UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckMissingActivations.cs

71 lines
2.3 KiB
C#

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 linedefs
foreach (Linedef l in General.Map.Map.Linedefs)
{
int action = l.Action;
Dictionary<string, bool> 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 && ai.IsTrigger)
{
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);
}
}
}
}
}