guards need their position inside a pair of waypoint boxes (else the game removes them): placing a guard gives it a box and event bit 0, check and inspector state with box around it button; exit and object checks use the engine's cell rule (tiles listed in the cell, swap models), tile cell from the map loader formula

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MineTec committed 2026-11-07 11:57:22 +01:00
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@@ -12,7 +12,7 @@ screenshot tour `ObjectsTour` (test classes).
|---|---|
| **Objects panel** (left dock) | every placeable type of the base with rendered thumbnail, category filter, search (name + schema summary), favourites (right-click, ★ filter), "parameters decoded" marker; drag into the viewport or click → Place tool. Quick setups: Player start, Checkpoint, Exit, Secret, Coin line, Coin arc |
| **Place tool** (P) | click = place on the collision floor under the cursor (snap to floor, grid snap), yaw = camera direction / facing the camera / 0° / type default; click + drag an object = move along the ground (its waypoints move along); drag the yellow knob = rotate (angle snap; a checkpoint's respawn node turns with it). Modes for the setups |
| Setups | **Player start** moves the existing player (exactly one) or places a Llama with its chain (camera node 8 cells behind). **Checkpoint** = CheckPointPost + respawn node 0.4 ahead (floor height). **Exit** = LevelDoor in the cell centre + 1×1 FLOOR brush with collision material 16; target picked in the options bar (world/chapter names, "world finished 7,7,7"). **Secret** = Secret with a 3×3 box (2 nodes) |
| Setups | **Player start** moves the existing player (exactly one) or places a Llama with its chain (camera node 8 cells behind). **Checkpoint** = CheckPointPost + respawn node 0.4 ahead (floor height). **Exit** = LevelDoor in the cell centre + 1×1 FLOOR brush with collision material 16; target picked in the options bar (world/chapter names, "world finished 7,7,7"). **Secret** = Secret with a 3×3 box (2 nodes). Guards (any placement) get one 4×4 box and event bit 0 |
| **Coin tool** (O) | Line: two clicks, coins every *spacing*; Arc: centre + point on the circle, *count* coins over *arc°*; Coin/Coin5, height above floor, follow floor; live preview |
| **Waypoint tool** (N) | select an object (or node): click = add node after the selected node / at the chain end (creates the chain if missing), Ctrl+click = insert before, drag = move (keeps height above floor), Backspace/Del = remove and relink; Reverse; orient new nodes along the path |
| **Zones & triggers** (J) | handles: 4 corners of box zones (node pairs: Secret, CameraSide/Lift, ObjectDontDropInBox, FallOffNoHurt …), radius knob for RADIUS parameters (CutSceneTrigger, guards, CameraFocusPoint) |
@@ -20,7 +20,7 @@ screenshot tour `ObjectsTour` (test classes).
| Inspector "Waypoint chain" | node i of n, owner and role, ◀ ▶, select object, delete node, look through |
| Viewport layers | *Path directions* (arrows, dashed wrap segment for patrol paths, node yaw ticks), *Zone areas & trigger radii* (boxes for all zone objects, fills for the selection), *Camera frusta* (CameraSide/Lift: computed game camera from height/distance/node yaw; cut-scene cameras: a frustum per node from node yaw/pitch) |
| Look through camera (Ctrl+Shift+L, View → Camera) | viewport takes the camera of the selected node / cut-scene camera / camera zone; while active, flying writes back node position + yaw/pitch, or for CameraSide the height/distance params and node yaw (one undo step per pilot session) |
| Problems (Level → Check, Build) | chains not stored contiguously (error, Tools → Repair waypoint chains), param count, out-of-range values, missing required waypoints / odd box pairs, types whose originals always have a chain, LevelDoor without material-16 floor in its cell, impossible exit targets and (7,7,7) in TestLevel, far respawn nodes, several player starts |
| Problems (Level → Check, Build) | guards the game would remove (no start box / odd node count) and guards waiting for an event bit, chains not stored contiguously (error, Tools → Repair waypoint chains), param count, out-of-range values, missing required waypoints / odd box pairs, types whose originals always have a chain, LevelDoor without material-16 floor in its cell, impossible exit targets and (7,7,7) in TestLevel, far respawn nodes, several player starts |
| Copy / paste between levels | Edit → Copy objects (Ctrl+Shift+C) puts JSON (objects + chains + brushes, relative to their centre) on the system clipboard; Paste objects (Ctrl+Shift+V) at the view centre in any level – types are matched by name/variant in the target base (unknown types skipped with a message) |
| Prefabs | Tools → Save selection as prefab… / asset browser tab "Prefabs": `<data>/editor/prefabs/<name>.json` + thumbnail; double-click = place at view centre, drag = place under the cursor |
| Delete | `edit.delete` is re-registered: a selection of waypoints is removed with the chain relinked |
@@ -50,7 +50,7 @@ UI (Xvfb, `ObjectsTour`): `img/editor/obj_camera_zone.jpg`, `obj_cutscene_frusta
In game (apptest, display :7, new level on base t1l1m002 as TestLevel chapter 2; island of brushes,
coin line + coin arc, checkpoint, exit to Village chapter 2, CameraSide zone at the exit,
JumpingBeetleBlue with a 4-node patrol path, CityGuard with a square path):
JumpingBeetleBlue with a 4-node patrol path, CityGuard with two boxes):
* level loads, coins of line and arc stand where placed (`obj_game_coins.jpg`);
* walking through the checkpoint shows "KONTROLLPUNKT"; falling into the sea respawns the llama at
@@ -58,18 +58,27 @@ JumpingBeetleBlue with a 4-node patrol path, CityGuard with a square path):
* entering the camera zone switches to the zone camera (high view, `obj_game_camera_zone.jpg`);
* stepping on the exit floor shows the tally "TestLevel Kapitel 2"; Enter → "Dorf Kapitel 2"
loads = the chosen chapter (`obj_game_exit.jpg`);
* the beetle jumps back and forth along its path (`obj_game_patrol.jpg`).
* the beetle jumps back and forth along its path (`obj_game_patrol.jpg`);
* (2026-11-07, display :25) a CityGuard placed with the Place tool (one box) appears and attacks
the llama (`obj_game_guard.jpg`); one with a square path beside it never appears (editor:
`obj_guard_removed.jpg`). Village 1 with the door tile swapped open: start on the pad 42.5/3.5/49.37
→ tally "Dorf Kapitel 1" at once (`obj_game_village_door.jpg`); at the door's own position
42.5/3.5/49.8 or in the original (door closed) → nothing.
## Known limits
* Parameters are decoded for ~35 common types (confidence per type in the schema doc); the rest
shows raw values with the statistics of the originals.
* The CityGuard (village-2 base) placed in the open did not show up in game – it probably waits for
a scene/event; the patrol test was done with JumpingBeetleBlue.
* In 8 original levels the exit check reports "no material 16 in the door cell": the exit floor
polygons decode one cell off the door (e.g. village door cell 42,49, floor polygon at 43,48) –
original tile collision positions vs. strat positions are not fully understood yet; brush-built
exits are correct (verified in game). Snap-to-floor on original levels uses the same polygons.
* Solved 2026-11-07: the CityGuard "not showing up" was removed by its own script – guards need
their start inside a waypoint box (node pairs), the tour had given it a 4-node square path
(editor-object-schemas.md "Guards"). The exit check "no material 16 in the door cell" in
originals came from the door floor being in the tile's swap model (RubyIdolDoor & co.); the
pad at 43,48 next to the village door is a house entrance. Tile cells follow the engine's
loader exactly (`Tile.cellX/cellZ` = ftol(x − 0.5), −ftol(z + 0.5)); `ObjectChecks` tests the
door cell like the engine (tiles listed in the cell, any height, swap models), same as
`GeometryChecks`. Tests: `GuardsTest`, `OriginalExitsTest`, `OriginalStartsTest`.
* Snap-to-floor (`Ground`) is geometric: it finds polygons that reach into a cell from a
neighbouring tile, which the engine ignores (`FloorFinder` follows the engine for the player).
* Zone heights are estimated (+1.2 above the lower node); the engine tests x/z only.
* Camera preview of CameraSide assumes the player in the box centre and default distance 2 /
height 1 when the parameters are 0; the game's FOV is approximated by 60°.