mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 21:01:22 +00:00
275 lines
9.4 KiB
C#
Executable file
275 lines
9.4 KiB
C#
Executable file
|
|
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
|
|
|
/*
|
|
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
* This program is released under GNU General Public License
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Namespaces
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Config;
|
|
using System.Threading;
|
|
using System.Drawing;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
[ErrorChecker("Check stuck things", true, 1000)]
|
|
public class CheckStuckThings : ErrorChecker
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const int PROGRESS_STEP = 10;
|
|
private const float ALLOWED_STUCK_DISTANCE = 6.0f;
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
// Constructor
|
|
public CheckStuckThings()
|
|
{
|
|
// 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()
|
|
{
|
|
BlockMap<BlockEntry> blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap;
|
|
int progress = 0;
|
|
int stepprogress = 0;
|
|
float maxradius = 0;
|
|
Dictionary<int, HashSet<int>> processedthingpairs = new Dictionary<int, HashSet<int>>(); //mxd
|
|
|
|
foreach(ThingTypeInfo tti in General.Map.Data.ThingTypes)
|
|
{
|
|
if(tti.Radius > maxradius) maxradius = tti.Radius;
|
|
}
|
|
|
|
// Go for all the things
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type);
|
|
bool stuck = false;
|
|
|
|
// Check this thing for getting stuck?
|
|
if( (info.ErrorCheck == ThingTypeInfo.THING_ERROR_INSIDE_STUCK) &&
|
|
(info.Blocking > ThingTypeInfo.THING_BLOCKING_NONE))
|
|
{
|
|
// Make square coordinates from thing
|
|
float blockingsize = t.Size - ALLOWED_STUCK_DISTANCE;
|
|
Vector2D lt = new Vector2D(t.Position.x - blockingsize, t.Position.y - blockingsize);
|
|
Vector2D rb = new Vector2D(t.Position.x + blockingsize, t.Position.y + blockingsize);
|
|
Vector2D bmlt = new Vector2D(t.Position.x - maxradius, t.Position.y - maxradius);
|
|
Vector2D bmrb = new Vector2D(t.Position.x + maxradius, t.Position.y + maxradius);
|
|
|
|
// Go for all the lines to see if this thing is stuck
|
|
List<BlockEntry> blocks = blockmap.GetSquareRange(new RectangleF((float)bmlt.x, (float)bmlt.y, (float)(bmrb.x - bmlt.x), (float)(bmrb.y - bmlt.y)));
|
|
Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
|
|
|
|
foreach(BlockEntry b in blocks)
|
|
{
|
|
foreach(Linedef l in b.Lines)
|
|
{
|
|
// Only test when sinlge-sided, two-sided + impassable and not already checked
|
|
if(((l.Back == null) || l.IsFlagSet(General.Map.Config.ImpassableFlag)) && !doneblocklines.ContainsKey(l))
|
|
{
|
|
// Test if line ends are inside the thing
|
|
if(PointInRect(lt, rb, l.Start.Position) || PointInRect(lt, rb, l.End.Position))
|
|
{
|
|
// Thing stuck in line!
|
|
stuck = true;
|
|
SubmitResult(new ResultStuckThingInLine(t, l));
|
|
}
|
|
// Test if the line intersects the square
|
|
else if(Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, lt.y, rb.x, lt.y) ||
|
|
Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, lt.y, rb.x, rb.y) ||
|
|
Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, rb.y, lt.x, rb.y) ||
|
|
Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, rb.y, lt.x, lt.y))
|
|
{
|
|
// Thing stuck in line!
|
|
stuck = true;
|
|
SubmitResult(new ResultStuckThingInLine(t, l));
|
|
}
|
|
|
|
// Checked
|
|
doneblocklines.Add(l, l);
|
|
}
|
|
}
|
|
|
|
// Check if thing is stuck in other things
|
|
if(info.Blocking != ThingTypeInfo.THING_BLOCKING_NONE)
|
|
{
|
|
foreach(Thing ot in b.Things)
|
|
{
|
|
// Don't compare the thing with itself
|
|
if(t.Index == ot.Index) continue;
|
|
|
|
// mxd. Don't compare already processed stuff
|
|
if(processedthingpairs.ContainsKey(t.Index) && processedthingpairs[t.Index].Contains(ot.Index)) continue;
|
|
|
|
// Only check of items that can block
|
|
if(General.Map.Data.GetThingInfo(ot.Type).Blocking == ThingTypeInfo.THING_BLOCKING_NONE) continue;
|
|
|
|
// need to compare the flags
|
|
if(FlagsOverlap(t, ot) && ThingsOverlap(t, ot))
|
|
{
|
|
stuck = true;
|
|
SubmitResult(new ResultStuckThingInThing(t, ot));
|
|
}
|
|
|
|
//mxd. Prepare collections
|
|
if(!processedthingpairs.ContainsKey(t.Index)) processedthingpairs.Add(t.Index, new HashSet<int>());
|
|
if(!processedthingpairs.ContainsKey(ot.Index)) processedthingpairs.Add(ot.Index, new HashSet<int>());
|
|
|
|
//mxd. Add both ways
|
|
processedthingpairs[t.Index].Add(ot.Index);
|
|
processedthingpairs[ot.Index].Add(t.Index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check this thing for being outside the map?
|
|
if(!stuck && info.ErrorCheck >= ThingTypeInfo.THING_ERROR_INSIDE)
|
|
{
|
|
// Get the nearest line to see if the thing is outside the map
|
|
bool outside;
|
|
Linedef l = General.Map.Map.NearestLinedef(t.Position);
|
|
if(l.SideOfLine(t.Position) <= 0)
|
|
{
|
|
outside = (l.Front == null);
|
|
}
|
|
else
|
|
{
|
|
outside = (l.Back == null);
|
|
}
|
|
|
|
// Outside the map?
|
|
if(outside)
|
|
{
|
|
// Make result
|
|
SubmitResult(new ResultThingOutside(t));
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Point in rect?
|
|
private static bool PointInRect(Vector2D lt, Vector2D rb, Vector2D p)
|
|
{
|
|
return (p.x >= lt.x) && (p.x <= rb.x) && (p.y <= lt.y) && (p.y >= rb.y);
|
|
}
|
|
|
|
// Checks if two things overlap
|
|
private static bool ThingsOverlap(Thing t1, Thing t2)
|
|
{
|
|
Vector3D p1 = t1.Position;
|
|
Vector3D p2 = t2.Position;
|
|
ThingTypeInfo t1info = General.Map.Data.GetThingInfo(t1.Type);
|
|
ThingTypeInfo t2info = General.Map.Data.GetThingInfo(t2.Type);
|
|
|
|
// simple bounding box collision detection
|
|
if( p1.x + t1.Size - ALLOWED_STUCK_DISTANCE < p2.x - t2.Size + ALLOWED_STUCK_DISTANCE ||
|
|
p1.x - t1.Size + ALLOWED_STUCK_DISTANCE > p2.x + t2.Size - ALLOWED_STUCK_DISTANCE ||
|
|
p1.y - t1.Size + ALLOWED_STUCK_DISTANCE > p2.y + t2.Size - ALLOWED_STUCK_DISTANCE ||
|
|
p1.y + t1.Size - ALLOWED_STUCK_DISTANCE < p2.y - t2.Size + ALLOWED_STUCK_DISTANCE)
|
|
return false;
|
|
|
|
// if either thing blocks full height there's no need to check the z-axis
|
|
if(t1info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL || t2info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL)
|
|
return true;
|
|
|
|
// check z-axis
|
|
if(p1.z > p2.z + t2info.Height || p1.z + t1info.Height < p2.z)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Checks if the flags of two things overlap (i.e. if they show up at the same time)
|
|
private static bool FlagsOverlap(Thing t1, Thing t2)
|
|
{
|
|
if(General.Map.Config.ThingFlagsCompare.Count < 1) return true; //mxd. Otherwise, no things will ever overlap when ThingFlagsCompare is empty
|
|
Dictionary<string, ThingFlagsCompareResult> results = new Dictionary<string, ThingFlagsCompareResult>(General.Map.Config.ThingFlagsCompare.Count);
|
|
|
|
// Go through all flags in all groups and check if they overlap
|
|
foreach(ThingFlagsCompareGroup group in General.Map.Config.ThingFlagsCompare.Values)
|
|
results[group.Name] = group.Compare(t1, t2);
|
|
|
|
// Process Required/IgnoredGroups
|
|
foreach(ThingFlagsCompareResult result in results.Values)
|
|
{
|
|
// Group matters only when it contains overlapping flags
|
|
if(result.Result == 1)
|
|
{
|
|
// Ignore this group when RequiredGroup flags don't overlap
|
|
foreach(string requiredgroup in result.RequiredGroups)
|
|
{
|
|
if(results[requiredgroup].Result != 1)
|
|
{
|
|
result.Result = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Ignore other groups when this one's flags overlap
|
|
if(result.Result == 1)
|
|
{
|
|
foreach(string ignoredgroup in result.IgnoredGroups)
|
|
results[ignoredgroup].Result = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Count overlapping groups
|
|
int overlappinggroupscount = 0;
|
|
int totalgroupscount = results.Values.Count;
|
|
foreach(ThingFlagsCompareResult result in results.Values)
|
|
{
|
|
switch(result.Result)
|
|
{
|
|
case 1: overlappinggroupscount++; break; // Group flags overlap
|
|
case 0: totalgroupscount--; break; // Ignored group should be ignored
|
|
case -1: return false; // Group flags don't overlap
|
|
default: throw new NotImplementedException("Unknown thing flags comparison result");
|
|
}
|
|
}
|
|
|
|
// All groups have to overlap for the things to show up at the same time
|
|
return (totalgroupscount > 0 && overlappinggroupscount == totalgroupscount);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|