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72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Map;
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using System.Collections.Generic;
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using System.Threading;
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check missing activations", true, 50)]
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public class CheckMissingActivations : ErrorChecker
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{
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private const int PROGRESS_STEP = 1000;
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// Constructor
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public CheckMissingActivations()
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{
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// Total progress is done when all linedefs are checked
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SetTotalProgress(General.Map.Map.Linedefs.Count / PROGRESS_STEP);
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}
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public override bool SkipCheck { get { return !General.Map.UDMF; } }
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// This runs the check
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public override void Run()
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{
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int progress = 0;
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int stepprogress = 0;
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//If this map isn't a UDMF then we can't reach a situation where activations are missing
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if (!General.Map.UDMF)
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{
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return;
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}
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// Go for all vertices
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foreach (Linedef l in General.Map.Map.Linedefs)
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{
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int action = l.Action;
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Dictionary<string, bool> flags = l.GetFlags();
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bool hasActivation = false;
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if (action != 0
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&& General.Map.Config.LinedefActions.ContainsKey(action)
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&& General.Map.Config.LinedefActions[action].RequiresActivation)
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{
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foreach (LinedefActivateInfo ai in General.Map.Config.LinedefActivates)
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{
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if (flags.ContainsKey(ai.Key) && flags[ai.Key] == true)
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{
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hasActivation = true;
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break;
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}
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}
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if (!hasActivation)
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{
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SubmitResult(new ResultMissingActivation(l));
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}
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}
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// Handle thread interruption
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try { Thread.Sleep(0); } catch (ThreadInterruptedException) { return; }
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// We are making progress!
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if ((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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}
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}
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}
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