docs: Add comprehensive Dungeon Editor technical guide

- Introduced a new DUNGEON_EDITOR_COMPLETE_GUIDE.md that details the features, architecture, and usage of the Dungeon Editor.
- Documented critical bug fixes, including segfaults and loading order issues, along with their resolutions.
- Enhanced the guide with a structured overview, quick start instructions, and troubleshooting tips for users.
- Updated the architecture section to reflect the new card-based system and self-contained room management.
- Included detailed testing commands and expected outputs to assist developers in verifying functionality.
This commit is contained in:
scawful
2025-10-09 20:49:10 -04:00
parent c512dd7f35
commit c33a9c9635
9 changed files with 508 additions and 154 deletions

View File

@@ -551,7 +551,7 @@ absl::Status HandleDungeonDescribeRoomCommand(
room.blockset, room.spriteset, room.palette);
std::cout << absl::StrFormat(
" \"floors\": {\"primary\": %u, \"secondary\": %u},\n",
room.floor1, room.floor2);
room.floor1(), room.floor2());
std::cout << absl::StrFormat(
" \"message_id\": \"0x%03X\",\n", room.message_id_);
std::cout << absl::StrFormat(
@@ -625,7 +625,7 @@ absl::Status HandleDungeonDescribeRoomCommand(
room.blockset, room.spriteset, room.palette);
std::cout << absl::StrFormat(
" Floors → Main:%u Alt:%u Message ID:0x%03X Hole warp:0x%02X\n",
room.floor1, room.floor2, room.message_id_, room.holewarp);
room.floor1(), room.floor2(), room.message_id_, room.holewarp);
if (!stairs.empty()) {
std::cout << " Staircases:\n";
for (const auto& stair : stairs) {