1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
//! Generate paths for different A/B Street files

use anyhow::Result;
use serde::{Deserialize, Serialize};

use abstutil::basename;

use crate::{file_exists, list_all_objects};

lazy_static::lazy_static! {
    static ref ROOT_DIR: String = {
        // If you're packaging for a release and need the data directory to be in some fixed
        // location: ABST_DATA_DIR=/some/path cargo build ...
        if let Some(dir) = option_env!("ABST_DATA_DIR") {
            dir.trim_end_matches('/').to_string()
        } else if cfg!(target_arch = "wasm32") {
            "../data".to_string()
        } else if file_exists("data/".to_string()) {
            "data".to_string()
        } else if file_exists("../data/".to_string()) {
            "../data".to_string()
        } else if file_exists("../../data/".to_string()) {
            "../../data".to_string()
        } else {
            panic!("Can't find the data/ directory");
        }
    };

    static ref ROOT_PLAYER_DIR: String = {
        // If you're packaging for a release and want the player's local data directory to be
        // $HOME/.abstreet, set ABST_PLAYER_HOME_DIR=1
        if option_env!("ABST_PLAYER_HOME_DIR").is_some() {
            match std::env::var("HOME") {
                Ok(dir) => format!("{}/.abstreet", dir.trim_end_matches('/')),
                Err(err) => panic!("This build of A/B Street stores player data in $HOME/.abstreet, but $HOME isn't set: {}", err),
            }
        } else if cfg!(target_arch = "wasm32") {
            "../data".to_string()
        } else if file_exists("data/".to_string()) {
            "data".to_string()
        } else if file_exists("../data/".to_string()) {
            "../data".to_string()
        } else if file_exists("../../data/".to_string()) {
            "../../data".to_string()
        } else {
            panic!("Can't find the data/ directory");
        }
    };
}

pub fn path<I: Into<String>>(p: I) -> String {
    let p = p.into();
    if p.starts_with("player/") {
        format!("{}/{}", *ROOT_PLAYER_DIR, p)
    } else {
        format!("{}/{}", *ROOT_DIR, p)
    }
}

/// A single city is identified using this.
#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize)]
pub struct CityName {
    /// A two letter lowercase country code, from https://en.wikipedia.org/wiki/ISO_3166-1_alpha-2.
    /// To represent imaginary/test cities, use the code `zz`.
    pub country: String,
    /// The name of the city, in filename-friendly form -- for example, "tel_aviv".
    pub city: String,
}

impl CityName {
    /// Create a CityName from a country code and city.
    pub fn new(country: &str, city: &str) -> CityName {
        if country.len() != 2 {
            panic!(
                "CityName::new({}, {}) has a country code that isn't two letters",
                country, city
            );
        }
        CityName {
            country: country.to_string(),
            city: city.to_string(),
        }
    }

    /// Returns all city names based on system data.
    pub fn list_all_cities_from_system_data() -> Vec<CityName> {
        let mut cities = Vec::new();
        for country in list_all_objects(path("system")) {
            if country == "assets"
                || country == "extra_fonts"
                || country == "proposals"
                || country == "study_areas"
            {
                continue;
            }
            for city in list_all_objects(path(format!("system/{}", country))) {
                cities.push(CityName::new(&country, &city));
            }
        }
        cities
    }

    /// Returns all city names based on importer config.
    pub fn list_all_cities_from_importer_config() -> Vec<CityName> {
        let mut cities = Vec::new();
        for country in list_all_objects("importer/config".to_string()) {
            for city in list_all_objects(format!("importer/config/{}", country)) {
                cities.push(CityName::new(&country, &city));
            }
        }
        cities
    }

    /// Parses a CityName from something like "gb/london"; the inverse of `to_path`.
    pub fn parse(x: &str) -> Result<CityName> {
        let parts = x.split("/").collect::<Vec<_>>();
        if parts.len() != 2 || parts[0].len() != 2 {
            bail!("Bad CityName {}", x);
        }
        Ok(CityName::new(parts[0], parts[1]))
    }

    /// Expresses the city as a path, like "gb/london"; the inverse of `parse`.
    pub fn to_path(&self) -> String {
        format!("{}/{}", self.country, self.city)
    }

    /// Stringify the city name for debug messages. Don't implement `std::fmt::Display`, to force
    /// callers to explicitly opt into this description, which could change.
    pub fn describe(&self) -> String {
        format!("{} ({})", self.city, self.country)
    }

    /// Constructs the path to some city-scoped data/input.
    pub fn input_path<I: Into<String>>(&self, file: I) -> String {
        path(format!(
            "input/{}/{}/{}",
            self.country,
            self.city,
            file.into()
        ))
    }
}

/// A single map is identified using this.
#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize)]
pub struct MapName {
    pub city: CityName,
    /// The name of the map within the city, in filename-friendly form -- for example, "downtown"
    pub map: String,
}

impl MapName {
    /// Create a MapName from a country code, city, and map name.
    pub fn new(country: &str, city: &str, map: &str) -> MapName {
        MapName {
            city: CityName::new(country, city),
            map: map.to_string(),
        }
    }

    /// Create a MapName from a city and map within that city.
    pub fn from_city(city: &CityName, map: &str) -> MapName {
        MapName::new(&city.country, &city.city, map)
    }

    /// Convenient constructor for the main city of the game.
    pub fn seattle(map: &str) -> MapName {
        MapName::new("us", "seattle", map)
    }

    /// Stringify the map name for debug messages. Don't implement `std::fmt::Display`, to force
    /// callers to explicitly opt into this description, which could change.
    pub fn describe(&self) -> String {
        format!(
            "{} (in {} ({}))",
            self.map, self.city.city, self.city.country
        )
    }

    /// Stringify the map name for filenames.
    pub fn as_filename(&self) -> String {
        format!("{}_{}_{}", self.city.country, self.city.city, self.map)
    }

    /// Transforms a path to a map back to a MapName. Returns `None` if the input is strange.
    pub fn from_path(path: &str) -> Option<MapName> {
        // TODO regex
        let parts = path.split("/").collect::<Vec<_>>();
        if parts.len() < 4 {
            return None;
        }
        let country = parts[parts.len() - 4];
        let city = parts[parts.len() - 3];
        let map = basename(parts[parts.len() - 1]);
        Some(MapName::new(country, city, &map))
    }

    /// Returns the filesystem path to this map.
    pub fn path(&self) -> String {
        path(format!(
            "system/{}/{}/maps/{}.bin",
            self.city.country, self.city.city, self.map
        ))
    }

    /// Returns all maps from one city.
    pub fn list_all_maps_in_city(city: &CityName) -> Vec<MapName> {
        let mut names = Vec::new();
        for map in list_all_objects(path(format!("system/{}/{}/maps", city.country, city.city))) {
            names.push(MapName {
                city: city.clone(),
                map,
            });
        }
        names
    }

    /// Returns all maps from all cities, using system data.
    pub fn list_all_maps() -> Vec<MapName> {
        let mut names = Vec::new();
        for city in CityName::list_all_cities_from_system_data() {
            names.extend(MapName::list_all_maps_in_city(&city));
        }
        names
    }
}

// System data (Players can't edit, needed at runtime)

pub fn path_prebaked_results(name: &MapName, scenario_name: &str) -> String {
    path(format!(
        "system/{}/{}/prebaked_results/{}/{}.bin",
        name.city.country, name.city.city, name.map, scenario_name
    ))
}

pub fn path_scenario(name: &MapName, scenario_name: &str) -> String {
    // TODO Getting complicated. Sometimes we're trying to load, so we should look for .bin, then
    // .json. But when we're writing a custom scenario, we actually want to write a .bin.
    let bin = path(format!(
        "system/{}/{}/scenarios/{}/{}.bin",
        name.city.country, name.city.city, name.map, scenario_name
    ));
    let json = path(format!(
        "system/{}/{}/scenarios/{}/{}.json",
        name.city.country, name.city.city, name.map, scenario_name
    ));
    if file_exists(&bin) {
        return bin;
    }
    if file_exists(&json) {
        return json;
    }
    bin
}
pub fn path_all_scenarios(name: &MapName) -> String {
    path(format!(
        "system/{}/{}/scenarios/{}",
        name.city.country, name.city.city, name.map
    ))
}

/// Extract the map and scenario name from a path. Crashes if the input is strange.
pub fn parse_scenario_path(path: &str) -> (MapName, String) {
    // TODO regex
    let parts = path.split("/").collect::<Vec<_>>();
    let country = parts[parts.len() - 5];
    let city = parts[parts.len() - 4];
    let map = parts[parts.len() - 2];
    let scenario = basename(parts[parts.len() - 1]);
    let map_name = MapName::new(country, city, map);
    (map_name, scenario)
}

// Player data (Players edit this)

pub fn path_player<I: Into<String>>(p: I) -> String {
    path(format!("player/{}", p.into()))
}

pub fn path_camera_state(name: &MapName) -> String {
    path(format!(
        "player/camera_state/{}/{}/{}.json",
        name.city.country, name.city.city, name.map
    ))
}

pub fn path_edits(name: &MapName, edits_name: &str) -> String {
    path(format!(
        "player/edits/{}/{}/{}/{}.json",
        name.city.country, name.city.city, name.map, edits_name
    ))
}
pub fn path_all_edits(name: &MapName) -> String {
    path(format!(
        "player/edits/{}/{}/{}",
        name.city.country, name.city.city, name.map
    ))
}

pub fn path_save(name: &MapName, edits_name: &str, run_name: &str, time: String) -> String {
    path(format!(
        "player/saves/{}/{}/{}/{}_{}/{}.bin",
        name.city.country, name.city.city, name.map, edits_name, run_name, time
    ))
}
pub fn path_all_saves(name: &MapName, edits_name: &str, run_name: &str) -> String {
    path(format!(
        "player/saves/{}/{}/{}/{}_{}",
        name.city.country, name.city.city, name.map, edits_name, run_name
    ))
}

// Input data (For developers to build maps, not needed at runtime)

pub fn path_popdat() -> String {
    path("input/us/seattle/popdat.bin")
}

pub fn path_raw_map(name: &MapName) -> String {
    path(format!(
        "input/{}/{}/raw_maps/{}.bin",
        name.city.country, name.city.city, name.map
    ))
}