mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-07-04 18:21:49 +00:00
chore: respect previously set game when including additional zone files
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@ -1,10 +1,5 @@
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#include "SequenceZoneDefinitionMetaData.h"
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#include "Game/IW3/AssetNameResolverIW3.h"
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#include "Game/IW4/AssetNameResolverIW4.h"
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#include "Game/IW5/AssetNameResolverIW5.h"
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#include "Game/T5/AssetNameResolverT5.h"
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#include "Game/T6/AssetNameResolverT6.h"
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#include "Parsing/ZoneDefinition/Matcher/ZoneDefinitionMatcherFactory.h"
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#include "Utils/StringUtils.h"
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@ -64,7 +59,7 @@ void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinitionParserState* sta
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const auto& keyToken = result.NextCapture(CAPTURE_KEY);
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auto key = keyToken.FieldValue();
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const auto& valueToken = result.NextCapture(CAPTURE_VALUE);
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const auto& value = result.NextCapture(CAPTURE_VALUE).FieldValue();
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const auto& value = valueToken.FieldValue();
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utils::MakeStringLowerCase(key);
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@ -78,8 +73,7 @@ void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinitionParserState* sta
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if (previousGame != GameId::COUNT && previousGame != *game)
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throw ParsingException(valueToken.GetPos(), std::format("Game was previously defined as: {}", GameId_Names[static_cast<unsigned>(previousGame)]));
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state->m_definition->m_game = *game;
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state->m_asset_name_resolver = IAssetNameResolver::GetResolverForGame(*game);
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state->SetGame(*game);
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}
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else if (key == METADATA_GDT)
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{
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@ -7,9 +7,11 @@
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#include "Sequence/SequenceZoneDefinitionInclude.h"
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#include "Sequence/SequenceZoneDefinitionMetaData.h"
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ZoneDefinitionParser::ZoneDefinitionParser(ZoneDefinitionLexer* lexer)
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ZoneDefinitionParser::ZoneDefinitionParser(ZoneDefinitionLexer* lexer, const std::optional<GameId> maybeGame)
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: AbstractParser(lexer, std::make_unique<ZoneDefinitionParserState>())
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{
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if (maybeGame)
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m_state->SetGame(*maybeGame);
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}
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const std::vector<AbstractParser<ZoneDefinitionParserValue, ZoneDefinitionParserState>::sequence_t*>& ZoneDefinitionParser::GetTestsForState()
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@ -1,17 +1,20 @@
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#pragma once
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#include "Game/IGame.h"
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#include "Parsing/Impl/AbstractParser.h"
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#include "Zone/Definition/ZoneDefinition.h"
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#include "ZoneDefinitionLexer.h"
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#include "ZoneDefinitionParserState.h"
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#include "ZoneDefinitionParserValue.h"
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#include <optional>
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class ZoneDefinitionParser final : public AbstractParser<ZoneDefinitionParserValue, ZoneDefinitionParserState>
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{
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protected:
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const std::vector<sequence_t*>& GetTestsForState() override;
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public:
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explicit ZoneDefinitionParser(ZoneDefinitionLexer* lexer);
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explicit ZoneDefinitionParser(ZoneDefinitionLexer* lexer, std::optional<GameId> maybeGame = std::nullopt);
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std::unique_ptr<ZoneDefinition> GetParsedValue();
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};
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@ -5,3 +5,9 @@ ZoneDefinitionParserState::ZoneDefinitionParserState()
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m_definition(std::make_unique<ZoneDefinition>())
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{
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}
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void ZoneDefinitionParserState::SetGame(const GameId game)
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{
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m_definition->m_game = game;
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m_asset_name_resolver = IAssetNameResolver::GetResolverForGame(game);
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}
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@ -10,6 +10,8 @@ class ZoneDefinitionParserState
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public:
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ZoneDefinitionParserState();
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void SetGame(GameId game);
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const IAssetNameResolver* m_asset_name_resolver;
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std::unique_ptr<ZoneDefinition> m_definition;
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};
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