) {
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nlohmann::json j;
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j["project"] = projectDir;
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j["zoneCount"] = zones.size();
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j["withMusic"] = withMusic;
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j["withAmbience"] = withAmbience;
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nlohmann::json arr = nlohmann::json::array();
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for (const auto& r : rows) {
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arr.push_back({{"name", r.name},
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{"music", r.music},
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{"ambienceDay", r.ambDay},
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{"ambienceNight", r.ambNight},
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{"musicVolume", r.musicVol},
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{"ambienceVolume", r.ambVol}});
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}
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j["zones"] = arr;
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std::printf("%s\n", j.dump(2).c_str());
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return 0;
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}
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std::printf("Project audio: %s\n", projectDir.c_str());
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std::printf(" zones : %zu\n", zones.size());
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std::printf(" with music : %d\n", withMusic);
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std::printf(" with ambience : %d\n", withAmbience);
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std::printf("\n zone music? ambience? m-vol a-vol\n");
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auto label = [](const std::string& s) {
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if (s.empty()) return "(none)";
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auto sl = s.rfind('\\');
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if (sl == std::string::npos) sl = s.rfind('/');
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return sl == std::string::npos ? s.c_str()
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: s.c_str() + sl + 1;
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};
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for (const auto& r : rows) {
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std::string ambLabel = !r.ambDay.empty() ? r.ambDay :
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!r.ambNight.empty() ? r.ambNight : "";
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std::printf(" %-22s %-6s %-9s %5.2f %5.2f\n",
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r.name.substr(0, 22).c_str(),
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r.music.empty() ? "no" : "yes",
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ambLabel.empty() ? "no" : "yes",
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r.musicVol, r.ambVol);
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}
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return 0;
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} else if (std::strcmp(argv[i], "--snap-zone-to-ground") == 0 && i + 1 < argc) {
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// Walk every creature + object in a zone and snap their Z
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// to the actual terrain height. Useful after terrain edits
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