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feat: add detailed rule in BMapInspector

This commit is contained in:
2026-02-02 22:26:41 +08:00
parent ebbea473a4
commit b06bd587f6
15 changed files with 206 additions and 3 deletions

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#pragma once
#include "../Rule.hpp"
namespace BMapInspector::Rule {
}

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#include "ChirsRules.hpp"
namespace BMapInspector::Rule {
Chirs1Rule::Chirs1Rule() : IRule() {}
Chirs1Rule::~Chirs1Rule() {}
std::u8string_view Chirs1Rule::GetRuleName() const {
return u8"CHIRS1";
}
void Chirs1Rule::Check(Reporter::Reporter& reporter, Map::Level& ctx) const {
// Report error if there is some material named Laterne_Verlauf
// but its texture is not pointed to Laterne_Verlauf texture.
// Report error if some materials' texture is Laterne_Verlauf,
// but its name is not Laterne_Verlauf.
// Report error if there is multiple Laterne_Verlauf material.
reporter.WriteError(this->GetRuleName(), u8"Fork you!");
}
} // namespace BMapInspector::Rule

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#pragma once
#include "../Rule.hpp"
namespace BMapInspector::Rule {
// Reference: https://tieba.baidu.com/p/5913556704
/**
* @brief Chirs241097 Rule 1
* @details
* This rule will make sure that there is only 1 texture named Laterne_Verlauf in map,
* which represent the ray of latern.
*/
class Chirs1Rule : public IRule {
public:
Chirs1Rule();
virtual ~Chirs1Rule();
YYCC_DELETE_COPY_MOVE(Chirs1Rule)
public:
std::u8string_view GetRuleName() const override;
void Check(Reporter::Reporter& reporter, Map::Level& ctx) const override;
};
}

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#include "GpRules.hpp"
namespace BMapInspector::Rule {
#pragma region GP1 Rule
Gp1Rule::Gp1Rule() : IRule() {}
Gp1Rule::~Gp1Rule() {}
std::u8string_view Gp1Rule::GetRuleName() const {
return u8"GP1";
}
void Gp1Rule::Check(Reporter::Reporter& reporter, Map::Level& ctx) const {}
#pragma endregion
#pragma region GP2 Rule
Gp2Rule::Gp2Rule() : IRule() {}
Gp2Rule::~Gp2Rule() {}
std::u8string_view Gp2Rule::GetRuleName() const {
return u8"GP2";
}
void Gp2Rule::Check(Reporter::Reporter& reporter, Map::Level& ctx) const {}
#pragma endregion
#pragma region GP3 Rule
Gp3Rule::Gp3Rule() : IRule() {}
Gp3Rule::~Gp3Rule() {}
std::u8string_view Gp3Rule::GetRuleName() const {
return u8"GP3";
}
void Gp3Rule::Check(Reporter::Reporter& reporter, Map::Level& ctx) const {
// TODO: Mesh hash is not implemented.
}
#pragma endregion
} // namespace BMapInspector::Rule

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#pragma once
#include "../Rule.hpp"
namespace BMapInspector::Rule {
// Reference: https://tieba.baidu.com/p/3182981807
/**
* @brief Gamepiaynmo Rule 1
* @details
* The most comprehensive group checker inspired from Ballance Blender Plugin.
*/
class Gp1Rule : public IRule {
public:
Gp1Rule();
virtual ~Gp1Rule();
YYCC_DELETE_COPY_MOVE(Gp1Rule)
public:
std::u8string_view GetRuleName() const override;
void Check(Reporter::Reporter& reporter, Map::Level& ctx) const override;
};
/**
* @brief Gamepiaynmo Rule 2
* @details
* This rule make sure that one Ballance element must be grouped into only one sector group.
* Multiple grouping and none grouping will throw error.
*/
class Gp2Rule : public IRule {
public:
Gp2Rule();
virtual ~Gp2Rule();
YYCC_DELETE_COPY_MOVE(Gp2Rule)
public:
std::u8string_view GetRuleName() const override;
void Check(Reporter::Reporter& reporter, Map::Level& ctx) const override;
};
/**
* @brief Gamepiaynmo Rule 3
* @details
* This rule make sure that all Ballance element is grouped into correct element group.
* This rule will check the mesh of PH and guess which element it is.
*/
class Gp3Rule : public IRule {
public:
Gp3Rule();
virtual ~Gp3Rule();
YYCC_DELETE_COPY_MOVE(Gp3Rule)
public:
std::u8string_view GetRuleName() const override;
void Check(Reporter::Reporter& reporter, Map::Level& ctx) const override;
};
}

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#pragma once
namespace BMapInspector::Rule::Shared {
}

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#pragma once
#include "../Rule.hpp"
namespace BMapInspector::Rule {
}

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#pragma once
#include "../Rule.hpp"
namespace BMapInspector::Rule {
}