#include "ObjLoaderT4.h"

#include "Asset/GlobalAssetPoolsLoader.h"
#include "Game/T4/AssetMarkerT4.h"
#include "Game/T4/Font/FontLoaderT4.h"
#include "Game/T4/Image/ImageLoaderEmbeddedT4.h"
#include "Game/T4/Image/ImageLoaderExternalT4.h"
#include "Game/T4/Menu/LoaderMenuListT4.h"
#include "Game/T4/T4.h"
#include "Game/T4/Weapon/AccuracyGraphLoaderT4.h"
#include "Game/T4/XAnim/XAnimLoaderT4.h"
#include "Localize/AssetLoaderLocalizeT4.h"
#include "Maps/MapEntsLoaderT4.h"
#include "Material/LoaderMaterialT4.h"
#include "PhysPreset/GdtLoaderPhysPresetT4.h"
#include "PhysPreset/RawLoaderPhysPresetT4.h"
#include "RawFile/AssetLoaderRawFileT4.h"
#include "StringTable/LoaderStringTableT4.h"
#include "Weapon/FlameTableLoaderT4.h"
#include "Weapon/WeaponGdtLoaderT4.h"
#include "Weapon/WeaponRawLoaderT4.h"

using namespace T4;

void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}

void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}

namespace
{
    void ConfigureDefaultCreators(AssetCreatorCollection& collection, const Zone& zone)
    {
        auto& memory = zone.Memory();

        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysPreset>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysConstraints>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetDestructibleDef>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXAnim>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModel>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMaterial>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTechniqueSet>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImage>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSound>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLoadedSound>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMap>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMapPvs>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetComWorld>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldSp>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldMp>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMapEnts>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGfxWorld>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLightDef>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFont>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenuList>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenu>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLocalize>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetWeapon>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundDriverGlobals>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFx>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImpactFx>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetRawFile>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStringTable>>(memory));
        collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPackIndex>>(memory));
    }

    void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
    {
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysConstraints>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDestructibleDef>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSound>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLoadedSound>>(zone));
        // collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMap>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapPvs>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundDriverGlobals>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
        collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPackIndex>>(zone));
    }

    void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt)
    {
        auto& memory = zone.Memory();

        collection.AddAssetCreator(xanim::CreateLoaderT4(memory, searchPath, zone));
        collection.AddAssetCreator(image::CreateLoaderEmbeddedT4(memory, searchPath));
        collection.AddAssetCreator(image::CreateLoaderExternalT4(memory, searchPath));
        collection.AddAssetCreator(material::CreateLoaderT4(memory, searchPath));
        collection.AddAssetCreator(font::CreateLoaderT4(memory, searchPath));
        collection.AddAssetCreator(menu::CreateMenuListLoaderT4(memory, searchPath));
        collection.AddAssetCreator(localize::CreateLoaderT4(memory, searchPath, zone));
        collection.AddAssetCreator(map_ents::CreateLoaderT4(memory, searchPath));
        collection.AddAssetCreator(phys_preset::CreateRawLoaderT4(memory, searchPath, zone));
        collection.AddAssetCreator(phys_preset::CreateGdtLoaderT4(memory, gdt, zone));
        collection.AddAssetCreator(raw_file::CreateLoaderT4(memory, searchPath));
        collection.AddAssetCreator(string_table::CreateLoaderT4(memory, searchPath));
        collection.AddAssetCreator(weapon::CreateRawLoaderT4(memory, searchPath, zone));
        collection.AddAssetCreator(weapon::CreateGdtLoaderT4(memory, searchPath, gdt, zone));

        collection.AddSubAssetCreator(weapon::CreateAccuracyGraphLoaderT4(memory, searchPath));
        collection.AddSubAssetCreator(weapon::CreateFlameTableLoaderT4(memory, searchPath, zone));
    }
} // namespace

void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const
{
    ConfigureDefaultCreators(collection, zone);
    ConfigureLoaders(collection, zone, searchPath, gdt);
    ConfigureGlobalAssetPoolsLoaders(collection, zone);
}
