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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
@@ -0,0 +1,56 @@
#include "AttachmentUniqueRawLoaderT6.h"
#include "AttachmentUniqueInfoStringLoaderT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "Weapon/AttachmentUniqueCommon.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
using namespace ::attachment_unique;
namespace
{
class RawLoader final : public AssetCreator<AssetAttachmentUnique>
{
public:
RawLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT_UNIQUE, *file.m_stream))
{
std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
T6::attachment_unique::InfoStringLoader m_info_string_loader;
};
} // namespace
namespace T6::attachment_unique
{
std::unique_ptr<AssetCreator<AssetAttachmentUnique>> CreateRawLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoader>(memory, searchPath, zone);
}
} // namespace T6::attachment_unique