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OpenAssetTools/src/ObjLoading/Game/T6/Weapon/AttachmentGdtLoaderT6.cpp

55 lines
1.7 KiB
C++

#include "AttachmentGdtLoaderT6.h"
#include "AttachmentInfoStringLoaderT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class GdtLoaderAttachment final : public AssetCreator<AssetAttachment>
{
public:
GdtLoaderAttachment(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_ATTACHMENT, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
con::error("Failed to read attachment gdt entry: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
attachment::InfoStringLoaderT6 m_info_string_loader;
};
} // namespace
namespace attachment
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateGdtLoaderT6(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderAttachment>(memory, searchPath, gdt, zone);
}
} // namespace attachment