mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-11-28 12:12:00 +03:00
Overhaul how buildings get colored in different states, and reset things
when changing depots
This commit is contained in:
parent
02d5e3cea3
commit
f030086e8e
@ -1,14 +1,14 @@
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use std::collections::HashMap;
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use abstutil::{prettyprint_usize, Timer};
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use abstutil::prettyprint_usize;
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use geom::{Circle, Distance, Duration, Line, Polygon, Pt2D, Speed};
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use map_gui::tools::{nice_map_name, CityPicker, ColorScale, SimpleMinimap};
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use map_gui::tools::{nice_map_name, CityPicker, ColorScale, DivergingScale, SimpleMinimap};
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use map_gui::{Cached, SimpleApp, ID};
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use map_model::{BuildingID, BuildingType, PathConstraints};
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use widgetry::{
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lctrl, Btn, Checkbox, Color, Drawable, EventCtx, Fill, GeomBatch, GfxCtx, HorizontalAlignment,
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Key, Line, LinearGradient, Outcome, Panel, State, Text, TextExt, Transition, UpdateType,
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VerticalAlignment, Widget,
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Key, Line, LinearGradient, Outcome, Panel, RewriteColor, State, Text, TextExt, Transition,
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UpdateType, VerticalAlignment, Widget,
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};
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use crate::animation::Animator;
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@ -28,11 +28,7 @@ pub struct Game {
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}
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impl Game {
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pub fn new(
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ctx: &mut EventCtx,
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app: &SimpleApp,
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timer: &mut Timer,
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) -> Box<dyn State<SimpleApp>> {
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pub fn new(ctx: &mut EventCtx, app: &SimpleApp) -> Box<dyn State<SimpleApp>> {
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ctx.canvas.cam_zoom = ZOOM;
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// Start on a commerical building
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@ -47,7 +43,7 @@ impl Game {
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.unwrap();
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let sleigh = depot.label_center;
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ctx.canvas.center_on_map_pt(sleigh);
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let state = SleighState::new(ctx, app, depot.id, timer);
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let state = SleighState::new(ctx, app, depot.id);
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let panel = Panel::new(Widget::col(vec![
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Widget::row(vec![
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@ -135,8 +131,7 @@ impl Game {
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self.state.upzones_used += 1;
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self.state.houses.insert(b, BldgState::Depot);
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self.state.depot = b;
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self.state.redraw(ctx, app);
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self.state.redraw_depots(ctx, app);
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self.state.recalc_depots(ctx, app);
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self.sleigh = app.map.get_b(b).label_center;
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ctx.canvas.cam_zoom = ZOOM;
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ctx.canvas.center_on_map_pt(self.sleigh);
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@ -148,11 +143,13 @@ impl State<SimpleApp> for Game {
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let mut recharging = false;
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if let Some(dt) = ctx.input.nonblocking_is_update_event() {
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if let Some(b) = self.over_bldg.key() {
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if ctx.is_key_down(Key::Space) && self.state.recharge(ctx, app, b, dt) {
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self.state.depot = b;
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self.state.redraw(ctx, app);
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if ctx.is_key_down(Key::Space) && self.state.recharge(b, dt) {
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self.update_panel(ctx);
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recharging = true;
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if self.state.depot != b {
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self.state.depot = b;
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self.state.recalc_depots(ctx, app);
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}
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}
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}
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@ -173,10 +170,15 @@ impl State<SimpleApp> for Game {
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self.sleigh = self.sleigh.offset(dx, dy);
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ctx.canvas.center_on_map_pt(self.sleigh);
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let key = OverBldg::key(app, self.sleigh, &self.state);
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let is_depot = key
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.map(|b| match self.state.houses.get(&b) {
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Some(BldgState::Depot) => true,
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_ => false,
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})
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.unwrap_or(false);
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self.over_bldg
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.update(OverBldg::key(app, self.sleigh, &self.state), |key| {
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OverBldg::value(ctx, app, key)
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});
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.update(key, |key| OverBldg::value(ctx, app, key, is_depot));
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}
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}
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@ -213,12 +215,10 @@ impl State<SimpleApp> for Game {
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ctx,
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app,
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Box::new(|ctx, app| {
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ctx.loading_screen("setup again", |ctx, mut timer| {
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Transition::Multi(vec![
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Transition::Pop,
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Transition::Replace(Game::new(ctx, app, &mut timer)),
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])
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})
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Transition::Multi(vec![
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Transition::Pop,
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Transition::Replace(Game::new(ctx, app)),
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])
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}),
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));
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}
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@ -228,7 +228,7 @@ impl State<SimpleApp> for Game {
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.houses
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.iter()
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.filter_map(|(id, state)| match state {
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BldgState::Undelivered { .. } => Some(*id),
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BldgState::Undelivered(_) => Some(*id),
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_ => None,
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})
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.collect();
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@ -253,18 +253,24 @@ impl State<SimpleApp> for Game {
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fn draw(&self, g: &mut GfxCtx, app: &SimpleApp) {
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self.panel.draw(g);
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if self.state.has_energy() {
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self.minimap
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.draw_with_extra_layer(g, app, Some(&self.state.draw_done));
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self.minimap.draw_with_extra_layers(
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g,
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app,
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vec![&self.state.draw_todo_houses, &self.state.draw_done_houses],
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);
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} else {
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self.minimap
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.draw_with_extra_layer(g, app, Some(&self.state.draw_all_depots));
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.draw_with_extra_layers(g, app, vec![&self.state.draw_all_depots]);
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}
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g.redraw(&self.state.draw_scores);
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g.redraw(&self.state.draw_done);
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g.redraw(&self.state.draw_todo_houses);
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g.redraw(&self.state.draw_done_houses);
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if let Some(draw) = self.over_bldg.value() {
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g.redraw(&draw.0);
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}
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if !self.state.has_energy() {
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g.redraw(&self.state.draw_all_depots);
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}
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g.draw_polygon(
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Color::RED,
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Circle::new(self.sleigh, Distance::meters(5.0)).to_polygon(),
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@ -282,61 +288,31 @@ struct Config {
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}
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struct SleighState {
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depot: BuildingID,
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config: Config,
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score: usize,
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upzones_used: usize,
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energy: Duration,
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houses: HashMap<BuildingID, BldgState>,
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draw_scores: Drawable,
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draw_done: Drawable,
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config: Config,
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depot: BuildingID,
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cost_to_house: HashMap<BuildingID, Duration>,
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upzones_used: usize,
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upzoned_depots: Vec<BuildingID>,
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draw_all_depots: Drawable,
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// This gets covered up by draw_done_houses, instead of an expensive update
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draw_todo_houses: Drawable,
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draw_done_houses: Drawable,
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}
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impl SleighState {
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fn new(
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ctx: &mut EventCtx,
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app: &SimpleApp,
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depot: BuildingID,
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timer: &mut Timer,
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) -> SleighState {
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timer.start("calculate costs from depot");
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let house_costs = map_model::connectivity::all_costs_from(
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&app.map,
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depot,
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Duration::hours(3),
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PathConstraints::Pedestrian,
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);
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timer.stop("calculate costs from depot");
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fn new(ctx: &mut EventCtx, app: &SimpleApp, depot: BuildingID) -> SleighState {
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let mut houses = HashMap::new();
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let mut batch = GeomBatch::new();
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timer.start_iter("assign score to houses", app.map.all_buildings().len());
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for b in app.map.all_buildings() {
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timer.next();
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if let BuildingType::Residential(_) = b.bldg_type {
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let score = b.id.0;
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let cost = house_costs.get(&b.id).cloned().unwrap_or(Duration::ZERO);
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let color = if cost < Duration::minutes(5) {
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Color::GREEN
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} else if cost < Duration::minutes(15) {
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Color::YELLOW
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} else {
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Color::RED
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};
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houses.insert(b.id, BldgState::Undelivered { score, cost });
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// TODO Very expensive
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batch.append(
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Text::from_multiline(vec![
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Line(format!("{}", score)),
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Line(format!("{}", cost)).fg(color),
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])
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.render_to_batch(ctx.prerender)
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.scale(0.1)
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.centered_on(b.label_center),
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);
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houses.insert(b.id, BldgState::Undelivered(score));
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} else if !b.amenities.is_empty() {
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// TODO Maybe just food?
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houses.insert(b.id, BldgState::Depot);
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@ -350,51 +326,100 @@ impl SleighState {
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max_energy: Duration::minutes(90),
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upzone_rate: 30_000,
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};
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let energy = config.max_energy;
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let mut s = SleighState {
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depot,
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score: 0,
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upzones_used: 0,
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energy: config.max_energy,
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houses,
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draw_scores: ctx.upload(batch),
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draw_done: Drawable::empty(ctx),
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config,
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score: 0,
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energy,
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houses,
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depot,
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cost_to_house: HashMap::new(),
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upzones_used: 0,
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upzoned_depots: Vec::new(),
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draw_all_depots: Drawable::empty(ctx),
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draw_todo_houses: Drawable::empty(ctx),
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draw_done_houses: Drawable::empty(ctx),
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};
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s.redraw(ctx, app);
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s.redraw_depots(ctx, app);
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s.recalc_depots(ctx, app);
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s.recalc_deliveries(ctx, app);
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s
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}
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fn redraw(&mut self, ctx: &mut EventCtx, app: &SimpleApp) {
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fn recalc_depots(&mut self, ctx: &mut EventCtx, app: &SimpleApp) {
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let mut batch = GeomBatch::new();
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for (b, state) in &self.houses {
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if let BldgState::Done = state {
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batch.push(Color::BLACK, app.map.get_b(*b).polygon.clone());
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}
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}
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// TODO This doesnt seem to be working
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for b in &self.upzoned_depots {
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batch.push(
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app.cs.commerical_building,
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app.map.get_b(*b).polygon.clone(),
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);
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}
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batch.push(Color::GREEN, app.map.get_b(self.depot).polygon.clone());
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self.draw_done = ctx.upload(batch);
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}
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batch.append(
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GeomBatch::load_svg(ctx.prerender, "system/assets/tools/star.svg")
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.centered_on(app.map.get_b(self.depot).label_center)
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.color(RewriteColor::ChangeAll(Color::YELLOW)),
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);
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fn redraw_depots(&mut self, ctx: &mut EventCtx, app: &SimpleApp) {
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self.cost_to_house = map_model::connectivity::all_costs_from(
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&app.map,
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self.depot,
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Duration::hours(3),
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PathConstraints::Pedestrian,
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);
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let worst_duration = Duration::minutes(15);
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let cost_scale =
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DivergingScale::new(Color::hex("#5D9630"), Color::WHITE, Color::hex("#A32015"))
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.range(0.0, worst_duration.inner_seconds());
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for b in app.map.all_buildings() {
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match self.houses.get(&b.id) {
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Some(BldgState::Undelivered(_)) => {
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if let Some(cost) = self.cost_to_house.get(&b.id) {
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let color = cost_scale.eval(cost.inner_seconds()).unwrap();
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batch.push(color, b.polygon.clone());
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continue;
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}
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}
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Some(BldgState::Depot) => continue,
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_ => {}
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}
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// If the house isn't reachable at all or it's not a depot or residence, just blank it
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// out
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batch.push(Color::BLACK, b.polygon.clone());
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}
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self.draw_todo_houses = ctx.upload(batch);
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// Now highlight all depots for when we run out
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let mut batch = GeomBatch::new();
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for b in &self.upzoned_depots {
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batch.push(Color::YELLOW, app.map.get_b(*b).polygon.clone());
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}
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for (b, state) in &self.houses {
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if let BldgState::Depot = state {
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batch.push(Color::RED, app.map.get_b(*b).polygon.clone());
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batch.push(Color::YELLOW, app.map.get_b(*b).polygon.clone());
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}
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}
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self.draw_all_depots = ctx.upload(batch);
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}
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fn recalc_deliveries(&mut self, ctx: &mut EventCtx, app: &SimpleApp) {
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let mut batch = GeomBatch::new();
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for (b, state) in &self.houses {
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if let BldgState::Done = state {
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batch.push(Color::BLACK, app.map.get_b(*b).polygon.clone());
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}
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}
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self.draw_done_houses = ctx.upload(batch);
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}
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// If something changed, return the update to the score
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fn present_dropped(
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&mut self,
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@ -402,28 +427,23 @@ impl SleighState {
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app: &SimpleApp,
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id: BuildingID,
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) -> Option<usize> {
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if let Some(BldgState::Undelivered { score, cost }) = self.houses.get(&id).cloned() {
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self.score += score;
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self.houses.insert(id, BldgState::Done);
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self.energy -= cost;
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self.redraw(ctx, app);
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return Some(score);
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if let Some(BldgState::Undelivered(score)) = self.houses.get(&id).cloned() {
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if let Some(cost) = self.cost_to_house.get(&id) {
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self.score += score;
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self.houses.insert(id, BldgState::Done);
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self.energy -= *cost;
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self.recalc_deliveries(ctx, app);
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return Some(score);
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}
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}
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None
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}
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// True if state change
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fn recharge(
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&mut self,
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ctx: &mut EventCtx,
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app: &SimpleApp,
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id: BuildingID,
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dt: Duration,
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) -> bool {
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fn recharge(&mut self, id: BuildingID, dt: Duration) -> bool {
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if let Some(BldgState::Depot) = self.houses.get(&id) {
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self.energy += self.config.recharge_rate * dt;
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self.energy = self.energy.min(self.config.max_energy);
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self.redraw(ctx, app);
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return true;
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}
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false
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@ -448,7 +468,8 @@ impl SleighState {
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#[derive(Clone)]
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enum BldgState {
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Undelivered { score: usize, cost: Duration },
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// Score
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Undelivered(usize),
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Depot,
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Done,
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}
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@ -474,11 +495,20 @@ impl OverBldg {
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None
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}
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fn value(ctx: &mut EventCtx, app: &SimpleApp, key: BuildingID) -> OverBldg {
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OverBldg(ctx.upload(GeomBatch::from(vec![(
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Color::YELLOW,
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app.map.get_b(key).polygon.clone(),
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)])))
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fn value(ctx: &mut EventCtx, app: &SimpleApp, key: BuildingID, is_depot: bool) -> OverBldg {
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let mut batch = GeomBatch::new();
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// We only want to highlight when we're hovering over a depot and could recharge
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if is_depot {
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let polygon = &app.map.get_b(key).polygon;
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batch.push(
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Color::YELLOW,
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polygon
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.to_outline(Distance::meters(0.5))
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.unwrap_or_else(|_| polygon.clone()),
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);
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}
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OverBldg(ctx.upload(batch))
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}
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}
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|
@ -8,9 +8,7 @@ fn main() {
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let mut opts = map_gui::options::Options::default();
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opts.color_scheme = map_gui::colors::ColorSchemeChoice::NightMode;
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let app = map_gui::SimpleApp::new_with_opts(ctx, abstutil::CmdArgs::new(), opts);
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let states = ctx.loading_screen("setup", |ctx, mut timer| {
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vec![game::Game::new(ctx, &app, &mut timer)]
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});
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let states = vec![game::Game::new(ctx, &app)];
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(app, states)
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});
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}
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|
@ -304,10 +304,10 @@ impl SimpleMinimap {
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}
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pub fn draw(&self, g: &mut GfxCtx, app: &SimpleApp) {
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self.draw_with_extra_layer(g, app, None);
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self.draw_with_extra_layers(g, app, Vec::new());
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}
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pub fn draw_with_extra_layer(&self, g: &mut GfxCtx, app: &SimpleApp, extra: Option<&Drawable>) {
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pub fn draw_with_extra_layers(&self, g: &mut GfxCtx, app: &SimpleApp, extra: Vec<&Drawable>) {
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self.panel.draw(g);
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if !self.zoomed {
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return;
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@ -334,7 +334,7 @@ impl SimpleMinimap {
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g.redraw(&app.draw_map.draw_all_unzoomed_parking_lots);
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g.redraw(&app.draw_map.draw_all_unzoomed_roads_and_intersections);
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g.redraw(&app.draw_map.draw_all_buildings);
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if let Some(draw) = extra {
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for draw in extra {
|
||||
g.redraw(draw);
|
||||
}
|
||||
// Not the building or parking lot paths
|
||||
|
Loading…
Reference in New Issue
Block a user