UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckStuckThings.cs
MaxED 19c84692ad Fixed, Map Analysis mode: in some cases "Check stuck things" check didn't work properly.
Fixed: only one test engine should be launched from the editor at any given time.
Changed: SVN builds now include debug symbols.
Internal: VersionFromSVN.exe can now work from a network drive.
Updated ZDoom ACC to git rev. 3071c32.
Updated ZDoom_DECORATE.cfg ("A_Warp").
2015-10-26 11:58:33 +00:00

254 lines
8.6 KiB
C#

#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, Dictionary<int, bool>> processedthingpairs = new Dictionary<int, Dictionary<int, bool>>(); //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(bmlt.x, bmlt.y, (bmrb.x - bmlt.x), (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].ContainsKey(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;
//mxd. Prepare collection
if(!processedthingpairs.ContainsKey(t.Index)) processedthingpairs.Add(t.Index, new Dictionary<int, bool>());
if(!processedthingpairs.ContainsKey(ot.Index)) processedthingpairs.Add(ot.Index, new Dictionary<int, bool>());
//mxd. Add both ways
processedthingpairs[t.Index].Add(ot.Index, false);
processedthingpairs[ot.Index].Add(t.Index, false);
SubmitResult(new ResultStuckThingInThing(t, ot));
}
}
}
}
}
// 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
int overlappinggroups = 0;
int totalgroupscount = General.Map.Config.ThingFlagsCompare.Count; //mxd. Some groups can be ignored when unset...
// Go through all flags in all groups and check if they overlap
foreach(KeyValuePair<string, Dictionary<string, ThingFlagsCompare>> group in General.Map.Config.ThingFlagsCompare)
{
foreach(ThingFlagsCompare tfc in group.Value.Values)
{
int compareresult = tfc.Compare(t1, t2); //mxd
if(compareresult > 0)
{
overlappinggroups++;
break;
}
//mxd. Some groups can be ignored when unset...
if(compareresult == 0 && tfc.IgnoreGroupWhenUnset)
{
totalgroupscount--;
}
}
}
// All groups have to overlap for the things to show up at the same time
return (totalgroupscount > 0 && overlappinggroups == totalgroupscount);
}
#endregion
}
}