#include "GdtLoaderPhysPresetT6.h" #include "Game/T6/ObjConstantsT6.h" #include "Game/T6/T6.h" #include "InfoString/InfoString.h" #include "InfoStringLoaderPhysPresetT6.h" #include #include #include using namespace T6; namespace { class GdtLoaderPhysPreset final : public AssetCreator { public: GdtLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone) : m_gdt(gdt), m_info_string_loader(memory, searchPath, zone) { } AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override { const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName); if (gdtEntry == nullptr) return AssetCreationResult::NoAction(); InfoString infoString; if (!infoString.FromGdtProperties(*gdtEntry)) { std::cerr << std::format("Failed to read phys preset gdt entry: \"{}\"\n", assetName); return AssetCreationResult::Failure(); } return m_info_string_loader.CreateAsset(assetName, infoString, context); } private: IGdtQueryable& m_gdt; InfoStringLoaderPhysPreset m_info_string_loader; }; } // namespace namespace T6 { std::unique_ptr> CreateGdtPhysPresetLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone) { return std::make_unique(memory, searchPath, gdt, zone); } } // namespace T6