feat: add more rules in BMapInspector
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@@ -10,11 +10,11 @@ namespace BMapInspector::Rule {
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* @details
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* The most comprehensive group checker inspired from Ballance Blender Plugin.
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*/
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class Gp1Rule : public IRule {
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class GpRule1 : public IRule {
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public:
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Gp1Rule();
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virtual ~Gp1Rule();
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YYCC_DELETE_COPY_MOVE(Gp1Rule)
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GpRule1();
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virtual ~GpRule1();
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YYCC_DELETE_COPY_MOVE(GpRule1)
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public:
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std::u8string_view GetRuleName() const override;
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@@ -24,35 +24,40 @@ namespace BMapInspector::Rule {
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/**
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* @brief Gamepiaynmo Rule 2
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* @details
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* This rule make sure that one Ballance element must be grouped into only one sector group.
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* Multiple grouping and none grouping will throw error.
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* Every Ballance group should not have any groups with same name.
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*/
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class Gp2Rule : public IRule {
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class GpRule2 : public IRule {
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public:
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Gp2Rule();
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virtual ~Gp2Rule();
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YYCC_DELETE_COPY_MOVE(Gp2Rule)
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GpRule2();
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virtual ~GpRule2();
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YYCC_DELETE_COPY_MOVE(GpRule2)
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public:
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std::u8string_view GetRuleName() const override;
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void Check(Reporter::Reporter& reporter, Map::Level& level) const override;
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};
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/**
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* @brief Gamepiaynmo Rule 3
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* @details
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* This rule make sure that all Ballance element is grouped into correct element group.
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* This rule will check the mesh of PH and guess which element it is.
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*/
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class Gp3Rule : public IRule {
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public:
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Gp3Rule();
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virtual ~Gp3Rule();
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YYCC_DELETE_COPY_MOVE(Gp3Rule)
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///**
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// * @brief Gamepiaynmo Rule 2
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// * @details
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// * This rule make sure that one Ballance element must be grouped into only one sector group.
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// * Multiple grouping and none grouping will throw error.
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// */
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///**
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// * @brief Gamepiaynmo Rule 3
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// * @details
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// * This rule make sure that all Ballance element is grouped into correct element group.
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// * This rule will check the mesh of PH and guess which element it is.
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// */
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//class Gp3Rule : public IRule {
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//public:
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// Gp3Rule();
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// virtual ~Gp3Rule();
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// YYCC_DELETE_COPY_MOVE(Gp3Rule)
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public:
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std::u8string_view GetRuleName() const override;
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void Check(Reporter::Reporter& reporter, Map::Level& level) const override;
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};
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//public:
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// std::u8string_view GetRuleName() const override;
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// void Check(Reporter::Reporter& reporter, Map::Level& level) const override;
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//};
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}
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