Kelsidavis-WoWee/tools/editor/npc_spawner.hpp
Kelsi fe91fda421 fix(editor): NPC default scale 3x, right-side panels track window resize
- NPC default scale changed from 1.0 to 3.0 so creatures are visible
  from typical editing altitude (WoW creature models are very small at
  scale 1.0)
- Properties/Info panel uses ImGuiCond_Always for position so it stays
  pinned to the right edge when the window is resized (was getting lost
  off-screen before)
2026-05-05 05:23:09 -07:00

97 lines
2.3 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include <cstdint>
namespace wowee {
namespace editor {
enum class CreatureBehavior {
Stationary,
Patrol,
Wander,
Scripted
};
struct PatrolPoint {
glm::vec3 position;
float waitTimeMs = 2000.0f;
};
struct CreatureSpawn {
uint32_t id = 0;
std::string name = "Creature";
std::string modelPath;
uint32_t displayId = 0;
// Position
glm::vec3 position{0};
float orientation = 0.0f; // degrees
// Stats
uint32_t level = 1;
uint32_t health = 100;
uint32_t mana = 0;
uint32_t minDamage = 5;
uint32_t maxDamage = 10;
uint32_t armor = 0;
uint32_t faction = 0; // 0 = neutral
// Display
float scale = 3.0f;
// Behavior
CreatureBehavior behavior = CreatureBehavior::Stationary;
float wanderRadius = 10.0f;
float aggroRadius = 20.0f;
float leashRadius = 40.0f;
uint32_t respawnTimeMs = 300000;
std::vector<PatrolPoint> patrolPath;
// Flags
bool hostile = false;
bool questgiver = false;
bool vendor = false;
bool flightmaster = false;
bool innkeeper = false;
bool selected = false;
};
class NpcSpawner {
public:
void placeCreature(const CreatureSpawn& spawn);
void removeCreature(int index);
int selectAt(const glm::vec3& worldPos, float maxDist = 30.0f);
void clearSelection();
CreatureSpawn* getSelected();
int getSelectedIndex() const { return selectedIdx_; }
const std::vector<CreatureSpawn>& getSpawns() const { return spawns_; }
std::vector<CreatureSpawn>& getSpawns() { return spawns_; }
size_t spawnCount() const { return spawns_.size(); }
// Serialize to/from JSON
bool saveToFile(const std::string& path) const;
bool loadFromFile(const std::string& path);
// Template creature for placement
CreatureSpawn& getTemplate() { return template_; }
// Scatter: place multiple copies in a radius around a point
void scatter(const CreatureSpawn& base, const glm::vec3& center,
float radius, int count);
private:
uint32_t nextId();
std::vector<CreatureSpawn> spawns_;
int selectedIdx_ = -1;
uint32_t idCounter_ = 1;
CreatureSpawn template_;
};
} // namespace editor
} // namespace wowee