UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckMapSize.cs
MaxED ecb650259b Added "safeboundary" game configuration property. The value determines the maximum map bounding box size considered to be safe by "Check map size" error check.
Changed, Map Analysis mode: some checks are now available only under certain conditions (for example, "Check polyobjects" is now available only when the map is in Hexen or UDMF map format).
Updated documentation ("Game Configuration - Basic Settings" page).
2016-05-18 23:31:12 +00:00

58 lines
1.6 KiB
C#

using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using System.Threading;
namespace CodeImp.DoomBuilder.BuilderModes.ErrorChecks
{
[ErrorChecker("Check map size", true, 50)]
public class CheckMapSize : ErrorChecker
{
private const int PROGRESS_STEP = 1000;
public override bool SkipCheck { get { return General.Map.Config.SafeBoundary <= 0; } }
// Constructor
public CheckMapSize()
{
// Total progress is done when all vertices are checked
SetTotalProgress(General.Map.Map.Vertices.Count / PROGRESS_STEP);
}
// This runs the check
public override void Run()
{
int progress = 0;
int stepprogress = 0;
float minx = int.MaxValue;
float maxx = int.MinValue;
float miny = int.MaxValue;
float maxy = int.MinValue;
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
{
if(v.Position.x < minx) minx = v.Position.x;
if(v.Position.x > maxx) maxx = v.Position.x;
if(v.Position.y < miny) miny = v.Position.y;
if(v.Position.y > maxy) maxy = v.Position.y;
// 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);
}
}
// Map elements should not be more than 32767 mu apart
if(maxx - minx > General.Map.Config.SafeBoundary || maxy - miny > General.Map.Config.SafeBoundary)
{
SubmitResult(new ResultMapTooBig(new Vector2D(minx, miny), new Vector2D(maxx, maxy)));
}
}
}
}