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chore: parse includes and assetlists while parsing zone definition
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@@ -0,0 +1,35 @@
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#include "SequenceZoneDefinitionAssetList.h"
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#include "Zone/AssetList/AssetListReader.h"
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#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
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SequenceZoneDefinitionAssetList::SequenceZoneDefinitionAssetList()
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{
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const ZoneDefinitionMatcherFactory create(this);
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AddMatchers({
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create.Keyword("assetlist").Capture(CAPTURE_ASSET_LIST_KEYWORD),
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create.Char(','),
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create.Field().Capture(CAPTURE_ASSET_LIST_NAME),
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});
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}
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void SequenceZoneDefinitionAssetList::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
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{
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if (state->m_definition->m_game == GameId::COUNT)
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{
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const auto& assetListKeywordToken = result.NextCapture(CAPTURE_ASSET_LIST_KEYWORD);
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throw ParsingException(assetListKeywordToken.GetPos(), "Must define game before using assetlist");
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}
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const auto& assetListNameToken = result.NextCapture(CAPTURE_ASSET_LIST_NAME);
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AssetListReader assetListReader(state->m_search_path, state->m_definition->m_game);
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const auto maybeAssetList = assetListReader.ReadAssetList(assetListNameToken.FieldValue());
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if (!maybeAssetList)
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throw ParsingException(assetListNameToken.GetPos(), "Failed to read asset list");
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for (auto& assetListEntry : maybeAssetList->m_entries)
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state->m_definition->m_assets.emplace_back(assetListEntry.m_type, std::move(assetListEntry.m_name), assetListEntry.m_is_reference);
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}
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