mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
b90b7b8a79
Game Configurations: moved "thingflagscompare" from Game to Map format blocks. "Check stuck things" check now works properly in Doom/Boom game configurations. Map Analysis: fixed a possible crash during "Check texture alignment" check. Map Analysis: ResultStuckThingInLine now highlights both thing and line. Map Analysis: ResultStuckThingInThing now highlights both things and allows to delete any of them. Internal, Map Analysis: rewritten parts of "Check stuck things" class. Internal, Map Analysis: changed the way processed stuff is stored in "Check texture alignment" class. Internal: changed CurrentDomainOnUnhandledException, so ExceptionDialog with proper info shows up even if adding exception to the Event Log failed. Internal: changed format, in which thingflagscompare info is stored.
246 lines
8.2 KiB
C#
246 lines
8.2 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Config;
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using System.Threading;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check stuck things", true, 1000)]
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public class CheckStuckThings : ErrorChecker
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{
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#region ================== Constants
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private const int PROGRESS_STEP = 10;
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private const float ALLOWED_STUCK_DISTANCE = 6.0f;
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public CheckStuckThings()
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{
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// Total progress is done when all things are checked
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SetTotalProgress(General.Map.Map.Things.Count / PROGRESS_STEP);
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}
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#endregion
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#region ================== Methods
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// This runs the check
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public override void Run()
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{
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BlockMap<BlockEntry> blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap;
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int progress = 0;
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int stepprogress = 0;
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float maxradius = 0;
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Dictionary<int, Dictionary<int, bool>> processedthingpairs = new Dictionary<int, Dictionary<int, bool>>(); //mxd
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foreach (ThingTypeInfo tti in General.Map.Data.ThingTypes)
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{
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if (tti.Radius > maxradius) maxradius = tti.Radius;
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}
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// Go for all the things
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foreach(Thing t in General.Map.Map.Things)
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{
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ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type);
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bool stuck = false;
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// Check this thing for getting stuck?
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if( (info.ErrorCheck == ThingTypeInfo.THING_ERROR_INSIDE_STUCK) &&
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(info.Blocking > ThingTypeInfo.THING_BLOCKING_NONE))
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{
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// Make square coordinates from thing
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float blockingsize = t.Size - ALLOWED_STUCK_DISTANCE;
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Vector2D lt = new Vector2D(t.Position.x - blockingsize, t.Position.y - blockingsize);
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Vector2D rb = new Vector2D(t.Position.x + blockingsize, t.Position.y + blockingsize);
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Vector2D bmlt = new Vector2D(t.Position.x - maxradius, t.Position.y - maxradius);
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Vector2D bmrb = new Vector2D(t.Position.x + maxradius, t.Position.y + maxradius);
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// Go for all the lines to see if this thing is stuck
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List<BlockEntry> blocks = blockmap.GetSquareRange(new RectangleF(bmlt.x, bmlt.y, (bmrb.x - bmlt.x), (bmrb.y - bmlt.y)));
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Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
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foreach(BlockEntry b in blocks)
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{
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foreach(Linedef l in b.Lines)
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{
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// Only test when sinlge-sided, two-sided + impassable and not already checked
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if(((l.Back == null) || l.IsFlagSet(General.Map.Config.ImpassableFlag)) && !doneblocklines.ContainsKey(l))
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{
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// Test if line ends are inside the thing
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if(PointInRect(lt, rb, l.Start.Position) || PointInRect(lt, rb, l.End.Position))
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{
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// Thing stuck in line!
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stuck = true;
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SubmitResult(new ResultStuckThingInLine(t, l));
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}
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// Test if the line intersects the square
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else if(Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, lt.y, rb.x, lt.y) ||
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Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, lt.y, rb.x, rb.y) ||
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Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, rb.y, lt.x, rb.y) ||
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Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, rb.y, lt.x, lt.y))
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{
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// Thing stuck in line!
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stuck = true;
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SubmitResult(new ResultStuckThingInLine(t, l));
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}
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// Checked
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doneblocklines.Add(l, l);
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}
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}
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// Check if thing is stuck in other things
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if(info.Blocking != ThingTypeInfo.THING_BLOCKING_NONE)
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{
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foreach (Thing ot in b.Things)
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{
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// Don't compare the thing with itself
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if (t.Index == ot.Index) continue;
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// mxd. Don't compare already processed stuff
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if (processedthingpairs.ContainsKey(t.Index) && processedthingpairs[t.Index].ContainsKey(ot.Index)) continue;
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// Only check of items that can block
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if (General.Map.Data.GetThingInfo(ot.Type).Blocking == ThingTypeInfo.THING_BLOCKING_NONE) continue;
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// need to compare the flags
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if (FlagsOverlap(t, ot) && ThingsOverlap(t, ot))
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{
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stuck = true;
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//mxd. Prepare collection
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if(!processedthingpairs.ContainsKey(t.Index)) processedthingpairs.Add(t.Index, new Dictionary<int, bool>());
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if(!processedthingpairs.ContainsKey(ot.Index)) processedthingpairs.Add(ot.Index, new Dictionary<int, bool>());
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//mxd. Add both ways
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processedthingpairs[t.Index].Add(ot.Index, false);
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processedthingpairs[ot.Index].Add(t.Index, false);
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SubmitResult(new ResultStuckThingInThing(t, ot));
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}
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}
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}
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}
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}
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// Check this thing for being outside the map?
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if(!stuck && info.ErrorCheck >= ThingTypeInfo.THING_ERROR_INSIDE)
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{
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// Get the nearest line to see if the thing is outside the map
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bool outside;
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Linedef l = General.Map.Map.NearestLinedef(t.Position);
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if(l.SideOfLine(t.Position) <= 0)
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{
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outside = (l.Front == null);
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}
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else
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{
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outside = (l.Back == null);
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}
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// Outside the map?
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if(outside)
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{
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// Make result
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SubmitResult(new ResultThingOutside(t));
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}
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}
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// Handle thread interruption
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try { Thread.Sleep(0); }
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catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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}
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// Point in rect?
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private static bool PointInRect(Vector2D lt, Vector2D rb, Vector2D p)
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{
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return (p.x >= lt.x) && (p.x <= rb.x) && (p.y <= lt.y) && (p.y >= rb.y);
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}
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// Checks if two things overlap
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private static bool ThingsOverlap(Thing t1, Thing t2)
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{
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Vector3D p1 = t1.Position;
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Vector3D p2 = t2.Position;
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ThingTypeInfo t1info = General.Map.Data.GetThingInfo(t1.Type);
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ThingTypeInfo t2info = General.Map.Data.GetThingInfo(t2.Type);
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// simple bounding box collision detection
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if ( p1.x + t1.Size - ALLOWED_STUCK_DISTANCE < p2.x - t2.Size + ALLOWED_STUCK_DISTANCE ||
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p1.x - t1.Size + ALLOWED_STUCK_DISTANCE > p2.x + t2.Size - ALLOWED_STUCK_DISTANCE ||
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p1.y - t1.Size + ALLOWED_STUCK_DISTANCE > p2.y + t2.Size - ALLOWED_STUCK_DISTANCE ||
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p1.y + t1.Size - ALLOWED_STUCK_DISTANCE < p2.y - t2.Size + ALLOWED_STUCK_DISTANCE)
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return false;
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// if either thing blocks full height there's no need to check the z-axis
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if (t1info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL || t2info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL)
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return true;
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// check z-axis
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if (p1.z > p2.z + t2info.Height || p1.z + t1info.Height < p2.z)
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return false;
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return true;
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}
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// Checks if the flags of two things overlap (i.e. if they show up at the same time)
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private static bool FlagsOverlap(Thing t1, Thing t2)
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{
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if (General.Map.Config.ThingFlagsCompare.Count < 1) return false; //mxd. Bail out if no settings...
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int overlappinggroups = 0;
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// Go through all flags in all groups and check if they overlap
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foreach(KeyValuePair<string, Dictionary<string, ThingFlagsCompare>> group in General.Map.Config.ThingFlagsCompare)
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{
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foreach(ThingFlagsCompare tfc in group.Value.Values)
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{
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if(tfc.Compare(t1, t2) > 0)
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{
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overlappinggroups++;
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break;
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}
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}
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}
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// All groups have to overlap for the things to show up at the same time
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return (overlappinggroups == General.Map.Config.ThingFlagsCompare.Count);
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}
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#endregion
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}
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}
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