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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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e4cad3e06c
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.
94 lines
2.4 KiB
C#
94 lines
2.4 KiB
C#
#region ================== Namespaces
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using System.Collections.Generic;
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using System.Threading;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check unused things", true, 50)]
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public class CheckUnusedThings : 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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#endregion
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#region ================== Constructor / Destructor
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public CheckUnusedThings()
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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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int progress = 0;
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int stepprogress = 0;
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// Go for all things
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foreach(Thing t in General.Map.Map.Things)
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{
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List<string> messages = new List<string>();
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foreach(KeyValuePair<string, Dictionary<string, ThingFlagsCompare>> group in General.Map.Config.ThingFlagsCompare)
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{
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if(group.Value.Count < 2) continue;
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bool haveflags = false;
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foreach(KeyValuePair<string, ThingFlagsCompare> flags in group.Value)
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{
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bool flagset = (General.Map.UDMF && t.Fields.ContainsKey(flags.Key) && (bool) t.Fields[flags.Key].Value) || t.IsFlagSet(flags.Key);
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// Should we skip this group?
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if(flagset || flags.Value.IgnoreGroupWhenUnset)
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{
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haveflags = true;
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break;
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}
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}
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if(!haveflags) messages.Add(GetDescription(group.Key));
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}
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if(messages.Count > 0)
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{
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string msg = " is not used " + string.Join(", ", messages.ToArray());
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SubmitResult(new ResultUnusedThing(t, msg));
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}
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// Handle thread interruption
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try { Thread.Sleep(0); } 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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private static string GetDescription(string group)
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{
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switch(group)
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{
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case "skills": return "in any skill level";
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case "gamemodes": return "in any game mode";
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case "classes": return "by any class";
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default: return "by any class, skill or game mode";
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}
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}
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#endregion
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}
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}
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