Commit graph

2 commits

Author SHA1 Message Date
Kelsi
062258de8a feat(editor): add WGOT JSON round-trip authoring workflow
Closes the WGOT open-format loop with --export-wgot-json /
--import-wgot-json, mirroring the JSON pairs added for
every other novel binary format. All 10 binary formats
added since WOL now have full JSON round-trip authoring.

Each game object round-trips all 13 scalar fields plus
dual int + name forms for typeId (16 enum values) and the
flags bitset.

The flag bitset emits string-array form so a hand-author
can write ["despawn"] instead of having to remember that
Despawn = 0x08. typeName makes "door/chest/herb-node/..."
obvious without needing to know typeId=11 means HerbNode.

Verified byte-identical round-trip on the dungeon preset
(5 objects: door + button + 2 chests + trap with full
WLOT cross-references and lockId fields preserved).

Adds 2 flags (516 documented total now).
2026-05-09 15:39:50 -07:00
Kelsi
f8d7b6b6bd feat(pipeline): add WGOT (Wowee Game Object Template) format
Novel open replacement for AzerothCore-style
gameobject_template SQL tables PLUS the Blizzard
GameObjectDisplayInfo.dbc / GameObject types metadata. The
16th open format added to the editor.

Game objects are the non-creature interactable scenery:
chests (with loot), doors, buttons, mailboxes, herb / ore
gathering nodes, fishing pools, signposts, mounts. Each
has a displayId for the model, a typeId driving its
interaction logic, and optional cross-references to a lock
(future WLCK) and loot table (existing WLOT).

Cross-references with previously-added formats:
  WSPN.entry.entryId (kind=GameObject) -> WGOT.entry.objectId
  WGOT.entry.lootTableId               -> WLOT.entry.creatureId
                                          (loot tables are
                                           universal — chests
                                           and creatures both
                                           key by ID)

The dungeon preset's Bandit Strongbox uses lootTableId=2000
to match WLOT's bandit chest table id, so the demo content
stack already wires together: spawn (WSPN object kind 2000)
-> object template (WGOT 2000) -> loot table (WLOT 2000).

Format:
  • magic "WGOT", version 1, little-endian
  • per object: objectId / displayId / name / typeId /
    size / castBarCaption / requiredSkill +
    requiredSkillValue / lockId / lootTableId /
    minOpenTimeMs..maxOpenTimeMs / flags

Enums:
  • TypeId (16): Door / Button / Chest / Container /
    QuestGiver / Text / Trap / Goober / Transport /
    Mailbox / MineralNode / HerbNode / FishingNode /
    Mount / Sign / Bonfire
  • Flags: Disabled / ScriptOnly / UsableFromMount /
    Despawn / Frozen / QuestGated

API: WoweeGameObjectLoader::save / load / exists /
findById; presets makeStarter (chest + mailbox + sign),
makeDungeon (door + button + 2 chests + trap with proper
WLOT cross-references), makeGather (Peacebloom herb +
Tin Vein ore + fishing pool with skill requirements).

CLI added (5 flags, 507 documented total now):
  --gen-objects / --gen-objects-dungeon / --gen-objects-gather
  --info-wgot / --validate-wgot

Validator catches: objectId=0 + duplicates, size<=0,
minOpenTime>maxOpenTime, gathering node without skill
requirement (anyone can harvest — usually a typo), chest
without loot table (script must populate), requiredSkillValue
set without requiredSkill (incoherent).
2026-05-09 15:31:49 -07:00