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https://github.com/a-b-street/abstreet.git
synced 2024-12-24 06:55:40 +03:00
rename the main editor crate to game -- map editing is just a tiny piece ;)
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.gitignore
vendored
2
.gitignore
vendored
@ -4,7 +4,7 @@
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data/ab_test_saves/*
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data/ab_tests/*
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data/editor_state/*
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data/camera_state/*
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data/edits/*
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data/input/*
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data/maps/*
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@ -3,9 +3,9 @@
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members = [
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"abstutil",
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"convert_osm",
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"editor",
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"ezgui",
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"fix_map_geom",
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"game",
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"geom",
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"gtfs",
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"headless",
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@ -84,8 +84,8 @@ pub fn path_raw_map(map_name: &str) -> String {
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format!("../data/raw_maps/{}.bin", map_name)
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}
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pub fn path_editor_state(map_name: &str) -> String {
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format!("../data/editor_state/{}.json", map_name)
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pub fn path_camera_state(map_name: &str) -> String {
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format!("../data/camera_state/{}.json", map_name)
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}
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pub fn path_pending_screenshots(map_name: &str) -> String {
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@ -15,6 +15,6 @@ if arg.startswith('http://most/'):
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if arg.startswith('http://tail/'):
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os.execvp('urxvt', ['urxvt', '-e', 'sh', '-c', 'tail -f ' + arg[len('http://tail/'):]])
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elif arg.startswith('http://ui/'):
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os.execvp('urxvt', ['urxvt', '-e', 'sh', '-c', 'cd ~/abstreet/editor; cargo run ' + arg[len('http://ui/'):]])
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os.execvp('urxvt', ['urxvt', '-e', 'sh', '-c', 'cd ~/abstreet/game; cargo run ' + arg[len('http://ui/'):]])
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else:
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os.execvp('xdg-open', ['xdg-open', arg])
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@ -35,7 +35,7 @@ If you build from source, you won't have the convenient launcher scripts
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referenced below. Instead:
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```
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cd editor
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cd game
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cargo run --release
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```
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@ -113,7 +113,7 @@ macro cleverness could avoid this.
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No surprises here: compile times suck. It's especially frustrating to add a few
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lines to `geom` for debugging (not affecting any of the crate's external APIs),
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then wait for the dependent crates `map_model`, `sim`, and `editor` to recompile
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then wait for the dependent crates `map_model`, `sim`, and `game` to recompile
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(or maybe just link again, but it sure is slow). It's also frustrating to
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recompile all dependencies from scratch when I switch between compiling for
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Linux and Windows.
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@ -128,7 +128,7 @@ something awkwardly, but mostly it's forced me to avoid bad ideas.
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## Appendix: Code organization
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If you're going to dig into the code, it helps to know what all the crates are.
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The most interesting crates are `map_model`, `sim`, and `editor`.
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The most interesting crates are `map_model`, `sim`, and `game`.
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Constructing the map:
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@ -152,7 +152,7 @@ Traffic simulation:
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Graphics:
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- `editor`: the GUI and main gameplay
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- `game`: the GUI and main gameplay
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- `ezgui`: an immediate-mode GUI library
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Common utilities:
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@ -164,7 +164,7 @@ do exactly this.
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A/B Street imports data from PSRC using the `popdat` crate (the canonically
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trendy rendering of "population data"). This is further processed in
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`editor/src/mission/trips.rs`.
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`game/src/mission/trips.rs`.
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## Appendix: discrete-time simulation
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@ -4,7 +4,8 @@ Find packages to upgrade: `cargo outdated -R`
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Deal with compile tile: `cargo bloat --time`
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Find why two binary crates aren't sharing dependencies: https://old.reddit.com/r/rust/comments/cqceu4/common_crates_in_cargo_workspace_recompiled/
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Find why two binary crates aren't sharing dependencies:
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https://old.reddit.com/r/rust/comments/cqceu4/common_crates_in_cargo_workspace_recompiled/
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Where's a dependency coming from? `cargo tree -i -p syn`
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@ -13,9 +14,9 @@ Diff screencaps: http://www.imagemagick.org/Usage/compare/#methods
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Debug OpenGL calls:
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```
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apitrace trace --api gl ../target/debug/editor ../data/raw_maps/montlake.bin
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qapitrace editor.trace
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apitrace dump editor.trace
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apitrace trace --api gl ../target/debug/game ../data/raw_maps/montlake.bin
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qapitrace game.trace
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apitrace dump game.trace
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```
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Understand XML: just use firefox
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@ -26,10 +27,10 @@ Understand XML: just use firefox
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Follow Usage from https://crates.io/crates/cpuprofiler
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Run editor or headless with `--enable_profiler`
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Run game or headless with `--enable_profiler`
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```
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google-pprof --no_strip_temp ../target/debug/editor profile
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google-pprof --no_strip_temp ../target/debug/game profile
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google-pprof --no_strip_temp ../target/release/headless profile
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top30 --cum
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```
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@ -49,8 +50,8 @@ Then:
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```
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sudo systemctl start docker
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cross build --release --target x86_64-pc-windows-gnu --bin editor
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wine target/x86_64-pc-windows-gnu/release/editor.exe data/maps/montlake.bin
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cross build --release --target x86_64-pc-windows-gnu --bin game
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wine target/x86_64-pc-windows-gnu/release/game.exe data/maps/montlake.bin
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```
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## Markdown
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@ -20,7 +20,7 @@ cargo run --release -- ../data/raw_maps/your_city.bin
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```
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You should now be able to load the map using the option from the main game menu,
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or by running `cd editor; cargo run --release ../data/maps/your_city.bin`.
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or by running `cd game; cargo run --release ../data/maps/your_city.bin`.
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## Future work
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@ -32,7 +32,7 @@
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- https://escience.washington.edu/dssg/
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- josie kresner from transport foundry
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- https://www.citylab.com/transportation/2019/08/city-planning-transportation-oakland-community-engagement/596050/
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- tweeting small problems -> bug tracker
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- tweeting small problems -> bug tracker
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- https://www.the74million.org/article/building-a-smarter-and-cheaper-school-bus-system-how-a-boston-mit-partnership-led-to-new-routes-that-are-20-more-efficient-use-400-fewer-buses-save-5-million/
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## Similar projects
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@ -1,5 +1,5 @@
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[package]
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name = "editor"
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name = "game"
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version = "0.1.0"
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authors = ["Dustin Carlino <dabreegster@gmail.com>"]
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edition = "2018"
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@ -144,11 +144,11 @@ impl GUI for Game {
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println!("Secondary sim:");
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s.sim.dump_before_abort();
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}
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self.ui.save_editor_state(canvas);
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self.ui.save_camera_state(canvas);
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}
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fn before_quit(&self, canvas: &Canvas) {
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self.ui.save_editor_state(canvas);
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self.ui.save_camera_state(canvas);
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self.ui.cs.save();
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println!("Saved data/color_scheme.json");
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}
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@ -166,7 +166,7 @@ fn splash_screen(
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.filter(|n| n != current_map)
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.collect()
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}) {
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ui.save_editor_state(ctx.canvas);
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ui.save_camera_state(ctx.canvas);
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// This retains no state, but that's probably fine.
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let mut flags = ui.primary.current_flags.clone();
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flags.sim_flags.load = PathBuf::from(abstutil::path_map(&name));
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if splash {
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ctx.canvas.center_on_map_pt(rand_focus_pt);
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} else {
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let path = abstutil::path_editor_state(primary.map.get_name());
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match abstutil::read_json::<EditorState>(&path) {
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let path = abstutil::path_camera_state(primary.map.get_name());
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match abstutil::read_json::<CameraState>(&path) {
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Ok(ref loaded) => {
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println!("Loaded {}", path);
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ctx.canvas.cam_x = loaded.cam_x;
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@ -350,21 +350,21 @@ impl UI {
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borrows
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}
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pub fn save_editor_state(&self, canvas: &Canvas) {
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let state = EditorState {
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pub fn save_camera_state(&self, canvas: &Canvas) {
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let state = CameraState {
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map_name: self.primary.map.get_name().clone(),
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cam_x: canvas.cam_x,
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cam_y: canvas.cam_y,
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cam_zoom: canvas.cam_zoom,
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};
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let path = abstutil::path_editor_state(&state.map_name);
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let path = abstutil::path_camera_state(&state.map_name);
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abstutil::write_json(&path, &state).unwrap();
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println!("Saved {}", path);
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}
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}
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#[derive(Serialize, Deserialize, Debug)]
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struct EditorState {
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struct CameraState {
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pub map_name: String,
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pub cam_x: f64,
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pub cam_y: f64,
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@ -423,7 +423,7 @@ impl ShowObject for ShowEverything {
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}
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#[derive(StructOpt, Debug, Clone)]
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#[structopt(name = "editor")]
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#[structopt(name = "game")]
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pub struct Flags {
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#[structopt(flatten)]
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pub sim_flags: SimFlags,
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.flatten()
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.collect();
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// This is another variation of the 'recycle' algorithm in editor's ScenarioManager.
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// This is another variation of the 'recycle' algorithm in game's ScenarioManager.
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let mut individ_parked_cars = BTreeMap::new();
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let mut avail_per_bldg = BTreeMap::new();
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for b in map.all_buildings() {
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@ -13,9 +13,9 @@ common_release $OUT
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cp release/play_abstreet.sh $OUT
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mkdir $OUT/editor
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cargo build --release --bin editor
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cp target/release/editor $OUT/editor
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mkdir $OUT/game
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cargo build --release --bin game
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cp target/release/game $OUT/game
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zip -r $OUT $OUT
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rm -rf $OUT
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@ -1,2 +1,2 @@
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cd editor
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editor.exe > ..\\output.txt
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cd game
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game.exe > ..\\output.txt
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#!/bin/bash
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cd editor
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./editor
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cd game
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./game
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cp release/play_abstreet.bat $OUT
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mkdir $OUT/editor
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cross build --release --target x86_64-pc-windows-gnu --bin editor
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cp target/x86_64-pc-windows-gnu/release/editor.exe $OUT/editor
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mkdir $OUT/game
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cross build --release --target x86_64-pc-windows-gnu --bin game
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cp target/x86_64-pc-windows-gnu/release/game.exe $OUT/game
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zip -r $OUT $OUT
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rm -rf $OUT
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@ -2,7 +2,7 @@ use crate::{CarID, PedestrianID, VehicleType};
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use geom::{Angle, Distance, Duration, PolyLine, Pt2D};
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use map_model::{Map, Traversable, TurnID};
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// Intermediate structures so that sim and editor crates don't have a cyclic dependency.
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// Intermediate structures so that sim and game crates don't have a cyclic dependency.
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#[derive(Clone)]
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pub struct DrawPedestrianInput {
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pub id: PedestrianID,
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