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refactor: streamline weapon dumping
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99
src/ObjWriting/Game/T6/Weapon/AttachmentDumperT6.cpp
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99
src/ObjWriting/Game/T6/Weapon/AttachmentDumperT6.cpp
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#include "AttachmentDumperT6.h"
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#include "Game/T6/InfoString/InfoStringFromStructConverter.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/Weapon/AttachmentFields.h"
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#include "Game/T6/Weapon/WeaponStrings.h"
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#include "Weapon/AttachmentCommon.h"
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#include <cassert>
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#include <type_traits>
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using namespace T6;
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using namespace ::attachment;
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namespace
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{
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class InfoStringFromAttachmentConverter final : public InfoStringFromStructConverter
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{
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protected:
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void FillFromExtensionField(const cspField_t& field) override
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{
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switch (static_cast<attachmentFieldType_t>(field.iFieldType))
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{
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case AFT_ATTACHMENTTYPE:
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FillFromEnumInt(std::string(field.szName), field.iOffset, szAttachmentTypeNames, std::extent_v<decltype(szAttachmentTypeNames)>);
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break;
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case AFT_PENETRATE_TYPE:
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FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
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break;
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case AFT_FIRETYPE:
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FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
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break;
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default:
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break;
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}
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}
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public:
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InfoStringFromAttachmentConverter(const WeaponAttachment* structure,
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const cspField_t* fields,
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const size_t fieldCount,
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std::function<std::string(scr_string_t)> scriptStringValueCallback)
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: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
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{
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}
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};
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InfoString CreateInfoString(XAssetInfo<WeaponAttachment>* asset)
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{
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InfoStringFromAttachmentConverter converter(asset->Asset(),
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attachment_fields,
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std::extent_v<decltype(attachment_fields)>,
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[asset](const scr_string_t scrStr) -> std::string
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{
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assert(scrStr < asset->m_zone->m_script_strings.Count());
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if (scrStr >= asset->m_zone->m_script_strings.Count())
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return "";
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return asset->m_zone->m_script_strings[scrStr];
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});
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return converter.Convert();
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}
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} // namespace
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namespace T6::attachment
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{
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bool Dumper::ShouldDump(XAssetInfo<WeaponAttachment>* asset)
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{
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return true;
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}
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void Dumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponAttachment>* asset)
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{
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// Only dump raw when no gdt available
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if (context.m_gdt)
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{
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const auto infoString = CreateInfoString(asset);
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GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_WEAPON_ATTACHMENT);
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infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT, gdtEntry);
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context.m_gdt->WriteEntry(gdtEntry);
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}
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else
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{
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const auto assetFile = context.OpenAssetFile(GetInfoStringFileNameForAssetName(asset->m_name));
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if (!assetFile)
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return;
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auto& stream = *assetFile;
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const auto infoString = CreateInfoString(asset);
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const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT);
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stream.write(stringValue.c_str(), stringValue.size());
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}
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}
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} // namespace T6::attachment
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