2019-12-04 01:31:00 +03:00
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# Developer guide
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## Getting started
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You will first need:
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- Standard dependencies: `bash`, `curl`, `unzip`, `gunzip`
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2019-12-22 22:44:37 +03:00
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- Rust, at least 1.40. https://www.rust-lang.org/tools/install
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2019-12-04 01:31:00 +03:00
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One-time setup:
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1. Download the repository:
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`git clone https://github.com/dabreegster/abstreet.git`
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2. Build all input data. This is very slow, so you should seed from a pre-built
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copy: `./data/grab_seed_data.sh`. This will download about 1GB and expand to
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2019-12-18 02:50:09 +03:00
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about 5GB. If you see version controlled files change after doing this, it
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means I need to upload a new package; please let me know.
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2019-12-04 01:31:00 +03:00
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3. Run the game: `cd game; cargo run --release`
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## Development tips
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- Compile faster by just doing `cargo run`. The executable will have debug stack
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traces and run more slowly. You can do `cargo run --release` to build in
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optimized release mode; compilation will be slower, but the executable much
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faster.
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2019-12-15 08:11:39 +03:00
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- Some in-game features are turned off by default or don't have a normal menu to
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access them. The list:
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- To toggle developer mode: press **Control+S** in game, or
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`cargo run -- --dev`
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2019-12-11 21:29:08 +03:00
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- To warp to an object by numeric ID: press **j**
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- To enter debug mode with all sorts of goodies: press **Control+D**
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2019-12-15 08:11:39 +03:00
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- You can start the game in different modes using flags:
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- `cargo run -- --dev ../data/system/maps/downtown.bin` starts on a particular
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map
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- `cargo run ../data/system/scenarios/caphill/weekday_typical_traffic_from_psrc.bin`
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starts with a scenario (which is tied to a certain map)
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2019-12-27 03:53:44 +03:00
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- `cargo run -- --challenge=trafficsig/tut2` starts on a particular challenge.
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See the list of aliases by passing in a bad value here.
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2019-12-15 08:11:39 +03:00
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- `cargo run ../data/player/saves/montlake/no_edits_unnamed/00h00m20.3s.bin`
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restores an exact simulation state. Savestates are found in debug mode
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(**Control+D**) -- they're probably confusing for the normal player
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experience, so they're hidden for now.
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2019-12-15 21:30:19 +03:00
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- If you're testing anything related to prebaked results (used for comparisons
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against a baseline in challenge mode), make sure to set `--rng_seed=42`. The
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`--dev` flag does by default.
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2019-12-04 01:31:00 +03:00
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- All code is automatically formatted using
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https://github.com/rust-lang/rustfmt; please run `cargo fmt` before sending a
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PR.
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2019-12-04 04:10:33 +03:00
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- More random notes [here](/docs/misc_dev_tricks.md)
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2019-12-04 01:31:00 +03:00
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## Building map data
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You can skip this section if you're just touching code in `game`, `ezgui`, and
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`sim`.
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You'll need some extra dependencies:
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- `osmconvert`: See https://wiki.openstreetmap.org/wiki/Osmconvert#Download
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2019-12-04 03:36:30 +03:00
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- `cs2cs` from proj4: See https://proj.org
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2019-12-04 01:31:00 +03:00
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The seed data from `data/grab_seed_data.sh` can be built from scratch by doing
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`./import.sh && ./precompute.sh --release`. This takes a while.
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Some tips:
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- If you're modifying the initial OSM data -> RawMap conversion in
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`convert_osm`, then you do need to rerun `./import.sh` and `precompute.sh` to
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regenerate the map.
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- If you're modifying `map_model` but not the OSM -> RawMap conversion, then you
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can just do `precompute.sh`.
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- Both of those scripts can just regenerate a single map, which is much faster:
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`./import.sh caphill; ./precompute.sh caphill`
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2019-12-04 04:10:33 +03:00
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## Understanding stuff
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The docs listed at
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https://github.com/dabreegster/abstreet#documentation-for-developers explain
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things like map importing and how the traffic simulation works.
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### Code organization
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If you're going to dig into the code, it helps to know what all the crates are.
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The most interesting crates are `map_model`, `sim`, and `game`.
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Constructing the map:
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- `convert_osm`: extract useful data from OpenStreetMap and other data sources,
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emit intermediate map format
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- `gtfs`: simple library to just extract coordinates of bus stops
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- `kml`: extract shapes from KML shapefiles
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- `map_model`: the final representation of the map, also conversion from the
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intermediate map format into the final format
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- `precompute`: small tool to run the second stage of map conversion and write
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final output
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- `popdat`: importing daily trips from PSRC's Soundcast model, specific to
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Seattle
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- `map_editor`: GUI for modifying geometry of maps and creating maps from
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scratch
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Traffic simulation:
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- `sim`: all of the agent-based simulation logic
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- `headless`: tool to run a simulation without any visualization
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Graphics:
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- `game`: the GUI and main gameplay
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- `ezgui`: a GUI and 2D OpenGL rendering library, using glium + winit + glutin
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Common utilities:
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- `abstutil`: a grab-bag of IO helpers, timing and logging utilities, etc
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- `geom`: types for GPS and map-space points, lines, angles, polylines,
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polygons, circles, durations, speeds
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- `tests`: a custom test runner and some (ehem broken) tests using it
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## Example guide for implementing a new feature
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A/B Street's transit modeling only includes buses as of September 2019. If you
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wanted to start modeling light rail, you'd have to touch many layers of the
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code. This is a nice, hefty starter project to understand how everything works.
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For now, this is just an initial list of considerations -- I haven't designed or
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implemented this yet.
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Poking around the .osm extracts in `data/input/osm/`, you'll see a promising
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relation with `route = light_rail`. The relation points to individual points
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(nodes) as stops, and segments of the track (ways). These need to be represented
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in the initial version of the map, `RawMap`, and the final version, `Map`.
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Stations probably coincide with existing buildings, and tracks could probably be
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modeled as a special type of road. To remember the order of stations and group
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everything, there's already a notion of bus route from the `gtfs` crate that
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probably works. The `convert_osm` crate is the place to extract this new data
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from OSM. It might be worth thinking about how the light rail line gets clipped,
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since most maps won't include all of the stations -- should those maps just
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terminate trains at the stations, or should trains go to and from the map
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border?
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Then there are some rendering questions. How should special buildings that act
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as light rail stations be displayed? What about the track between stations, and
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how to draw trains moving on the track? The track is sometimes underground,
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sometimes at-grade with the road (like near Colombia City -- there it even has
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to somehow be a part of the existing intersections!), and sometimes over the
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road. How to draw it without being really visually noisy with existing stuff on
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the ground? Should trains between stations even be drawn at all, or should
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hovering over stations show some kind of ETA?
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For modeling the movement of the trains along the track, I'd actually recommend
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using the existing driving model. Tracks can be a new `LaneType` (that gets
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rendered as nice train tracks, probably), and trains can be a new `VehicleType`.
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This way, trains queueing happens for free. There's even existing logic to make
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buses wait at bus stops and load passengers; maybe that should be extended to
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load passengers from a building? How should passengers walking to the platform
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be modeled and rendered -- it takes a few minutes sometimes!
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Finally, you'll need to figure out how to make some trips incorporate light
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rail. Pedestrian trips have the option to use transit or not -- if light rail is
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modeled properly, it hopefully fits into the existing transit pathfinding and
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everything, so it'll just naturally happen.
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