UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckUnusedThings.cs

72 lines
1.6 KiB
C#
Raw Normal View History

#region ================== Namespaces
using System.Collections.Generic;
using System.Threading;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check unused things", true, 50)]
public class CheckUnusedThings : ErrorChecker
{
#region ================== Constants
private const int PROGRESS_STEP = 10;
#endregion
#region ================== Constructor / Destructor
public CheckUnusedThings()
{
// Total progress is done when all things are checked
SetTotalProgress(General.Map.Map.Things.Count / PROGRESS_STEP);
}
#endregion
#region ================== Methods
// This runs the check
public override void Run()
{
int progress = 0;
int stepprogress = 0;
// Go for all things
foreach(Thing t in General.Map.Map.Things)
{
// Gather enabled flags
HashSet<string> activeflags = new HashSet<string>();
foreach(KeyValuePair<string, bool> group in t.GetFlags())
{
if(group.Value) activeflags.Add(group.Key);
}
// Check em
List<string> warnings = ThingFlagsCompare.CheckFlags(activeflags);
if(warnings.Count > 0)
{
// Got missing flags
SubmitResult(new ResultUnusedThing(t, string.Join(" ", warnings.ToArray())));
}
// Handle thread interruption
try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; }
// We are making progress!
if((++progress / PROGRESS_STEP) > stepprogress)
{
stepprogress = (progress / PROGRESS_STEP);
AddProgress(1);
}
}
}
#endregion
}
}