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Automatically generate houses along empty residential roads, for https://github.com/cyipt/actdev/issues/53. Still need to prune out houses that hit existing map features, and save the output.
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113
game/src/debug/building_procgen.rs
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113
game/src/debug/building_procgen.rs
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@ -0,0 +1,113 @@
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use std::collections::HashSet;
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use rand::Rng;
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use rand_xorshift::XorShiftRng;
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use geom::{Distance, Polygon};
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use map_model::osm;
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use widgetry::{
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Color, Drawable, EventCtx, GeomBatch, GfxCtx, HorizontalAlignment, Line, Panel, SimpleState,
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State, StyledButtons, TextExt, VerticalAlignment, Widget,
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};
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use crate::app::{App, Transition};
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pub struct BuildingProceduralGenerator {
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houses: Drawable,
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}
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impl BuildingProceduralGenerator {
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pub fn new(ctx: &mut EventCtx, app: &App) -> Box<dyn State<App>> {
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let mut batch = GeomBatch::new();
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let mut rng = app.primary.current_flags.sim_flags.make_rng();
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for b in generate_buildings_on_empty_residential_roads(app, &mut rng) {
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batch.push(Color::RED, b);
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}
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let panel = Panel::new(Widget::row(vec![
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Line("Procedurally generated buildings")
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.small_heading()
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.draw(ctx),
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ctx.style().btn_close_widget(ctx),
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]))
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.aligned(HorizontalAlignment::Center, VerticalAlignment::Top)
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.build(ctx);
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SimpleState::new(
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panel,
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Box::new(BuildingProceduralGenerator {
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houses: ctx.upload(batch),
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}),
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)
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}
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}
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impl SimpleState<App> for BuildingProceduralGenerator {
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fn on_click(&mut self, _: &mut EventCtx, _: &mut App, x: &str, _: &Panel) -> Transition {
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match x {
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"close" => Transition::Pop,
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_ => unreachable!(),
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}
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}
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fn other_event(&mut self, ctx: &mut EventCtx, _: &mut App) -> Transition {
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ctx.canvas_movement();
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Transition::Keep
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}
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fn draw(&self, g: &mut GfxCtx, _: &App) {
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g.redraw(&self.houses);
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}
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}
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fn generate_buildings_on_empty_residential_roads(app: &App, rng: &mut XorShiftRng) -> Vec<Polygon> {
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let map = &app.primary.map;
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let mut lanes_with_buildings = HashSet::new();
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for b in map.all_buildings() {
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lanes_with_buildings.insert(b.sidewalk());
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}
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// Find all sidewalks belonging to residential roads that have no buildings
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let mut empty_sidewalks = Vec::new();
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for l in map.all_lanes() {
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if l.is_sidewalk()
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&& !lanes_with_buildings.contains(&l.id)
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&& map.get_r(l.parent).osm_tags.is(osm::HIGHWAY, "residential")
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{
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empty_sidewalks.push(l.id);
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//houses.push(l.lane_center_pts.make_polygons(l.width));
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}
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}
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// Walk along each sidewalk, trying to place some simple houses with a bit of setback from the
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// road.
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let mut houses = Vec::new();
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for l in empty_sidewalks {
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let lane = map.get_l(l);
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let mut dist_along = rand_dist(rng, 1.0, 5.0);
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while dist_along < lane.lane_center_pts.length() {
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let (sidewalk_pt, angle) = lane.lane_center_pts.must_dist_along(dist_along);
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let setback = rand_dist(rng, 13.0, 17.0);
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let center = sidewalk_pt.project_away(setback, angle.rotate_degs(-90.0));
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let width = rng.gen_range(4.0..7.0);
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let height = rng.gen_range(4.0..7.0);
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houses.push(
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Polygon::rectangle(width, height)
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.rotate(angle)
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.translate(center.x() - width / 2.0, center.y() - height / 2.0),
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);
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dist_along += Distance::meters(width.max(height)) + rand_dist(rng, 2.0, 4.0);
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}
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}
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// TODO Remove buildings that hit other ones or parks/water or roads
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houses
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}
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fn rand_dist(rng: &mut XorShiftRng, low: f64, high: f64) -> Distance {
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assert!(high > low);
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Distance::meters(rng.gen_range(low..high))
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}
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@ -23,6 +23,7 @@ use crate::info::ContextualActions;
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use crate::sandbox::GameplayMode;
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mod blocked_by;
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mod building_procgen;
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mod floodfill;
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mod objects;
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pub mod path_counter;
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@ -113,6 +114,10 @@ impl DebugMode {
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.btn_outline_light_text("render to GeoJSON")
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.hotkey(Key::G)
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.build_def(ctx),
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ctx.style()
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.btn_outline_light_text("procedurally generate buildings")
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.hotkey(Key::P)
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.build_def(ctx),
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]),
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Text::from_all(vec![
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Line("Hold "),
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@ -316,6 +321,11 @@ impl State<App> for DebugMode {
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timer.stop("render");
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});
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}
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"procedurally generate buildings" => {
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return Transition::Replace(
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building_procgen::BuildingProceduralGenerator::new(ctx, app),
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);
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}
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_ => unreachable!(),
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},
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Outcome::Changed => {
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