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starting a plugin to interactively spawn specific agents
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@ -24,12 +24,13 @@
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- zorder for bridges/tunnels
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- apply to cars/peds too; figure out statics/dynamics plumbing
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- first need to interactively spawn a car/ped somewhere to test this easily
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- degenerate-2's should only have one crosswalk
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- then make them thinner
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- ped paths through sidewalk corners are totally broken
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- calculate the better paths first, then make the corner geometry from that?
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- car turns often clip sidewalk corners now
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- figure out what to do about yellow center lines
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- intersections on one-ways look weird
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@ -2,6 +2,16 @@
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## Quick n easy
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- interactively spawn a car/ped somewhere to test this easily
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- start to end of driving lanes
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- pathfinding or trace or something is wrong for walking; the last line sometimes has the wrong distance
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- actually spawn stuff
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- stop disabling mouseover at low zoom when in this mode
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- then back to zorder for cars/peds
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- try showing traffic signals by little boxes at the end of lanes
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- red circle means right turn on red OK, red right arrow means nope, green means normal turns ok, green arrow means protected left, crosswalk hand or stick figure
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- color roads as solid black when zoomed out, and make intersections similar (except for stop sign / signal)
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- audit all panics
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- tune text color, size, padding
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@ -6,3 +6,4 @@ pub mod floodfill;
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pub mod geom_validation;
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pub mod hider;
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pub mod layers;
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pub mod spawn_agent;
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88
editor/src/plugins/debug/spawn_agent.rs
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88
editor/src/plugins/debug/spawn_agent.rs
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@ -0,0 +1,88 @@
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use crate::objects::{Ctx, ID};
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use crate::plugins::{Plugin, PluginCtx};
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use dimensioned::si;
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use ezgui::{Color, GfxCtx, Key};
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use map_model::{BuildingID, PathRequest, Pathfinder, Trace, LANE_THICKNESS};
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use std::f64;
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pub struct SpawnAgent {
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from_bldg: BuildingID,
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maybe_goal: Option<(BuildingID, Option<Trace>)>,
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}
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impl SpawnAgent {
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pub fn new(ctx: &mut PluginCtx) -> Option<SpawnAgent> {
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if let Some(ID::Building(id)) = ctx.primary.current_selection {
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if ctx
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.input
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.contextual_action(Key::F3, "spawn an agent starting here")
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{
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return Some(SpawnAgent {
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from_bldg: id,
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maybe_goal: None,
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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 Plugin for SpawnAgent {
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fn blocking_event(&mut self, ctx: &mut PluginCtx) -> bool {
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ctx.input.set_mode("Agent Spawner", &ctx.canvas);
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if ctx.input.modal_action("quit") {
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return false;
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}
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// TODO disabling mouseover at low zoom is actually annoying now
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if let Some(ID::Building(id)) = ctx.primary.current_selection {
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if self
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.maybe_goal
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.as_ref()
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.map(|(b, _)| *b != id)
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.unwrap_or(true)
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{
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self.maybe_goal = Some((id, None));
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let map = &ctx.primary.map;
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let start = map.get_b(self.from_bldg).front_path.sidewalk;
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if let Some(path) = Pathfinder::shortest_distance(
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map,
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PathRequest {
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start,
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end: map.get_b(id).front_path.sidewalk,
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can_use_bike_lanes: false,
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can_use_bus_lanes: false,
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},
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) {
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self.maybe_goal =
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Some((id, path.trace(map, start.dist_along(), f64::MAX * si::M)));
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}
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}
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} else {
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self.maybe_goal = None;
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}
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if self.maybe_goal.is_some() && ctx.input.contextual_action(Key::F3, "end the agent here") {
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// TODO spawn em
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return false;
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}
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true
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}
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fn draw(&self, g: &mut GfxCtx, ctx: &Ctx) {
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if let Some((_, Some(ref trace))) = self.maybe_goal {
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g.draw_polygon(ctx.cs.get("route"), &trace.make_polygons(LANE_THICKNESS));
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}
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}
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fn color_for(&self, obj: ID, ctx: &Ctx) -> Option<Color> {
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if ID::Building(self.from_bldg) == obj {
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Some(ctx.cs.get("selected"))
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} else {
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None
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}
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}
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}
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@ -231,6 +231,9 @@ impl UIState for DefaultUIState {
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} else if let Some(p) = debug::debug_polygon::DebugPolygon::new(&mut ctx) {
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self.exclusive_blocking_plugin = Some(Box::new(p));
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return;
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} else if let Some(p) = debug::spawn_agent::SpawnAgent::new(&mut ctx) {
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self.exclusive_blocking_plugin = Some(Box::new(p));
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return;
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}
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}
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}
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@ -178,6 +178,7 @@ impl<S: UIState> GUI<RenderingHints> for UI<S> {
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(Key::Comma, "prev item"),
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],
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),
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ModalMenu::new("Agent Spawner", vec![(Key::Enter, "quit")]),
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]
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}
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