chore: always build fastfile when there are assets defined

This commit is contained in:
Jan
2024-10-14 22:31:36 +02:00
parent 2182196730
commit f9e0bdaa7b
15 changed files with 143 additions and 346 deletions

View File

@ -1,70 +1,14 @@
#include "ZoneCreatorIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/GameIW5.h"
#include "IObjLoader.h"
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include "Game/IW5/IW5.h"
using namespace IW5;
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolIW5>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
GameId ZoneCreator::GetGameId() const
{
return GameId::IW5;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::IW5));
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
ApplyIgnoredAssets(context, *assetLoadingContext);
const auto* objLoader = IObjLoader::GetObjLoaderForGame(GameId::IW5);
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!objLoader->LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
objLoader->FinalizeAssetsForZone(*assetLoadingContext);
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;