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refactor: use asset_type_t for ZoneDefinition
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#pragma once
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#include "Game/IGame.h"
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#include "Zone/ZoneTypes.h"
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#include <optional>
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#include <string>
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#include <unordered_map>
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class IAssetNameResolver
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{
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public:
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IAssetNameResolver() = default;
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virtual ~IAssetNameResolver() = default;
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IAssetNameResolver(const IAssetNameResolver& other) = default;
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IAssetNameResolver(IAssetNameResolver&& other) noexcept = default;
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IAssetNameResolver& operator=(const IAssetNameResolver& other) = default;
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IAssetNameResolver& operator=(IAssetNameResolver&& other) noexcept = default;
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[[nodiscard]] virtual GameId GetGameId() const = 0;
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[[nodiscard]] virtual std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const = 0;
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[[nodiscard]] virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
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static const IAssetNameResolver* GetResolverForGame(GameId game);
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};
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class HashMapBasedAssetNameResolver : public IAssetNameResolver
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{
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public:
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[[nodiscard]] std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const override;
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protected:
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void AddAssetTypeName(asset_type_t assetType, std::string name);
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private:
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std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
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};
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