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synced 2024-11-24 17:37:22 +03:00
When selecting pedestrians or bicycles, pick the one closer to the cursor.
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@ -15,7 +15,7 @@ use map_gui::tools::CameraState;
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use map_gui::ID;
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use map_model::AreaType;
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use map_model::{IntersectionID, LaneID, Map, Traversable};
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use sim::{AgentID, Analytics, Scenario, Sim, SimCallback, SimFlags};
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use sim::{AgentID, Analytics, Scenario, Sim, SimCallback, SimFlags, VehicleType};
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use widgetry::{Canvas, EventCtx, GfxCtx, Prerender, SharedAppState, State};
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use crate::challenges::HighScore;
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@ -259,10 +259,10 @@ impl App {
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unzoomed_roads_and_intersections: bool,
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unzoomed_buildings: bool,
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) -> Option<ID> {
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let unzoomed = ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail;
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// Unzoomed mode. Ignore when debugging areas.
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if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail
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&& !(debug_mode || unzoomed_roads_and_intersections || unzoomed_buildings)
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{
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if unzoomed && !(debug_mode || unzoomed_roads_and_intersections || unzoomed_buildings) {
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return None;
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}
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@ -277,43 +277,75 @@ impl App {
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);
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objects.reverse();
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let mut small_agents: Vec<(ID, Pt2D)> = Vec::new();
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// In most cases, this loop is greedy -- as soon as we find the first object containing the
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// cursor, return it. But if we happen to match a pedestrian or bike while zoomed in, there
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// might be several overlapping hitboxes. Collect them all in small_agents, then pick the
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// closest to the cursor.
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for obj in objects {
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match obj.get_id() {
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let id = obj.get_id();
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match id {
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ID::Area(_) => {
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if !debug_mode {
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continue;
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}
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}
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ID::Road(_) => {
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if !unzoomed_roads_and_intersections
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|| ctx.canvas.cam_zoom >= self.opts.min_zoom_for_detail
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{
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if !unzoomed_roads_and_intersections || !unzoomed {
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continue;
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}
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}
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ID::Intersection(_) => {
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if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail
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&& !unzoomed_roads_and_intersections
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{
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if unzoomed && !unzoomed_roads_and_intersections {
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continue;
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}
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}
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ID::Building(_) => {
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if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail && !unzoomed_buildings {
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if unzoomed && !unzoomed_buildings {
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continue;
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}
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}
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_ => {
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if ctx.canvas.cam_zoom < self.opts.min_zoom_for_detail {
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if unzoomed {
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continue;
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}
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}
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}
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if obj.contains_pt(pt, &self.primary.map) {
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return Some(obj.get_id());
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if unzoomed {
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// If we're selecting agents unzoomed, they're all tiny circles, and we really
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// don't care about picking the one closest to the cursor.
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return Some(id);
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}
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match id {
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ID::Pedestrian(_) => {}
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ID::Car(c) => {
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if c.1 != VehicleType::Bike {
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return Some(id);
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}
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}
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_ => {
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// Once we match at least one small agent, keep scanning through all
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// possible hits. Ignore lanes and intersections and other thngs; they have
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// a lower z-order.
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if small_agents.is_empty() {
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return Some(id);
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} else {
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continue;
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}
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}
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}
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small_agents.push((id, obj.get_outline(&self.primary.map).center()));
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}
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}
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None
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let (id, _) = small_agents
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.into_iter()
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.min_by_key(|(_, center)| center.fast_dist(pt))?;
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Some(id)
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}
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// TODO This could probably belong to DrawMap again, but it's annoying to plumb things that
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