#include "AssetDumperWeaponAttachment.h" #include "Game/T6/InfoString/EnumStrings.h" #include "Game/T6/InfoString/InfoStringFromStructConverter.h" #include "Game/T6/InfoString/WeaponAttachmentFields.h" #include "Game/T6/ObjConstantsT6.h" #include #include using namespace T6; namespace T6 { class InfoStringFromAttachmentConverter final : public InfoStringFromStructConverter { protected: void FillFromExtensionField(const cspField_t& field) override { switch (static_cast(field.iFieldType)) { case AFT_ATTACHMENTTYPE: FillFromEnumInt(std::string(field.szName), field.iOffset, szAttachmentTypeNames, std::extent_v); break; case AFT_PENETRATE_TYPE: FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, std::extent_v); break; case AFT_FIRETYPE: FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, std::extent_v); break; default: break; } } public: InfoStringFromAttachmentConverter(const WeaponAttachment* structure, const cspField_t* fields, const size_t fieldCount, std::function scriptStringValueCallback) : InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback)) { } }; } // namespace T6 InfoString AssetDumperWeaponAttachment::CreateInfoString(XAssetInfo* asset) { InfoStringFromAttachmentConverter converter(asset->Asset(), attachment_fields, std::extent_v, [asset](const scr_string_t scrStr) -> std::string { assert(scrStr < asset->m_zone->m_script_strings.Count()); if (scrStr >= asset->m_zone->m_script_strings.Count()) return ""; return asset->m_zone->m_script_strings[scrStr]; }); return converter.Convert(); } bool AssetDumperWeaponAttachment::ShouldDump(XAssetInfo* asset) { return true; } void AssetDumperWeaponAttachment::DumpAsset(AssetDumpingContext& context, XAssetInfo* asset) { // Only dump raw when no gdt available if (context.m_gdt) { const auto infoString = CreateInfoString(asset); GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_WEAPON_ATTACHMENT); infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT, gdtEntry); context.m_gdt->WriteEntry(gdtEntry); } else { const auto assetFile = context.OpenAssetFile("attachment/" + asset->m_name); if (!assetFile) return; auto& stream = *assetFile; const auto infoString = CreateInfoString(asset); const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT); stream.write(stringValue.c_str(), stringValue.size()); } }