mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 16:15:43 +00:00
feat: load accuracy graphs using generic 2d graph loader
This commit is contained in:
parent
6f6a70c212
commit
e68a7303b6
@ -1,17 +0,0 @@
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#pragma once
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#include <string>
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#include <vector>
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class GenericAccuracyGraphKnot
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{
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public:
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float x;
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float y;
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};
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class GenericAccuracyGraph
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{
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public:
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std::string name;
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std::vector<GenericAccuracyGraphKnot> knots;
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};
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@ -9,6 +9,7 @@
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Utils/StringUtils.h"
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#include "Weapon/AccuracyGraphLoader.h"
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#include <cstring>
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#include <format>
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@ -370,6 +371,62 @@ namespace
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}
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}
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void ConvertAccuracyGraph(const GenericGraph2D& graph,
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vec2_t*& originalGraphKnots,
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uint16_t& originalGraphKnotCount,
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vec2_t*& graphKnots,
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uint16_t& graphKnotCount,
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MemoryManager* memory)
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{
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originalGraphKnotCount = static_cast<uint16_t>(graph.knots.size());
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originalGraphKnots = memory->Alloc<vec2_t>(originalGraphKnotCount);
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for (auto i = 0u; i < originalGraphKnotCount; i++)
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{
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const auto& commonKnot = graph.knots[i];
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originalGraphKnots[i][0] = static_cast<float>(commonKnot.x);
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originalGraphKnots[i][1] = static_cast<float>(commonKnot.y);
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}
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graphKnots = originalGraphKnots;
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graphKnotCount = originalGraphKnotCount;
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}
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bool LoadAccuracyGraphs(WeaponFullDef* weaponFullDef, MemoryManager* memory, const IAssetLoadingManager* manager)
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{
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auto* accuracyGraphLoader = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<AccuracyGraphLoader>();
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if (weaponFullDef->weapDef.aiVsAiAccuracyGraphName && weaponFullDef->weapDef.aiVsAiAccuracyGraphName[0])
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{
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const auto* graph = accuracyGraphLoader->LoadAiVsAiGraph(manager, weaponFullDef->weapDef.aiVsAiAccuracyGraphName);
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if (!graph)
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return false;
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ConvertAccuracyGraph(*graph,
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weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnots,
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weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnotCount,
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weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnots,
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weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnotCount,
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memory);
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}
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if (weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName[0])
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{
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const auto* graph = accuracyGraphLoader->LoadAiVsPlayerGraph(manager, weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName);
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if (!graph)
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return false;
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ConvertAccuracyGraph(*graph,
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weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnots,
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weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
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weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnots,
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weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnotCount,
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memory);
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}
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return true;
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}
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bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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{
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auto* weaponFullDef = memory->Create<WeaponFullDef>();
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@ -387,6 +444,8 @@ namespace
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CalculateWeaponFields(weaponFullDef, memory);
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LoadAccuracyGraphs(weaponFullDef, memory, manager);
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manager->AddAsset<AssetWeapon>(
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assetName, &weaponFullDef->weapCompleteDef, converter.GetDependencies(), converter.GetUsedScriptStrings(), converter.GetIndirectAssetReferences());
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@ -8,6 +8,7 @@
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Utils/StringUtils.h"
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#include "Weapon/AccuracyGraphLoader.h"
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#include <cstring>
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#include <format>
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@ -800,6 +801,62 @@ namespace
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}
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}
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void ConvertAccuracyGraph(const GenericGraph2D& graph,
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vec2_t*& originalGraphKnots,
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uint16_t& originalGraphKnotCount,
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vec2_t*& graphKnots,
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uint16_t& graphKnotCount,
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MemoryManager* memory)
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{
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originalGraphKnotCount = static_cast<uint16_t>(graph.knots.size());
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originalGraphKnots = memory->Alloc<vec2_t>(originalGraphKnotCount);
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for (auto i = 0u; i < originalGraphKnotCount; i++)
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{
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const auto& commonKnot = graph.knots[i];
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originalGraphKnots[i][0] = static_cast<float>(commonKnot.x);
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originalGraphKnots[i][1] = static_cast<float>(commonKnot.y);
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}
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graphKnots = originalGraphKnots;
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graphKnotCount = originalGraphKnotCount;
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}
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bool LoadAccuracyGraphs(WeaponFullDef* weaponFullDef, MemoryManager* memory, const IAssetLoadingManager* manager)
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{
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auto* accuracyGraphLoader = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<AccuracyGraphLoader>();
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if (weaponFullDef->weapDef.aiVsAiAccuracyGraphName && weaponFullDef->weapDef.aiVsAiAccuracyGraphName[0])
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{
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const auto* graph = accuracyGraphLoader->LoadAiVsAiGraph(manager, weaponFullDef->weapDef.aiVsAiAccuracyGraphName);
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if (!graph)
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return false;
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ConvertAccuracyGraph(*graph,
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weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnots,
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weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnotCount,
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weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnots,
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weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnotCount,
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memory);
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}
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if (weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName[0])
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{
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const auto* graph = accuracyGraphLoader->LoadAiVsPlayerGraph(manager, weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName);
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if (!graph)
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return false;
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ConvertAccuracyGraph(*graph,
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weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnots,
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weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
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weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnots,
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weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnotCount,
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memory);
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}
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return true;
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}
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bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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{
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auto* weaponFullDef = memory->Create<WeaponFullDef>();
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@ -817,6 +874,8 @@ namespace
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CalculateWeaponFields(weaponFullDef, memory);
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LoadAccuracyGraphs(weaponFullDef, memory, manager);
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manager->AddAsset<AssetWeapon>(
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assetName, &weaponFullDef->weapCompleteDef, converter.GetDependencies(), converter.GetUsedScriptStrings(), converter.GetIndirectAssetReferences());
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#include "InfoString/InfoString.h"
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#include "Utils/ClassUtils.h"
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#include "Utils/StringUtils.h"
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#include "Weapon/AccuracyGraphLoader.h"
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#include <cassert>
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#include <cstring>
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@ -385,6 +386,58 @@ namespace T6
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{
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}
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};
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void ConvertAccuracyGraph(
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const GenericGraph2D& graph, vec2_t*& originalGraphKnots, int& originalGraphKnotCount, vec2_t*& graphKnots, int& graphKnotCount, MemoryManager* memory)
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{
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originalGraphKnotCount = static_cast<int>(graph.knots.size());
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originalGraphKnots = memory->Alloc<vec2_t>(originalGraphKnotCount);
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for (auto i = 0; i < originalGraphKnotCount; i++)
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{
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const auto& commonKnot = graph.knots[i];
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originalGraphKnots[i].x = static_cast<float>(commonKnot.x);
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originalGraphKnots[i].y = static_cast<float>(commonKnot.y);
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}
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graphKnots = originalGraphKnots;
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graphKnotCount = originalGraphKnotCount;
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}
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bool LoadAccuracyGraphs(WeaponFullDef* weaponFullDef, MemoryManager* memory, const IAssetLoadingManager* manager)
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{
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auto* accuracyGraphLoader = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<AccuracyGraphLoader>();
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if (weaponFullDef->weapDef.aiVsAiAccuracyGraphName && weaponFullDef->weapDef.aiVsAiAccuracyGraphName[0])
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{
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const auto* graph = accuracyGraphLoader->LoadAiVsAiGraph(manager, weaponFullDef->weapDef.aiVsAiAccuracyGraphName);
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if (!graph)
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return false;
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ConvertAccuracyGraph(*graph,
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weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnots,
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weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnotCount,
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weaponFullDef->weapDef.aiVsAiAccuracyGraphKnots,
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weaponFullDef->weapDef.aiVsAiAccuracyGraphKnotCount,
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memory);
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}
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if (weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName[0])
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{
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const auto* graph = accuracyGraphLoader->LoadAiVsPlayerGraph(manager, weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName);
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if (!graph)
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return false;
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ConvertAccuracyGraph(*graph,
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weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnots,
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weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
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weaponFullDef->weapDef.aiVsPlayerAccuracyGraphKnots,
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weaponFullDef->weapDef.aiVsPlayerAccuracyGraphKnotCount,
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memory);
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}
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return true;
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}
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} // namespace T6
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void AssetLoaderWeapon::LinkWeaponFullDefSubStructs(WeaponFullDef* weapon)
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@ -563,10 +616,12 @@ bool AssetLoaderWeapon::LoadFromInfoString(
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weaponFullDef->weapVariantDef.szInternalName = memory->Dup(assetName.c_str());
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// TODO: Load accuracy graph and flametable
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// TODO: Load flametable
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CalculateWeaponFields(weaponFullDef);
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CalculateAttachmentFields(weaponFullDef);
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LoadAccuracyGraphs(weaponFullDef, memory, manager);
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manager->AddAsset<AssetWeapon>(
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assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings(), converter.GetIndirectAssetReferences());
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55
src/ObjLoading/Weapon/AccuracyGraphLoader.cpp
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55
src/ObjLoading/Weapon/AccuracyGraphLoader.cpp
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#include "AccuracyGraphLoader.h"
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#include "Parsing/Graph2D/Graph2DReader.h"
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#include <format>
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#include <iostream>
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namespace
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{
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std::unique_ptr<GenericGraph2D> LoadAccuracyGraph(const IAssetLoadingManager* manager, const std::string& graphName, const std::string& subFolder)
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{
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auto* searchPath = manager->GetAssetLoadingContext()->m_raw_search_path;
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const auto fileName = std::format("accuracy/{}/{}", subFolder, graphName);
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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{
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std::cerr << std::format("Failed to open file for accuracy graph: {}/{}\n", subFolder, graphName);
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return nullptr;
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}
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return graph2d::Read("accuracy graph", "WEAPONACCUFILE", *file.m_stream, fileName, graphName);
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}
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} // namespace
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const GenericGraph2D* AccuracyGraphLoader::LoadAiVsAiGraph(const IAssetLoadingManager* manager, const std::string& graphName)
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{
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const auto alreadyLoadedGraph = m_loaded_ai_vs_ai_graphs.find(graphName);
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if (alreadyLoadedGraph != m_loaded_ai_vs_ai_graphs.end())
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return alreadyLoadedGraph->second.get();
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auto graph = LoadAccuracyGraph(manager, graphName, "aivsai");
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if (!graph)
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return nullptr;
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const auto* graphPtr = graph.get();
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m_loaded_ai_vs_ai_graphs.emplace(graphName, std::move(graph));
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return graphPtr;
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}
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const GenericGraph2D* AccuracyGraphLoader::LoadAiVsPlayerGraph(const IAssetLoadingManager* manager, const std::string& graphName)
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{
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const auto alreadyLoadedGraph = m_loaded_ai_vs_player_graphs.find(graphName);
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if (alreadyLoadedGraph != m_loaded_ai_vs_player_graphs.end())
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return alreadyLoadedGraph->second.get();
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auto graph = LoadAccuracyGraph(manager, graphName, "aivsplayer");
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if (!graph)
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return nullptr;
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const auto* graphPtr = graph.get();
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m_loaded_ai_vs_player_graphs.emplace(graphName, std::move(graph));
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return graphPtr;
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}
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src/ObjLoading/Weapon/AccuracyGraphLoader.h
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17
src/ObjLoading/Weapon/AccuracyGraphLoader.h
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#pragma once
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "AssetLoading/IZoneAssetLoaderState.h"
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#include "Parsing/GenericGraph2D.h"
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#include <memory>
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class AccuracyGraphLoader final : public IZoneAssetLoaderState
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{
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public:
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const GenericGraph2D* LoadAiVsAiGraph(const IAssetLoadingManager* manager, const std::string& graphName);
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const GenericGraph2D* LoadAiVsPlayerGraph(const IAssetLoadingManager* manager, const std::string& graphName);
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private:
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std::unordered_map<std::string, std::unique_ptr<GenericGraph2D>> m_loaded_ai_vs_ai_graphs;
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std::unordered_map<std::string, std::unique_ptr<GenericGraph2D>> m_loaded_ai_vs_player_graphs;
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};
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@ -221,9 +221,9 @@ namespace IW4
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}
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};
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GenericAccuracyGraph ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
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GenericGraph2D ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
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{
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GenericAccuracyGraph graph;
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GenericGraph2D graph;
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graph.name = graphName;
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graph.knots.resize(originalKnotCount);
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@ -535,9 +535,9 @@ namespace IW5
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const WeaponFullDef* m_weapon;
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};
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GenericAccuracyGraph ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
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GenericGraph2D ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
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{
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GenericAccuracyGraph graph;
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GenericGraph2D graph;
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graph.name = graphName;
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graph.knots.resize(originalKnotCount);
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@ -265,9 +265,9 @@ namespace T6
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}
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};
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GenericAccuracyGraph ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
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GenericGraph2D ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
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{
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GenericAccuracyGraph graph;
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GenericGraph2D graph;
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graph.name = graphName;
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graph.knots.resize(originalKnotCount);
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return false;
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}
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void DumpAccuracyGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& graph, const std::string& subFolder)
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void DumpAccuracyGraph(const AssetDumpingContext& context, const GenericGraph2D& graph, const std::string& subFolder)
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{
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const auto file = context.OpenAssetFile(std::format("accuracy/{}/{}", subFolder, graph.name));
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if (!file)
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@ -46,12 +46,12 @@ bool AccuracyGraphWriter::ShouldDumpAiVsPlayerGraph(const std::string& graphName
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return ShouldDumpAccuracyGraph(m_dumped_ai_vs_player_graphs, graphName);
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}
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void AccuracyGraphWriter::DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsAiGraph)
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void AccuracyGraphWriter::DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsAiGraph)
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{
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DumpAccuracyGraph(context, aiVsAiGraph, "aivsai");
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}
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void AccuracyGraphWriter::DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsPlayerGraph)
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void AccuracyGraphWriter::DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsPlayerGraph)
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{
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DumpAccuracyGraph(context, aiVsPlayerGraph, "aivsplayer");
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}
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#pragma once
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#include "Dumping/AssetDumpingContext.h"
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#include "Dumping/IZoneAssetDumperState.h"
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#include "Weapon/GenericAccuracyGraph.h"
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#include "Parsing/GenericGraph2D.h"
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#include <string>
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#include <unordered_set>
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@ -12,8 +12,8 @@ public:
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bool ShouldDumpAiVsAiGraph(const std::string& graphName);
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bool ShouldDumpAiVsPlayerGraph(const std::string& graphName);
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static void DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsAiGraph);
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static void DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsPlayerGraph);
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static void DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsAiGraph);
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static void DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsPlayerGraph);
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private:
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std::unordered_set<std::string> m_dumped_ai_vs_ai_graphs;
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