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Track direction we're moving on the road, use to fix up angles
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1e9e23dfcb
commit
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@ -75,7 +75,15 @@ impl Player {
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let pt_on_center_line = road.center_pts.project_pt(pos);
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if let Some((dist, _)) = road.center_pts.dist_along_of_point(pt_on_center_line)
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{
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return Some(On::Road(r, dist));
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// We'll adjust the direction at the call-site if we're moving along the
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// same road. This heuristic is reasonable for moving from intersections to
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// roads.
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let dir = if dist < road.center_pts.length() / 2.0 {
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Direction::Fwd
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} else {
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Direction::Back
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};
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return Some(On::Road(r, dist, dir));
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} else {
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error!(
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"{} snapped to {} on {}, but dist_along_of_point failed",
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@ -99,14 +107,21 @@ impl Player {
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) -> Vec<BuildingID> {
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let new_pos = self.pos.offset(dx, dy);
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let mut buildings_passed = Vec::new();
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if let Some(new_on) = self.pos_to_on(app, new_pos) {
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if let Some(mut new_on) = self.pos_to_on(app, new_pos) {
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self.pos = new_pos;
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ctx.canvas.center_on_map_pt(self.pos);
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if let (On::Road(r1, dist1), On::Road(r2, dist2)) = (self.on.clone(), new_on.clone()) {
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if let (On::Road(r1, dist1, _), On::Road(r2, dist2, _)) =
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(self.on.clone(), new_on.clone())
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{
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if r1 == r2 {
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// Find all buildings in this range of distance along
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buildings_passed.extend(self.bldgs_along_road.query_range(r1, dist1, dist2));
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if dist1 < dist2 {
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new_on = On::Road(r2, dist2, Direction::Fwd);
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} else {
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new_on = On::Road(r2, dist2, Direction::Back);
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}
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}
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}
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self.on = new_on;
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@ -134,7 +149,7 @@ impl Player {
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// Find the exact point on the boundary where we go out of bounds
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let old_ring = match self.on {
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On::Intersection(i) => app.map.get_i(i).polygon.clone().into_ring(),
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On::Road(r, _) => {
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On::Road(r, _, _) => {
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let road = app.map.get_r(r);
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road.center_pts
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.to_thick_ring(2.0 * road.get_half_width(&app.map))
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@ -160,10 +175,14 @@ impl Player {
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}
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// Snap to the center of the road
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if let On::Road(r, dist) = self.on {
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if let On::Road(r, dist, dir) = self.on {
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let (pt, angle) = app.map.get_r(r).center_pts.must_dist_along(dist);
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self.pos = pt;
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self.facing = angle;
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self.facing = if dir == Direction::Fwd {
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angle.opposite()
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} else {
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angle
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};
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ctx.canvas.center_on_map_pt(self.pos);
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} else {
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self.facing = self.controls.facing;
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@ -182,7 +201,7 @@ impl Player {
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/// Is the player currently on a road with a bus or bike lane?
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pub fn on_good_road(&self, app: &App) -> bool {
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if let On::Road(r, _) = self.on {
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if let On::Road(r, _, _) = self.on {
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for (_, _, lt) in app.map.get_r(r).lanes_ltr() {
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if lt == LaneType::Biking || lt == LaneType::Bus {
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return true;
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@ -196,8 +215,8 @@ impl Player {
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#[derive(Clone, PartialEq)]
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enum On {
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Intersection(IntersectionID),
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// Distance along the center line
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Road(RoadID, Distance),
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// Distance along the center line, are we facing the same direction as the road
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Road(RoadID, Distance, Direction),
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}
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impl On {
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@ -205,7 +224,7 @@ impl On {
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let mut valid_roads = HashSet::new();
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let mut valid_intersections = HashSet::new();
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match self {
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On::Road(r, _) => {
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On::Road(r, _, _) => {
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let r = app.map.get_r(*r);
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valid_intersections.insert(r.src_i);
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valid_intersections.insert(r.dst_i);
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