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

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#region ================== Namespaces
using System.Threading;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check obsolete things", true, 50)]
public class CheckObsoleteThings : ErrorChecker
{
#region ================== Constants
private const int PROGRESS_STEP = 10;
#endregion
#region ================== Properties
// Only possible when the game configuration supports the use of decorate
public override bool SkipCheck { get { return string.IsNullOrEmpty(General.Map.Config.DecorateGames); } }
#endregion
#region ================== Constructor / Destructor
public CheckObsoleteThings()
{
// 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)
{
ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type);
if(info != null && info.IsObsolete)
{
SubmitResult(new ResultObsoleteThing(t, info.ObsoleteMessage));
}
// 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
}
}