feat: load accuracy graphs using generic 2d graph loader

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Jan 2024-05-20 13:27:34 +02:00
parent 6f6a70c212
commit e68a7303b6
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11 changed files with 258 additions and 30 deletions

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@ -1,17 +0,0 @@
#pragma once
#include <string>
#include <vector>
class GenericAccuracyGraphKnot
{
public:
float x;
float y;
};
class GenericAccuracyGraph
{
public:
std::string name;
std::vector<GenericAccuracyGraphKnot> knots;
};

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@ -9,6 +9,7 @@
#include "ObjLoading.h"
#include "Pool/GlobalAssetPool.h"
#include "Utils/StringUtils.h"
#include "Weapon/AccuracyGraphLoader.h"
#include <cstring>
#include <format>
@ -370,6 +371,62 @@ namespace
}
}
void ConvertAccuracyGraph(const GenericGraph2D& graph,
vec2_t*& originalGraphKnots,
uint16_t& originalGraphKnotCount,
vec2_t*& graphKnots,
uint16_t& graphKnotCount,
MemoryManager* memory)
{
originalGraphKnotCount = static_cast<uint16_t>(graph.knots.size());
originalGraphKnots = memory->Alloc<vec2_t>(originalGraphKnotCount);
for (auto i = 0u; i < originalGraphKnotCount; i++)
{
const auto& commonKnot = graph.knots[i];
originalGraphKnots[i][0] = static_cast<float>(commonKnot.x);
originalGraphKnots[i][1] = static_cast<float>(commonKnot.y);
}
graphKnots = originalGraphKnots;
graphKnotCount = originalGraphKnotCount;
}
bool LoadAccuracyGraphs(WeaponFullDef* weaponFullDef, MemoryManager* memory, const IAssetLoadingManager* manager)
{
auto* accuracyGraphLoader = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<AccuracyGraphLoader>();
if (weaponFullDef->weapDef.aiVsAiAccuracyGraphName && weaponFullDef->weapDef.aiVsAiAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsAiGraph(manager, weaponFullDef->weapDef.aiVsAiAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnots,
weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnotCount,
weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnots,
weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnotCount,
memory);
}
if (weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsPlayerGraph(manager, weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnots,
weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnots,
weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnotCount,
memory);
}
return true;
}
bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
{
auto* weaponFullDef = memory->Create<WeaponFullDef>();
@ -387,6 +444,8 @@ namespace
CalculateWeaponFields(weaponFullDef, memory);
LoadAccuracyGraphs(weaponFullDef, memory, manager);
manager->AddAsset<AssetWeapon>(
assetName, &weaponFullDef->weapCompleteDef, converter.GetDependencies(), converter.GetUsedScriptStrings(), converter.GetIndirectAssetReferences());

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@ -8,6 +8,7 @@
#include "ObjLoading.h"
#include "Pool/GlobalAssetPool.h"
#include "Utils/StringUtils.h"
#include "Weapon/AccuracyGraphLoader.h"
#include <cstring>
#include <format>
@ -800,6 +801,62 @@ namespace
}
}
void ConvertAccuracyGraph(const GenericGraph2D& graph,
vec2_t*& originalGraphKnots,
uint16_t& originalGraphKnotCount,
vec2_t*& graphKnots,
uint16_t& graphKnotCount,
MemoryManager* memory)
{
originalGraphKnotCount = static_cast<uint16_t>(graph.knots.size());
originalGraphKnots = memory->Alloc<vec2_t>(originalGraphKnotCount);
for (auto i = 0u; i < originalGraphKnotCount; i++)
{
const auto& commonKnot = graph.knots[i];
originalGraphKnots[i][0] = static_cast<float>(commonKnot.x);
originalGraphKnots[i][1] = static_cast<float>(commonKnot.y);
}
graphKnots = originalGraphKnots;
graphKnotCount = originalGraphKnotCount;
}
bool LoadAccuracyGraphs(WeaponFullDef* weaponFullDef, MemoryManager* memory, const IAssetLoadingManager* manager)
{
auto* accuracyGraphLoader = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<AccuracyGraphLoader>();
if (weaponFullDef->weapDef.aiVsAiAccuracyGraphName && weaponFullDef->weapDef.aiVsAiAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsAiGraph(manager, weaponFullDef->weapDef.aiVsAiAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnots,
weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnotCount,
weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnots,
weaponFullDef->weapCompleteDef.aiVsAiAccuracyGraphKnotCount,
memory);
}
if (weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsPlayerGraph(manager, weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnots,
weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnots,
weaponFullDef->weapCompleteDef.aiVsPlayerAccuracyGraphKnotCount,
memory);
}
return true;
}
bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
{
auto* weaponFullDef = memory->Create<WeaponFullDef>();
@ -817,6 +874,8 @@ namespace
CalculateWeaponFields(weaponFullDef, memory);
LoadAccuracyGraphs(weaponFullDef, memory, manager);
manager->AddAsset<AssetWeapon>(
assetName, &weaponFullDef->weapCompleteDef, converter.GetDependencies(), converter.GetUsedScriptStrings(), converter.GetIndirectAssetReferences());

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@ -9,6 +9,7 @@
#include "InfoString/InfoString.h"
#include "Utils/ClassUtils.h"
#include "Utils/StringUtils.h"
#include "Weapon/AccuracyGraphLoader.h"
#include <cassert>
#include <cstring>
@ -385,6 +386,58 @@ namespace T6
{
}
};
void ConvertAccuracyGraph(
const GenericGraph2D& graph, vec2_t*& originalGraphKnots, int& originalGraphKnotCount, vec2_t*& graphKnots, int& graphKnotCount, MemoryManager* memory)
{
originalGraphKnotCount = static_cast<int>(graph.knots.size());
originalGraphKnots = memory->Alloc<vec2_t>(originalGraphKnotCount);
for (auto i = 0; i < originalGraphKnotCount; i++)
{
const auto& commonKnot = graph.knots[i];
originalGraphKnots[i].x = static_cast<float>(commonKnot.x);
originalGraphKnots[i].y = static_cast<float>(commonKnot.y);
}
graphKnots = originalGraphKnots;
graphKnotCount = originalGraphKnotCount;
}
bool LoadAccuracyGraphs(WeaponFullDef* weaponFullDef, MemoryManager* memory, const IAssetLoadingManager* manager)
{
auto* accuracyGraphLoader = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<AccuracyGraphLoader>();
if (weaponFullDef->weapDef.aiVsAiAccuracyGraphName && weaponFullDef->weapDef.aiVsAiAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsAiGraph(manager, weaponFullDef->weapDef.aiVsAiAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnots,
weaponFullDef->weapDef.originalAiVsAiAccuracyGraphKnotCount,
weaponFullDef->weapDef.aiVsAiAccuracyGraphKnots,
weaponFullDef->weapDef.aiVsAiAccuracyGraphKnotCount,
memory);
}
if (weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader->LoadAiVsPlayerGraph(manager, weaponFullDef->weapDef.aiVsPlayerAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnots,
weaponFullDef->weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
weaponFullDef->weapDef.aiVsPlayerAccuracyGraphKnots,
weaponFullDef->weapDef.aiVsPlayerAccuracyGraphKnotCount,
memory);
}
return true;
}
} // namespace T6
void AssetLoaderWeapon::LinkWeaponFullDefSubStructs(WeaponFullDef* weapon)
@ -563,10 +616,12 @@ bool AssetLoaderWeapon::LoadFromInfoString(
weaponFullDef->weapVariantDef.szInternalName = memory->Dup(assetName.c_str());
// TODO: Load accuracy graph and flametable
// TODO: Load flametable
CalculateWeaponFields(weaponFullDef);
CalculateAttachmentFields(weaponFullDef);
LoadAccuracyGraphs(weaponFullDef, memory, manager);
manager->AddAsset<AssetWeapon>(
assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings(), converter.GetIndirectAssetReferences());

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@ -0,0 +1,55 @@
#include "AccuracyGraphLoader.h"
#include "Parsing/Graph2D/Graph2DReader.h"
#include <format>
#include <iostream>
namespace
{
std::unique_ptr<GenericGraph2D> LoadAccuracyGraph(const IAssetLoadingManager* manager, const std::string& graphName, const std::string& subFolder)
{
auto* searchPath = manager->GetAssetLoadingContext()->m_raw_search_path;
const auto fileName = std::format("accuracy/{}/{}", subFolder, graphName);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
{
std::cerr << std::format("Failed to open file for accuracy graph: {}/{}\n", subFolder, graphName);
return nullptr;
}
return graph2d::Read("accuracy graph", "WEAPONACCUFILE", *file.m_stream, fileName, graphName);
}
} // namespace
const GenericGraph2D* AccuracyGraphLoader::LoadAiVsAiGraph(const IAssetLoadingManager* manager, const std::string& graphName)
{
const auto alreadyLoadedGraph = m_loaded_ai_vs_ai_graphs.find(graphName);
if (alreadyLoadedGraph != m_loaded_ai_vs_ai_graphs.end())
return alreadyLoadedGraph->second.get();
auto graph = LoadAccuracyGraph(manager, graphName, "aivsai");
if (!graph)
return nullptr;
const auto* graphPtr = graph.get();
m_loaded_ai_vs_ai_graphs.emplace(graphName, std::move(graph));
return graphPtr;
}
const GenericGraph2D* AccuracyGraphLoader::LoadAiVsPlayerGraph(const IAssetLoadingManager* manager, const std::string& graphName)
{
const auto alreadyLoadedGraph = m_loaded_ai_vs_player_graphs.find(graphName);
if (alreadyLoadedGraph != m_loaded_ai_vs_player_graphs.end())
return alreadyLoadedGraph->second.get();
auto graph = LoadAccuracyGraph(manager, graphName, "aivsplayer");
if (!graph)
return nullptr;
const auto* graphPtr = graph.get();
m_loaded_ai_vs_player_graphs.emplace(graphName, std::move(graph));
return graphPtr;
}

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@ -0,0 +1,17 @@
#pragma once
#include "AssetLoading/IAssetLoadingManager.h"
#include "AssetLoading/IZoneAssetLoaderState.h"
#include "Parsing/GenericGraph2D.h"
#include <memory>
class AccuracyGraphLoader final : public IZoneAssetLoaderState
{
public:
const GenericGraph2D* LoadAiVsAiGraph(const IAssetLoadingManager* manager, const std::string& graphName);
const GenericGraph2D* LoadAiVsPlayerGraph(const IAssetLoadingManager* manager, const std::string& graphName);
private:
std::unordered_map<std::string, std::unique_ptr<GenericGraph2D>> m_loaded_ai_vs_ai_graphs;
std::unordered_map<std::string, std::unique_ptr<GenericGraph2D>> m_loaded_ai_vs_player_graphs;
};

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@ -221,9 +221,9 @@ namespace IW4
}
};
GenericAccuracyGraph ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
GenericGraph2D ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
{
GenericAccuracyGraph graph;
GenericGraph2D graph;
graph.name = graphName;
graph.knots.resize(originalKnotCount);

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@ -535,9 +535,9 @@ namespace IW5
const WeaponFullDef* m_weapon;
};
GenericAccuracyGraph ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
GenericGraph2D ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
{
GenericAccuracyGraph graph;
GenericGraph2D graph;
graph.name = graphName;
graph.knots.resize(originalKnotCount);

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@ -265,9 +265,9 @@ namespace T6
}
};
GenericAccuracyGraph ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
GenericGraph2D ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
{
GenericAccuracyGraph graph;
GenericGraph2D graph;
graph.name = graphName;
graph.knots.resize(originalKnotCount);

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@ -19,7 +19,7 @@ namespace
return false;
}
void DumpAccuracyGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& graph, const std::string& subFolder)
void DumpAccuracyGraph(const AssetDumpingContext& context, const GenericGraph2D& graph, const std::string& subFolder)
{
const auto file = context.OpenAssetFile(std::format("accuracy/{}/{}", subFolder, graph.name));
if (!file)
@ -46,12 +46,12 @@ bool AccuracyGraphWriter::ShouldDumpAiVsPlayerGraph(const std::string& graphName
return ShouldDumpAccuracyGraph(m_dumped_ai_vs_player_graphs, graphName);
}
void AccuracyGraphWriter::DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsAiGraph)
void AccuracyGraphWriter::DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsAiGraph)
{
DumpAccuracyGraph(context, aiVsAiGraph, "aivsai");
}
void AccuracyGraphWriter::DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsPlayerGraph)
void AccuracyGraphWriter::DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsPlayerGraph)
{
DumpAccuracyGraph(context, aiVsPlayerGraph, "aivsplayer");
}

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@ -1,7 +1,7 @@
#pragma once
#include "Dumping/AssetDumpingContext.h"
#include "Dumping/IZoneAssetDumperState.h"
#include "Weapon/GenericAccuracyGraph.h"
#include "Parsing/GenericGraph2D.h"
#include <string>
#include <unordered_set>
@ -12,8 +12,8 @@ public:
bool ShouldDumpAiVsAiGraph(const std::string& graphName);
bool ShouldDumpAiVsPlayerGraph(const std::string& graphName);
static void DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsAiGraph);
static void DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericAccuracyGraph& aiVsPlayerGraph);
static void DumpAiVsAiGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsAiGraph);
static void DumpAiVsPlayerGraph(const AssetDumpingContext& context, const GenericGraph2D& aiVsPlayerGraph);
private:
std::unordered_set<std::string> m_dumped_ai_vs_ai_graphs;