ZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckMapSize.cs

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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)));
}
}
}
}