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refactor: streamline weapon dumping

This commit is contained in:
Jan Laupetin
2025-08-03 13:12:50 +02:00
parent 58de885ebe
commit 0546572ecf
68 changed files with 1380 additions and 1349 deletions

View File

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#include "AttachmentGdtLoaderT6.h"
#include "AttachmentInfoStringLoaderT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class GdtLoaderAttachment final : public AssetCreator<AssetAttachment>
{
public:
GdtLoaderAttachment(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON_ATTACHMENT, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << std::format("Failed to read attachment gdt entry: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
T6::attachment::InfoStringLoader m_info_string_loader;
};
} // namespace
namespace T6::attachment
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateGdtLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderAttachment>(memory, searchPath, gdt, zone);
}
} // namespace T6::attachment