mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-12-25 07:25:47 +03:00
converting the spawner over, one of the most complex
This commit is contained in:
parent
56544d6b14
commit
12c0809b23
@ -116,10 +116,8 @@ impl State for ABTestMode {
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.and_then(|id| id.agent_id())
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{
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if let Some(trip) = app.primary.sim.agent_to_trip(agent) {
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if app
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.per_obj
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.action(ctx, Key::B, format!("Show {}'s parallel world", agent))
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{
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// TODO Contextual action, Key::B, show parallel world
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if false {
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self.diff_trip = Some(DiffOneTrip::new(
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trip,
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&app.primary,
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@ -368,10 +366,10 @@ pub struct ABTestSavestate {
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struct Actions;
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impl ContextualActions for Actions {
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fn actions(&self, app: &App, id: ID) -> Vec<(Key, String)> {
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Vec::new()
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fn actions(&self, _: &App, _: ID) -> Vec<(Key, String)> {
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unreachable!()
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}
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fn execute(&mut self, ctx: &mut EventCtx, app: &mut App, id: ID, action: String) -> Transition {
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Transition::Keep
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fn execute(&mut self, _: &mut EventCtx, _: &mut App, _: ID, _: String) -> Transition {
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unreachable!()
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}
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}
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@ -253,7 +253,7 @@ impl State for DebugMode {
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self.highlighted_agents = None;
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}
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self.objects.event(ctx, app);
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self.objects.event(ctx);
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if let Some(t) = self.common.event(ctx, app, None, &mut Actions {}) {
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return t;
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@ -16,7 +16,7 @@ impl ObjectDebugger {
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}
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}
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pub fn event(&mut self, ctx: &mut EventCtx, app: &App) {
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pub fn event(&mut self, ctx: &mut EventCtx) {
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if self.debug_tooltip_key_held {
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self.debug_tooltip_key_held = !ctx.input.key_released(Key::RightControl);
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} else {
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@ -561,7 +561,7 @@ struct Actions<'a> {
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trips_to_border: &'a MultiMap<IntersectionID, (usize, usize)>,
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}
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impl<'a> ContextualActions for Actions<'a> {
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fn actions(&self, app: &App, id: ID) -> Vec<(Key, String)> {
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fn actions(&self, _: &App, id: ID) -> Vec<(Key, String)> {
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let mut actions = Vec::new();
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if let ID::Building(b) = id {
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@ -4,7 +4,7 @@ use crate::edit::EditMode;
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use crate::game::{State, Transition, WizardState};
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use crate::helpers::{nice_map_name, ID};
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use crate::managed::{WrappedComposite, WrappedOutcome};
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use crate::sandbox::gameplay::{spawner, GameplayMode, GameplayState};
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use crate::sandbox::gameplay::{GameplayMode, GameplayState};
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use crate::sandbox::SandboxControls;
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use crate::sandbox::SandboxMode;
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use ezgui::{
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@ -44,16 +44,8 @@ impl GameplayState for Freeform {
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return (Some(t), false);
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}
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Some(WrappedOutcome::Clicked(_)) => unreachable!(),
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None => {}
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None => (None, false),
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}
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if let Some(new_state) = spawner::AgentSpawner::new(ctx, app) {
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return (Some(Transition::Push(new_state)), false);
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}
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if let Some(new_state) = spawner::SpawnManyAgents::new(ctx, app) {
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return (Some(Transition::Push(new_state)), false);
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}
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(None, false)
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}
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fn draw(&self, g: &mut GfxCtx, app: &App) {
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@ -1,6 +1,6 @@
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use crate::app::App;
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use crate::colors;
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use crate::common::{Colorer, CommonState};
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use crate::common::{Colorer, CommonState, ContextualActions};
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use crate::game::{msg, State, Transition, WizardState};
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use crate::helpers::ID;
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use crate::sandbox::gameplay::freeform::Freeform;
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@ -29,7 +29,7 @@ const SMALL_DT: Duration = Duration::const_seconds(0.1);
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// because we need to keep amending it and re-instantiating it, and because picking specific
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// starting positions for vehicles depends on randomized vehicle lengths...
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pub struct AgentSpawner {
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struct AgentSpawner {
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composite: Composite,
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from: Source,
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maybe_goal: Option<(Goal, Option<PolyLine>)>,
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@ -51,142 +51,6 @@ enum Goal {
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Border(IntersectionID),
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}
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impl AgentSpawner {
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pub fn new(ctx: &mut EventCtx, app: &mut App) -> Option<Box<dyn State>> {
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let map = &app.primary.map;
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let color = app.cs.get("selected");
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let mut c = Colorer::new(Text::from(Line("spawning agent")), vec![("start", color)]);
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match app.primary.current_selection {
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Some(ID::Building(id)) => {
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c.add_b(id, color);
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let spots = app.primary.sim.get_free_offstreet_spots(id);
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if !spots.is_empty() && app.per_obj.action(ctx, Key::F6, "seed a parked car here") {
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let mut rng = app.primary.current_flags.sim_flags.make_rng();
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app.primary.sim.seed_parked_car(
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Scenario::rand_car(&mut rng),
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spots[0],
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Some(id),
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);
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return None;
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}
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if app.per_obj.action(ctx, Key::F3, "spawn a walking trip") {
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return Some(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a pedestrian",
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"Pick a building or border as a destination",
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),
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from: Source::WalkFromBldg(id),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}));
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}
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let parked = app.primary.sim.get_parked_cars_by_owner(id);
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// TODO Check if it's claimed... Haha if it is, MaybeUsingParkedCar still snags it!
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if !parked.is_empty()
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&& app.per_obj.action(
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ctx,
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Key::F5,
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"spawn a pedestrian here using an owned parked car",
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)
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{
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return Some(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a walking trip using a parked car",
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"Pick a building or border as a destination",
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),
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from: Source::WalkFromBldgThenMaybeUseCar(id),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}));
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}
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if let Some(pos) = Position::bldg_via_driving(id, map) {
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if app
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.per_obj
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.action(ctx, Key::F4, "spawn a car starting here")
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{
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return Some(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a car",
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"Pick a building or border as a destination",
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),
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from: Source::Drive(pos),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}));
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}
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}
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if let Some(pos) = Position::bldg_via_biking(id, map) {
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if app
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.per_obj
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.action(ctx, Key::F7, "spawn a bike starting here")
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{
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return Some(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a bike",
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"Pick a building or border as a destination",
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),
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from: Source::BikeFromBldg(id, pos),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}));
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}
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}
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}
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Some(ID::Lane(id)) => {
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c.add_l(id, color, map);
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if map.get_l(id).is_driving()
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&& app
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.per_obj
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.action(ctx, Key::F3, "spawn a car starting here")
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{
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return Some(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a car",
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"Pick a building or border as a destination",
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),
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from: Source::Drive(Position::new(id, map.get_l(id).length() / 2.0)),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}));
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} else if map.get_l(id).is_sidewalk()
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&& app
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.per_obj
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.action(ctx, Key::F3, "spawn a pedestrian starting here")
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{
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return Some(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a pedestrian",
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"Pick a building or border as a destination",
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),
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from: Source::WalkFromSidewalk(Position::new(
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id,
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map.get_l(id).length() / 2.0,
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)),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}));
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}
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}
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Some(ID::Intersection(i)) => {
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if app.per_obj.action(ctx, Key::Z, "spawn agents here") {
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spawn_agents_around(i, app);
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}
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}
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_ => {}
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}
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None
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}
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}
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impl State for AgentSpawner {
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fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
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match self.composite.event(ctx) {
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@ -531,7 +395,7 @@ fn schedule_trip(
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}
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// New experiment, stop squeezing in all these options into one thing, specialize.
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pub struct SpawnManyAgents {
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struct SpawnManyAgents {
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composite: Composite,
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from: LaneID,
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maybe_goal: Option<(LaneID, Option<PolyLine>)>,
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@ -539,38 +403,6 @@ pub struct SpawnManyAgents {
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colorer: Colorer,
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}
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impl SpawnManyAgents {
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pub fn new(ctx: &mut EventCtx, app: &mut App) -> Option<Box<dyn State>> {
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if let Some(ID::Lane(l)) = app.primary.current_selection {
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if app.primary.map.get_l(l).is_driving()
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&& app
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.per_obj
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.action(ctx, Key::F2, "spawn many cars starting here")
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{
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let color = app.cs.get("selected");
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let mut c = Colorer::new(
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Text::from(Line("spawning many agents")),
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vec![("start", color)],
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);
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c.add_l(l, color, &app.primary.map);
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return Some(Box::new(SpawnManyAgents {
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composite: make_top_bar(
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ctx,
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"Spawning many agents",
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"Pick a driving lane as a destination",
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),
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from: l,
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maybe_goal: None,
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schedule: None,
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colorer: c.build(ctx, app),
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}));
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}
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}
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None
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}
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}
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impl State for SpawnManyAgents {
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fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
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// TODO Weird pattern for handling "return value" from the wizard we launched? Maybe
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@ -719,3 +551,168 @@ fn make_top_bar(ctx: &mut EventCtx, title: &str, howto: &str) -> Composite {
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.aligned(HorizontalAlignment::Center, VerticalAlignment::Top)
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.build(ctx)
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}
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pub struct Actions;
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impl ContextualActions for Actions {
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fn actions(&self, app: &App, id: ID) -> Vec<(Key, String)> {
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let mut actions = Vec::new();
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let map = &app.primary.map;
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match id {
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ID::Building(id) => {
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if !app.primary.sim.get_free_offstreet_spots(id).is_empty() {
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actions.push((Key::F6, "seed a parked car here".to_string()));
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}
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actions.push((Key::F3, "spawn a walking trip".to_string()));
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// TODO Check if it's claimed... Haha if it is, MaybeUsingParkedCar still snags it!
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if !app.primary.sim.get_parked_cars_by_owner(id).is_empty() {
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actions.push((
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Key::F5,
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"spawn a pedestrian here using an owned parked car".to_string(),
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));
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}
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if Position::bldg_via_driving(id, map).is_some() {
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actions.push((Key::F4, "spawn a car starting here".to_string()));
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}
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if Position::bldg_via_biking(id, map).is_some() {
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actions.push((Key::F7, "spawn a bike starting here".to_string()));
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}
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}
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ID::Lane(id) => {
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if map.get_l(id).is_driving() {
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actions.push((Key::F3, "spawn a car starting here".to_string()));
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actions.push((Key::F2, "spawn many cars starting here".to_string()));
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} else if map.get_l(id).is_sidewalk() {
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actions.push((Key::F3, "spawn a pedestrian starting here".to_string()));
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}
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}
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ID::Intersection(_) => {
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actions.push((Key::Z, "spawn agents here".to_string()));
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}
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_ => {}
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}
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actions
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}
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fn execute(&mut self, ctx: &mut EventCtx, app: &mut App, id: ID, action: String) -> Transition {
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let map = &app.primary.map;
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let color = app.cs.get("selected");
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let mut c = Colorer::new(Text::from(Line("spawning agent")), vec![("start", color)]);
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match (id, action.as_ref()) {
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(ID::Building(id), "seed a parked car here") => {
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let spots = app.primary.sim.get_free_offstreet_spots(id);
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let mut rng = app.primary.current_flags.sim_flags.make_rng();
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app.primary
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.sim
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.seed_parked_car(Scenario::rand_car(&mut rng), spots[0], Some(id));
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Transition::Keep
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}
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(ID::Building(id), "spawn a walking trip") => {
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c.add_b(id, color);
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Transition::Push(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a pedestrian",
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"Pick a building or border as a destination",
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),
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from: Source::WalkFromBldg(id),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}))
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}
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(ID::Building(id), "spawn a pedestrian here using an owned parked car") => {
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c.add_b(id, color);
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Transition::Push(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a walking trip using a parked car",
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"Pick a building or border as a destination",
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),
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from: Source::WalkFromBldgThenMaybeUseCar(id),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}))
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}
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(ID::Building(id), "spawn a car starting here") => {
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c.add_b(id, color);
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let pos = Position::bldg_via_driving(id, map).unwrap();
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Transition::Push(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a car",
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"Pick a building or border as a destination",
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),
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from: Source::Drive(pos),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}))
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}
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(ID::Building(id), "spawn a bike starting here") => {
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c.add_b(id, color);
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let pos = Position::bldg_via_biking(id, map).unwrap();
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Transition::Push(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a bike",
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"Pick a building or border as a destination",
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),
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from: Source::BikeFromBldg(id, pos),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}))
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}
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(ID::Lane(id), "spawn a car starting here") => {
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c.add_l(id, color, map);
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Transition::Push(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a car",
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"Pick a building or border as a destination",
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),
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from: Source::Drive(Position::new(id, map.get_l(id).length() / 2.0)),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}))
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}
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(ID::Lane(id), "spawn a pedestrian starting here") => {
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c.add_l(id, color, map);
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Transition::Push(Box::new(AgentSpawner {
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composite: make_top_bar(
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ctx,
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"Spawning a pedestrian",
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"Pick a building or border as a destination",
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),
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from: Source::WalkFromSidewalk(Position::new(id, map.get_l(id).length() / 2.0)),
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maybe_goal: None,
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colorer: c.build(ctx, app),
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}))
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}
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(ID::Lane(l), "spawn many cars starting here") => {
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let color = app.cs.get("selected");
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let mut c = Colorer::new(
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Text::from(Line("spawning many agents")),
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vec![("start", color)],
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);
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c.add_l(l, color, &app.primary.map);
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Transition::Push(Box::new(SpawnManyAgents {
|
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composite: make_top_bar(
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ctx,
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"Spawning many agents",
|
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"Pick a driving lane as a destination",
|
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),
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from: l,
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maybe_goal: None,
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schedule: None,
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colorer: c.build(ctx, app),
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}))
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}
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||||
(ID::Intersection(id), "spawn agents here") => {
|
||||
spawn_agents_around(id, app);
|
||||
Transition::Keep
|
||||
}
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -436,7 +436,7 @@ impl ContextualActions for Actions {
|
||||
if !self.can_interact {
|
||||
return actions;
|
||||
}
|
||||
match id {
|
||||
match id.clone() {
|
||||
ID::Intersection(i) => {
|
||||
if app.primary.map.get_i(i).is_traffic_signal() {
|
||||
actions.push((Key::F, "explore traffic signal details".to_string()));
|
||||
@ -465,6 +465,9 @@ impl ContextualActions for Actions {
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
if let GameplayMode::Freeform(_) = self.gameplay {
|
||||
actions.extend(gameplay::spawner::Actions.actions(app, id));
|
||||
}
|
||||
|
||||
actions
|
||||
}
|
||||
@ -515,7 +518,7 @@ impl ContextualActions for Actions {
|
||||
true,
|
||||
))
|
||||
}
|
||||
_ => unreachable!(),
|
||||
(id, action) => gameplay::spawner::Actions.execute(ctx, app, id, action.to_string()),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user