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chore: parse includes and assetlists while parsing zone definition
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@@ -0,0 +1,41 @@
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#include "SequenceZoneDefinitionEntry.h"
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#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
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SequenceZoneDefinitionEntry::SequenceZoneDefinitionEntry()
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{
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const ZoneDefinitionMatcherFactory create(this);
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AddMatchers({
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create.Field().Capture(CAPTURE_TYPE_NAME),
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create.Char(','),
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create.Optional(create.Char(',').Tag(TAG_REFERENCE)),
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create
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.Or({
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create.String(),
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create.Field(),
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})
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.Capture(CAPTURE_ASSET_NAME),
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});
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}
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void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
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{
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const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE_NAME);
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if (!state->m_asset_name_resolver)
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throw ParsingException(typeNameToken.GetPos(), "Must define game before first asset");
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const auto maybeAssetType = state->m_asset_name_resolver->GetAssetTypeByName(typeNameToken.FieldValue());
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if (!maybeAssetType)
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throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");
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const auto& assetNameToken = result.NextCapture(CAPTURE_ASSET_NAME);
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std::string assetName;
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if (assetNameToken.m_type == ZoneDefinitionParserValueType::STRING)
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assetName = assetNameToken.StringValue();
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else
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assetName = assetNameToken.FieldValue();
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state->m_definition->m_assets.emplace_back(*maybeAssetType, assetName, result.NextTag() == TAG_REFERENCE);
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}
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