8.4 KiB
Level editor – objects, scripts, paths, cameras (editor.tools.objects)
Plugin ObjectsEditorPlugin (phase 3, discovered automatically). Parameter decoding and the strat
VM: notes/editor-object-schemas.md. Tests: ObjectToolsTest (needs -Dllamamod.cd),
screenshot tour ObjectsTour (test classes).
What it adds
| Part | Content |
|---|---|
| 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). 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) |
| Inspector "Object parameters" | named, typed fields (check boxes, choices, counts, seconds, distances) with doc/range/original-value tooltips, raw hex, inline validation, "Reset to defaults"; LevelDoor target picker with "Leads to: …"; waypoint row (role, node count, Create/Edit path, Unlink, Delete path, Link… to an existing chain, Look through). Undo-aware refresh |
| 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) | 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 |
Engine fact used throughout: the MAP loader links waypoint record i to i+1 when "next" ≠ 0, so a
chain must be contiguous in the node list (ChainOps inserts at the right index and the check /
repair action guard it).
Files
ObjectsEditorPlugin (registration, actions, waypoint inspector), Schemas/ParamSchema/
TypeStats (+ type-stats.tsv), ParamsSection, ObjectChecks, PlaceTool, Setups,
ExitTarget, CoinTool, PathTool, ChainOps, ZoneTool, ObjectOverlays, CameraView
(zone camera + pilot), ObjectPalette, ObjectClipboard, Prefabs, LinkDialog, Ground
(floor finder on the collision polygons of tiles + brush preview tiles), Session, Roles, Draw
(all game↔render conversions in one place).
Shared change: editor.ui.view.SceneRenderer.brushOutput() getter (brush preview tiles for the
floor finder). Nothing else outside the package.
Verified
UI (Xvfb, ObjectsTour): img/editor/obj_camera_zone.jpg, obj_cutscene_frusta.jpg,
obj_pilot.jpg, obj_exit_inspector.jpg, obj_place.jpg, obj_zone_handles.jpg,
obj_trigger_radius.jpg, obj_problems.jpg, obj_newlevel_path.jpg, obj_newlevel_camera.jpg,
obj_coin_arc.jpg, obj_newlevel_saved.jpg (no problems), obj_beetle_path.jpg.
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 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
the post (
obj_game_checkpoint.jpg); - 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); - (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.
- 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));ObjectCheckstests the door cell like the engine (tiles listed in the cell, any height, swap models), same asGeometryChecks. 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 (FloorFinderfollows 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°.
- Look-through of the village cut-scene camera's first node looks into a wall (its first node may be a fly-in start); not compared with the game.
- Pasting into another base matches types by name; object models/code are not imported (that is
the job of
editor.tools.catalog).
