mirror of
https://github.com/Kelsidavis/WoWee.git
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- Erode brush mode: simulates water erosion by moving height downhill based on slope, creating natural drainage patterns and gullies - NPC JSON loader: File > Load NPCs parses saved creatures.json back into the spawn list (round-trip save/load now works) - Auto-save: every 5 minutes when unsaved changes exist, exports the full zone (ADT + WDT + creatures) to the output directory - Sculpt mode now has 6 brush types: Raise/Lower/Smooth/Flatten/Level/Erode
222 lines
8.9 KiB
C++
222 lines
8.9 KiB
C++
#include "npc_spawner.hpp"
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#include "core/logger.hpp"
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#include <fstream>
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#include <sstream>
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#include <cmath>
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#include <random>
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#include <algorithm>
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#include <filesystem>
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namespace wowee {
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namespace editor {
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uint32_t NpcSpawner::nextId() { return idCounter_++; }
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void NpcSpawner::placeCreature(const CreatureSpawn& spawn) {
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CreatureSpawn s = spawn;
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s.id = nextId();
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s.selected = false;
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spawns_.push_back(s);
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LOG_INFO("Creature placed: ", s.name, " (id=", s.id, ") at (",
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s.position.x, ",", s.position.y, ",", s.position.z, ")");
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}
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void NpcSpawner::removeCreature(int index) {
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if (index < 0 || index >= static_cast<int>(spawns_.size())) return;
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spawns_.erase(spawns_.begin() + index);
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if (selectedIdx_ == index) selectedIdx_ = -1;
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else if (selectedIdx_ > index) selectedIdx_--;
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}
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int NpcSpawner::selectAt(const glm::vec3& worldPos, float maxDist) {
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clearSelection();
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float bestDist = maxDist;
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int bestIdx = -1;
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for (int i = 0; i < static_cast<int>(spawns_.size()); i++) {
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float dist = glm::length(spawns_[i].position - worldPos);
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if (dist < bestDist) { bestDist = dist; bestIdx = i; }
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}
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if (bestIdx >= 0) {
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selectedIdx_ = bestIdx;
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spawns_[bestIdx].selected = true;
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}
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return bestIdx;
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}
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void NpcSpawner::clearSelection() {
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if (selectedIdx_ >= 0 && selectedIdx_ < static_cast<int>(spawns_.size()))
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spawns_[selectedIdx_].selected = false;
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selectedIdx_ = -1;
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}
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CreatureSpawn* NpcSpawner::getSelected() {
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if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(spawns_.size())) return nullptr;
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return &spawns_[selectedIdx_];
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}
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bool NpcSpawner::saveToFile(const std::string& path) const {
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auto dir = std::filesystem::path(path).parent_path();
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if (!dir.empty()) std::filesystem::create_directories(dir);
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std::ofstream f(path);
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if (!f) { LOG_ERROR("Failed to write NPC file: ", path); return false; }
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f << "[\n";
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for (size_t i = 0; i < spawns_.size(); i++) {
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const auto& s = spawns_[i];
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f << " {\n";
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f << " \"name\": \"" << s.name << "\",\n";
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f << " \"model\": \"" << s.modelPath << "\",\n";
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f << " \"displayId\": " << s.displayId << ",\n";
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f << " \"position\": [" << s.position.x << "," << s.position.y << "," << s.position.z << "],\n";
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f << " \"orientation\": " << s.orientation << ",\n";
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f << " \"scale\": " << s.scale << ",\n";
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f << " \"level\": " << s.level << ",\n";
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f << " \"health\": " << s.health << ",\n";
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f << " \"mana\": " << s.mana << ",\n";
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f << " \"minDamage\": " << s.minDamage << ",\n";
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f << " \"maxDamage\": " << s.maxDamage << ",\n";
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f << " \"armor\": " << s.armor << ",\n";
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f << " \"faction\": " << s.faction << ",\n";
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f << " \"behavior\": " << static_cast<int>(s.behavior) << ",\n";
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f << " \"wanderRadius\": " << s.wanderRadius << ",\n";
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f << " \"aggroRadius\": " << s.aggroRadius << ",\n";
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f << " \"leashRadius\": " << s.leashRadius << ",\n";
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f << " \"respawnTimeMs\": " << s.respawnTimeMs << ",\n";
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f << " \"hostile\": " << (s.hostile ? "true" : "false") << ",\n";
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f << " \"questgiver\": " << (s.questgiver ? "true" : "false") << ",\n";
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f << " \"vendor\": " << (s.vendor ? "true" : "false") << ",\n";
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f << " \"flightmaster\": " << (s.flightmaster ? "true" : "false") << ",\n";
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f << " \"innkeeper\": " << (s.innkeeper ? "true" : "false") << ",\n";
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f << " \"patrol\": [";
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for (size_t p = 0; p < s.patrolPath.size(); p++) {
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f << "[" << s.patrolPath[p].position.x << "," << s.patrolPath[p].position.y
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<< "," << s.patrolPath[p].position.z << "," << s.patrolPath[p].waitTimeMs << "]";
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if (p + 1 < s.patrolPath.size()) f << ",";
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}
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f << "]\n";
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f << " }" << (i + 1 < spawns_.size() ? "," : "") << "\n";
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}
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f << "]\n";
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LOG_INFO("NPC spawns saved: ", path, " (", spawns_.size(), " creatures)");
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return true;
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}
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void NpcSpawner::scatter(const CreatureSpawn& base, const glm::vec3& center,
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float radius, int count) {
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std::mt19937 rng(static_cast<uint32_t>(center.x * 100 + center.y * 37));
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std::uniform_real_distribution<float> distAngle(0.0f, 6.2831853f);
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std::uniform_real_distribution<float> distDist(0.0f, radius);
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std::uniform_real_distribution<float> distRot(0.0f, 360.0f);
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for (int i = 0; i < count; i++) {
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float angle = distAngle(rng);
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float dist = std::sqrt(distDist(rng) / radius) * radius;
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CreatureSpawn s = base;
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s.position = center + glm::vec3(std::cos(angle) * dist, std::sin(angle) * dist, 0.0f);
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s.orientation = distRot(rng);
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placeCreature(s);
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}
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}
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bool NpcSpawner::loadFromFile(const std::string& path) {
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std::ifstream f(path);
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if (!f) { LOG_ERROR("Failed to open NPC file: ", path); return false; }
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std::string content((std::istreambuf_iterator<char>(f)),
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std::istreambuf_iterator<char>());
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// Minimal JSON parser — extract fields from our known format
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spawns_.clear();
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selectedIdx_ = -1;
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auto findStr = [&](const std::string& block, const std::string& key) -> std::string {
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auto pos = block.find("\"" + key + "\"");
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if (pos == std::string::npos) return "";
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pos = block.find(':', pos);
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if (pos == std::string::npos) return "";
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pos = block.find('"', pos + 1);
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if (pos == std::string::npos) return "";
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auto end = block.find('"', pos + 1);
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if (end == std::string::npos) return "";
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return block.substr(pos + 1, end - pos - 1);
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};
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auto findNum = [&](const std::string& block, const std::string& key) -> float {
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auto pos = block.find("\"" + key + "\"");
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if (pos == std::string::npos) return 0;
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pos = block.find(':', pos);
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if (pos == std::string::npos) return 0;
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return std::stof(block.substr(pos + 1));
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};
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auto findBool = [&](const std::string& block, const std::string& key) -> bool {
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auto pos = block.find("\"" + key + "\"");
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if (pos == std::string::npos) return false;
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return block.find("true", pos) < block.find('\n', pos);
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};
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// Split by object boundaries
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size_t start = 0;
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while ((start = content.find('{', start)) != std::string::npos) {
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auto end = content.find('}', start);
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if (end == std::string::npos) break;
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std::string block = content.substr(start, end - start + 1);
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CreatureSpawn s;
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s.name = findStr(block, "name");
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s.modelPath = findStr(block, "model");
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s.displayId = static_cast<uint32_t>(findNum(block, "displayId"));
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s.orientation = findNum(block, "orientation");
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s.scale = findNum(block, "scale");
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if (s.scale < 0.1f) s.scale = 1.0f;
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s.level = static_cast<uint32_t>(std::max(1.0f, findNum(block, "level")));
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s.health = static_cast<uint32_t>(std::max(1.0f, findNum(block, "health")));
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s.mana = static_cast<uint32_t>(findNum(block, "mana"));
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s.minDamage = static_cast<uint32_t>(findNum(block, "minDamage"));
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s.maxDamage = static_cast<uint32_t>(findNum(block, "maxDamage"));
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s.armor = static_cast<uint32_t>(findNum(block, "armor"));
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s.faction = static_cast<uint32_t>(findNum(block, "faction"));
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s.behavior = static_cast<CreatureBehavior>(static_cast<int>(findNum(block, "behavior")));
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s.wanderRadius = findNum(block, "wanderRadius");
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s.aggroRadius = findNum(block, "aggroRadius");
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s.leashRadius = findNum(block, "leashRadius");
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s.respawnTimeMs = static_cast<uint32_t>(findNum(block, "respawnTimeMs"));
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s.hostile = findBool(block, "hostile");
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s.questgiver = findBool(block, "questgiver");
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s.vendor = findBool(block, "vendor");
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s.flightmaster = findBool(block, "flightmaster");
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s.innkeeper = findBool(block, "innkeeper");
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// Parse position array
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auto posStart = block.find("\"position\"");
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if (posStart != std::string::npos) {
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auto bk = block.find('[', posStart);
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if (bk != std::string::npos) {
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float vals[3] = {};
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int vi = 0;
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auto p = bk + 1;
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while (vi < 3 && p < block.size()) {
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vals[vi++] = std::stof(block.substr(p));
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p = block.find(',', p);
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if (p == std::string::npos) break;
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p++;
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}
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s.position = glm::vec3(vals[0], vals[1], vals[2]);
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}
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}
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if (!s.name.empty()) {
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s.id = nextId();
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spawns_.push_back(s);
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}
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start = end + 1;
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}
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LOG_INFO("NPC spawns loaded: ", path, " (", spawns_.size(), " creatures)");
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return true;
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}
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} // namespace editor
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} // namespace wowee
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