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