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

93 lines
2.6 KiB
C#

using System.Threading;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Map;
namespace CodeImp.DoomBuilder.BuilderModes.ErrorChecks
{
[ErrorChecker("Check unknown actions/effects", true, 50)]
public class CheckUnknownActions : ErrorChecker
{
private const int PROGRESS_STEP = 1000;
// Constructor
public CheckUnknownActions()
{
int count = General.Map.Map.Sectors.Count + General.Map.Map.Linedefs.Count;
if(General.Map.FormatInterface.HasThingAction) count += General.Map.Map.Things.Count;
// Total progress is done when all relevant map elements are checked
SetTotalProgress(count / PROGRESS_STEP);
}
// This runs the check
public override void Run()
{
int progress = 0;
int stepprogress = 0;
// Go for all Linedefs
foreach(Linedef l in General.Map.Map.Linedefs)
{
// Check action...
if(l.Action != 0 && !General.Map.Config.LinedefActions.ContainsKey(l.Action)
&& !GameConfiguration.IsGeneralized(l.Action))
{
SubmitResult(new ResultUnknownLinedefAction(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);
}
}
// Go for all Sectors
foreach(Sector s in General.Map.Map.Sectors)
{
// Check action...
if(s.Effect != 0 && !General.Map.Config.SectorEffects.ContainsKey(s.Effect)
&& !GameConfiguration.IsGeneralizedSectorEffect(s.Effect))
{
SubmitResult(new ResultUnknownSectorEffect(s));
}
// 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);
}
}
// Go for all things?
if(!General.Map.FormatInterface.HasThingAction) return;
foreach(Thing t in General.Map.Map.Things)
{
// Check action...
if(t.Action != 0 && !General.Map.Config.LinedefActions.ContainsKey(t.Action)
&& !GameConfiguration.IsGeneralized(t.Action))
{
SubmitResult(new ResultUnknownThingAction(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);
}
}
}
}
}