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- Scatter tool: place N creatures in a radius around cursor position with random rotation and uniform disk distribution - File > Add Adjacent Tile: creates and exports a blank tile N/S/E/W of current (foundation for multi-tile zone editing) - Scatter UI: count slider (1-30), radius slider (10-200) - Scatter places all copies with same stats/behavior as template
97 lines
2.3 KiB
C++
97 lines
2.3 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <string>
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#include <vector>
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#include <cstdint>
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namespace wowee {
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namespace editor {
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enum class CreatureBehavior {
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Stationary,
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Patrol,
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Wander,
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Scripted
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};
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struct PatrolPoint {
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glm::vec3 position;
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float waitTimeMs = 2000.0f;
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};
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struct CreatureSpawn {
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uint32_t id = 0;
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std::string name = "Creature";
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std::string modelPath;
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uint32_t displayId = 0;
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// Position
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glm::vec3 position{0};
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float orientation = 0.0f; // degrees
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// Stats
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uint32_t level = 1;
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uint32_t health = 100;
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uint32_t mana = 0;
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uint32_t minDamage = 5;
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uint32_t maxDamage = 10;
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uint32_t armor = 0;
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uint32_t faction = 0; // 0 = neutral
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// Display
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float scale = 1.0f;
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// Behavior
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CreatureBehavior behavior = CreatureBehavior::Stationary;
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float wanderRadius = 10.0f;
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float aggroRadius = 20.0f;
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float leashRadius = 40.0f;
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uint32_t respawnTimeMs = 300000;
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std::vector<PatrolPoint> patrolPath;
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// Flags
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bool hostile = false;
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bool questgiver = false;
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bool vendor = false;
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bool flightmaster = false;
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bool innkeeper = false;
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bool selected = false;
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};
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class NpcSpawner {
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public:
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void placeCreature(const CreatureSpawn& spawn);
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void removeCreature(int index);
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int selectAt(const glm::vec3& worldPos, float maxDist = 30.0f);
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void clearSelection();
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CreatureSpawn* getSelected();
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int getSelectedIndex() const { return selectedIdx_; }
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const std::vector<CreatureSpawn>& getSpawns() const { return spawns_; }
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std::vector<CreatureSpawn>& getSpawns() { return spawns_; }
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size_t spawnCount() const { return spawns_.size(); }
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// Serialize to/from JSON
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bool saveToFile(const std::string& path) const;
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bool loadFromFile(const std::string& path);
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// Template creature for placement
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CreatureSpawn& getTemplate() { return template_; }
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// Scatter: place multiple copies in a radius around a point
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void scatter(const CreatureSpawn& base, const glm::vec3& center,
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float radius, int count);
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private:
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uint32_t nextId();
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std::vector<CreatureSpawn> spawns_;
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int selectedIdx_ = -1;
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uint32_t idCounter_ = 1;
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CreatureSpawn template_;
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};
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} // namespace editor
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} // namespace wowee
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