UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckUnusedThings.cs
MaxED e4cad3e06c Map Analysis mode: multiple results can now be selected (and fixed) at once.
Map Analysis mode: selection color is now used when rendering affected things.
Fixed, Map Analysis mode, "Check unused things" check: checker returned false-positive results when used in Doom map format.
2015-01-12 12:27:10 +00:00

94 lines
2.4 KiB
C#

#region ================== Namespaces
using System.Collections.Generic;
using System.Threading;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check unused things", true, 50)]
public class CheckUnusedThings : ErrorChecker
{
#region ================== Constants
private const int PROGRESS_STEP = 10;
#endregion
#region ================== Constructor / Destructor
public CheckUnusedThings()
{
// 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)
{
List<string> messages = new List<string>();
foreach(KeyValuePair<string, Dictionary<string, ThingFlagsCompare>> group in General.Map.Config.ThingFlagsCompare)
{
if(group.Value.Count < 2) continue;
bool haveflags = false;
foreach(KeyValuePair<string, ThingFlagsCompare> flags in group.Value)
{
bool flagset = (General.Map.UDMF && t.Fields.ContainsKey(flags.Key) && (bool) t.Fields[flags.Key].Value) || t.IsFlagSet(flags.Key);
// Should we skip this group?
if(flagset || flags.Value.IgnoreGroupWhenUnset)
{
haveflags = true;
break;
}
}
if(!haveflags) messages.Add(GetDescription(group.Key));
}
if(messages.Count > 0)
{
string msg = " is not used " + string.Join(", ", messages.ToArray());
SubmitResult(new ResultUnusedThing(t, msg));
}
// 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);
}
}
}
private static string GetDescription(string group)
{
switch(group)
{
case "skills": return "in any skill level";
case "gamemodes": return "in any game mode";
case "classes": return "by any class";
default: return "by any class, skill or game mode";
}
}
#endregion
}
}