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// Disable some noisy lints
#![allow(clippy::too_many_arguments, clippy::type_complexity)]

#[macro_use]
extern crate anyhow;
#[macro_use]
extern crate log;

use abstio::MapName;
use abstutil::{CmdArgs, Timer};
use geom::Duration;
use map_gui::load::FutureLoader;
use map_gui::options::Options;
use map_gui::tools::{PopupMsg, URLManager};
use map_model::{Map, MapEdits};
use sim::{Sim, SimFlags};
use widgetry::{EventCtx, Settings, State, Transition};

use crate::app::{App, Flags};
use crate::common::jump_to_time_upon_startup;
use crate::pregame::TitleScreen;
use crate::sandbox::{GameplayMode, SandboxMode};

mod app;
mod challenges;
mod common;
mod debug;
mod devtools;
mod edit;
mod info;
mod layer;
mod ltn;
mod pregame;
mod sandbox;
mod ungap;

pub fn main() {
    let settings = Settings::new("A/B Street");
    run(settings);
}

struct Setup {
    flags: Flags,
    opts: Options,
    start_with_edits: Option<String>,
    maybe_mode: Option<GameplayMode>,
    initialize_tutorial: bool,
    center_camera: Option<String>,
    start_time: Option<Duration>,
    load_kml: Option<String>,
    diff_map: Option<String>,
    ungap: bool,
    ltn: bool,
}

fn run(mut settings: Settings) {
    settings = settings
        .read_svg(Box::new(abstio::slurp_bytes))
        .window_icon(abstio::path("system/assets/pregame/icon.png"))
        .loading_tips(map_gui::tools::loading_tips())
        // This is approximately how much the 3 top panels in sandbox mode require.
        .require_minimum_width(1500.0);

    let mut args = CmdArgs::new();
    if args.enabled("--prebake") {
        challenges::prebake::prebake_all();
        return;
    }

    let mut setup = Setup {
        flags: Flags {
            sim_flags: SimFlags::from_args(&mut args),
            live_map_edits: args.enabled("--live_map_edits"),
            study_area: args.optional("--study_area"),
        },
        opts: Options::load_or_default(),
        start_with_edits: args.optional("--edits"),
        maybe_mode: None,
        initialize_tutorial: false,
        center_camera: args.optional("--cam"),
        start_time: args.optional_parse("--time", |t| Duration::parse(t)),
        load_kml: args.optional("--kml"),
        diff_map: args.optional("--diff"),
        ungap: args.enabled("--ungap"),
        ltn: args.enabled("--ltn"),
    };

    settings = settings.canvas_settings(setup.opts.canvas_settings.clone());
    setup.opts.toggle_day_night_colors = true;
    setup.opts.update_from_args(&mut args);

    if args.enabled("--dump_raw_events") {
        settings = settings.dump_raw_events();
    }
    if let Some(s) = args.optional_parse("--scale_factor", |s| s.parse::<f64>()) {
        settings = settings.scale_factor(s);
    }

    if let Some(x) = args.optional("--challenge") {
        let mut aliases = Vec::new();
        'OUTER: for (_, stages) in challenges::Challenge::all() {
            for challenge in stages {
                if challenge.alias == x {
                    setup.flags.sim_flags.load = challenge.gameplay.map_name().path();
                    setup.maybe_mode = Some(challenge.gameplay);
                    break 'OUTER;
                } else {
                    aliases.push(challenge.alias);
                }
            }
        }
        if setup.maybe_mode.is_none() {
            panic!("Invalid --challenge={}. Choices: {}", x, aliases.join(", "));
        }
    }
    if let Some(n) = args.optional_parse("--tutorial", |s| s.parse::<usize>()) {
        setup.initialize_tutorial = true;
        setup.maybe_mode = Some(sandbox::GameplayMode::Tutorial(
            sandbox::TutorialPointer::new(n - 1, 0),
        ));
    }

    // Don't keep the scenario modifiers in the original sim_flags; they shouldn't apply to
    // other scenarios loaed in the UI later.
    let modifiers = setup.flags.sim_flags.modifiers.drain(..).collect();

    if setup.maybe_mode.is_none() && setup.flags.sim_flags.load.contains("scenarios/") {
        let (map_name, scenario) = abstio::parse_scenario_path(&setup.flags.sim_flags.load);
        setup.flags.sim_flags.load = map_name.path();
        setup.maybe_mode = Some(sandbox::GameplayMode::PlayScenario(
            map_name, scenario, modifiers,
        ));
    }

    if let Some(site) = args.optional("--actdev") {
        // Handle if the site was accidentally passed in with underscores. Otherwise, some study
        // areas won't be found!
        let site = site.replace("_", "-");
        let city = site.replace("-", "_");
        let name = MapName::new("gb", &city, "center");
        setup.flags.sim_flags.load = name.path();
        setup.flags.study_area = Some(site);
        // Parking data in the actdev maps is nonexistent, so many people have convoluted walking
        // routes just to fetch their car. Just disable parking entirely.
        setup.flags.sim_flags.opts.infinite_parking = true;
        let scenario = if args.optional("--actdev_scenario") == Some("go_active".to_string()) {
            "go_active".to_string()
        } else {
            "base".to_string()
        };
        setup.maybe_mode = Some(sandbox::GameplayMode::Actdev(name, scenario, false));
    }

    args.done();

    widgetry::run(settings, |ctx| setup_app(ctx, setup))
}

fn setup_app(ctx: &mut EventCtx, mut setup: Setup) -> (App, Vec<Box<dyn State<App>>>) {
    let title = !setup.opts.dev
        && !setup.flags.sim_flags.load.contains("player/save")
        && !setup.flags.sim_flags.load.contains("/scenarios/")
        && setup.maybe_mode.is_none()
        && !setup.ungap
        && !setup.ltn;

    // Load the map used previously if we're starting on the title screen without any overrides.
    if title && setup.flags.sim_flags.load == MapName::seattle("montlake").path() {
        if let Ok(default) = abstio::maybe_read_json::<map_gui::tools::DefaultMap>(
            abstio::path_player("maps.json"),
            &mut Timer::throwaway(),
        ) {
            setup.flags.sim_flags.load = default.last_map.path();
        }
    }

    // If we're starting directly in a challenge mode, the tutorial, or by playing a scenario,
    // usually time is midnight, so save some effort and start with the correct color scheme. If
    // we're loading a savestate and it's actually daytime, we'll pay a small penalty to switch
    // colors.
    if let Some(GameplayMode::PlayScenario(_, _, _))
    | Some(GameplayMode::FixTrafficSignals)
    | Some(GameplayMode::OptimizeCommute(_, _))
    | Some(GameplayMode::Tutorial(_)) = setup.maybe_mode
    {
        setup.opts.color_scheme = map_gui::colors::ColorSchemeChoice::NightMode;
    }
    if title {
        setup.opts.color_scheme = map_gui::colors::ColorSchemeChoice::Pregame;
    }
    if setup.ungap || setup.ltn {
        setup.opts.color_scheme = map_gui::colors::ColorSchemeChoice::DayMode;
    }
    let cs = map_gui::colors::ColorScheme::new(ctx, setup.opts.color_scheme);

    // No web support; this uses blocking IO
    let secondary = setup.diff_map.as_ref().map(|path| {
        ctx.loading_screen("load secondary map", |ctx, mut timer| {
            // Use this low-level API, since the secondary map file probably isn't in the usual
            // directory structure
            let mut map: Map = abstio::read_binary(path.clone(), &mut timer);
            map.map_loaded_directly(&mut timer);
            let sim = Sim::new(&map, setup.flags.sim_flags.opts.clone());
            let mut per_map = crate::app::PerMap::map_loaded(
                map,
                sim,
                setup.flags.clone(),
                &setup.opts,
                &cs,
                ctx,
                &mut timer,
            );
            per_map.is_secondary = true;
            per_map
        })
    });

    // SimFlags::load doesn't know how to do async IO, which we need on the web. But in the common
    // case, all we're creating there is a map. If so, use the proper async interface.
    //
    // Note if we started with a scenario, main() rewrote it to be the appropriate map, along with
    // maybe_mode.
    if setup.flags.sim_flags.load.contains("/maps/") {
        // Get App created with a dummy blank map
        let map = Map::blank();
        let sim = Sim::new(&map, setup.flags.sim_flags.opts.clone());
        let primary = crate::app::PerMap::map_loaded(
            map,
            sim,
            setup.flags.clone(),
            &setup.opts,
            &cs,
            ctx,
            &mut Timer::throwaway(),
        );
        let app = App {
            primary,
            secondary,
            cs,
            opts: setup.opts.clone(),
            per_obj: crate::app::PerObjectActions::new(),
            session: crate::app::SessionState::empty(),
        };
        let map_name = MapName::from_path(&app.primary.current_flags.sim_flags.load).unwrap();
        let states = vec![map_gui::load::MapLoader::new_state(
            ctx,
            &app,
            map_name,
            Box::new(move |ctx, app| Transition::Clear(continue_app_setup(ctx, app, title, setup))),
        )];
        (app, states)
    } else {
        // We're loading a savestate or a RawMap. Do it with blocking IO. This won't
        // work on the web.
        let primary = ctx.loading_screen("load map", |ctx, mut timer| {
            assert!(setup.flags.sim_flags.modifiers.is_empty());
            let (map, sim, _) = setup.flags.sim_flags.load_synchronously(timer);
            crate::app::PerMap::map_loaded(
                map,
                sim,
                setup.flags.clone(),
                &setup.opts,
                &cs,
                ctx,
                &mut timer,
            )
        });
        assert!(secondary.is_none());
        let mut app = App {
            primary,
            secondary,
            cs,
            opts: setup.opts.clone(),
            per_obj: crate::app::PerObjectActions::new(),
            session: crate::app::SessionState::empty(),
        };

        let states = continue_app_setup(ctx, &mut app, title, setup);
        (app, states)
    }
}

fn continue_app_setup(
    ctx: &mut EventCtx,
    app: &mut App,
    title: bool,
    setup: Setup,
) -> Vec<Box<dyn State<App>>> {
    if !URLManager::change_camera(
        ctx,
        setup.center_camera.as_ref(),
        app.primary.map.get_gps_bounds(),
    ) {
        app.primary.init_camera_for_loaded_map(ctx, title);
    }

    // Handle savestates
    let savestate = if app
        .primary
        .current_flags
        .sim_flags
        .load
        .contains("player/saves/")
    {
        assert!(setup.maybe_mode.is_none());
        Some(app.primary.clear_sim())
    } else {
        None
    };

    // Just apply this here, don't plumb to SimFlags or anything else. We recreate things using
    // these flags later, but we don't want to keep applying the same edits.
    if let Some(ref edits_name) = setup.start_with_edits {
        for path in [
            abstio::path_edits(app.primary.map.get_name(), edits_name),
            abstio::path(format!("system/proposals/{}.json", edits_name)),
        ] {
            if abstio::file_exists(&path) {
                let edits = map_model::MapEdits::load_from_file(
                    &app.primary.map,
                    path,
                    &mut Timer::throwaway(),
                )
                .unwrap();
                return finish_app_setup(ctx, app, title, savestate, Some(edits), setup);
            }
        }

        // Try loading from remote
        let (_, outer_progress_rx) = futures_channel::mpsc::channel(1);
        let (_, inner_progress_rx) = futures_channel::mpsc::channel(1);
        let url = format!("{}/get?id={}", ungap::PROPOSAL_HOST_URL, edits_name);
        return vec![FutureLoader::<App, Vec<u8>>::new_state(
            ctx,
            Box::pin(async move {
                let bytes = abstio::http_get(url).await?;
                let wrapper: Box<dyn Send + FnOnce(&App) -> Vec<u8>> = Box::new(move |_| bytes);
                Ok(wrapper)
            }),
            outer_progress_rx,
            inner_progress_rx,
            "Downloading proposal",
            Box::new(move |ctx, app, result| {
                match result.and_then(|bytes| MapEdits::load_from_bytes(&app.primary.map, bytes)) {
                    Ok(edits) => Transition::Clear(finish_app_setup(
                        ctx,
                        app,
                        title,
                        savestate,
                        Some(edits),
                        setup,
                    )),
                    Err(err) => {
                        // TODO Fail more gracefully -- add a popup with the error, but continue
                        // app setup?
                        error!("Couldn't load remote proposal: {}", err);
                        Transition::Replace(PopupMsg::new_state(
                            ctx,
                            "Couldn't load remote proposal",
                            vec![err.to_string()],
                        ))
                    }
                }
            }),
        )];
    }

    finish_app_setup(ctx, app, title, savestate, None, setup)
}

fn finish_app_setup(
    ctx: &mut EventCtx,
    app: &mut App,
    title: bool,
    savestate: Option<Sim>,
    edits: Option<MapEdits>,
    setup: Setup,
) -> Vec<Box<dyn State<App>>> {
    if let Some(edits) = edits {
        ctx.loading_screen("apply initial edits", |ctx, mut timer| {
            crate::edit::apply_map_edits(ctx, app, edits);
            app.primary
                .map
                .recalculate_pathfinding_after_edits(&mut timer);
            app.primary.clear_sim();
        });
    }

    if setup.initialize_tutorial {
        crate::sandbox::gameplay::Tutorial::initialize(ctx, app);
    }

    let states: Vec<Box<dyn State<App>>> = if let Some(path) = setup.load_kml {
        vec![
            Box::new(TitleScreen::new(ctx, app)),
            crate::devtools::kml::ViewKML::new_state(ctx, app, Some(path)),
        ]
    } else if title {
        vec![Box::new(TitleScreen::new(ctx, app))]
    } else if let Some(ss) = savestate {
        app.primary.sim = ss;
        vec![SandboxMode::start_from_savestate(app)]
    } else if let Some(mode) = setup.maybe_mode {
        if let GameplayMode::Actdev(_, _, _) = mode {
            vec![SandboxMode::async_new(
                app,
                mode,
                jump_to_time_upon_startup(Duration::hours(8)),
            )]
        } else if let Some(t) = setup.start_time {
            vec![SandboxMode::async_new(
                app,
                mode,
                jump_to_time_upon_startup(t),
            )]
        } else {
            vec![SandboxMode::simple_new(app, mode)]
        }
    } else if setup.ungap {
        let layers = ungap::Layers::new(ctx, app);
        vec![ungap::ExploreMap::new_state(ctx, app, layers)]
    } else if setup.ltn {
        vec![ltn::BrowseNeighborhoods::new_state(ctx, app)]
    } else {
        // Not attempting to keep the primary and secondary simulations synchronized at the same
        // time yet. Just handle this one startup case, so we can switch maps without constantly
        // flopping day/night mode.
        if let Some(ref mut secondary) = app.secondary {
            secondary.sim.timed_step(
                &secondary.map,
                Duration::hours(6),
                &mut None,
                &mut Timer::throwaway(),
            );
        }

        // We got here by just passing --dev and a map as flags; we're just looking at an empty
        // map. Start in the daytime.
        vec![SandboxMode::async_new(
            app,
            GameplayMode::Freeform(app.primary.map.get_name().clone()),
            jump_to_time_upon_startup(Duration::hours(6)),
        )]
    };

    states
}

#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;

#[cfg(target_arch = "wasm32")]
#[wasm_bindgen(js_name = "run")]
pub fn run_wasm(root_dom_id: String, assets_base_url: String, assets_are_gzipped: bool) {
    let settings = Settings::new("A/B Street")
        .root_dom_element_id(root_dom_id)
        .assets_base_url(assets_base_url)
        .assets_are_gzipped(assets_are_gzipped);

    run(settings);
}