use anyhow::Result;
use maplit::btreeset;
use geom::{Circle, Distance, Time};
use map_gui::colors::ColorSchemeChoice;
use map_gui::load::{FileLoader, FutureLoader, MapLoader};
use map_gui::options::OptionsPanel;
use map_gui::render::{unzoomed_agent_radius, UnzoomedAgents};
use map_gui::tools::{ChooseSomething, Minimap, TurnExplorer, URLManager};
use map_gui::{AppLike, ID};
use sim::{Analytics, Scenario};
use widgetry::{lctrl, Choice, EventCtx, GfxCtx, Key, Outcome, Panel, State, UpdateType};
pub use self::gameplay::{spawn_agents_around, GameplayMode, TutorialPointer, TutorialState};
pub use self::minimap::MinimapController;
use self::misc_tools::{RoutePreview, TrafficRecorder};
pub use self::speed::{SpeedSetting, TimePanel};
pub use self::time_warp::TimeWarpScreen;
use crate::app::{App, Transition};
use crate::common::{tool_panel, CommonState};
use crate::debug::DebugMode;
use crate::edit::{
can_edit_lane, EditMode, LaneEditor, SaveEdits, StopSignEditor, TrafficSignalEditor,
};
use crate::info::ContextualActions;
use crate::layer::favorites::{Favorites, ShowFavorites};
use crate::layer::PickLayer;
use crate::pregame::MainMenu;
pub mod dashboards;
pub mod gameplay;
mod minimap;
mod misc_tools;
mod speed;
mod time_warp;
pub struct SandboxMode {
gameplay: Box<dyn gameplay::GameplayState>,
pub gameplay_mode: GameplayMode,
pub controls: SandboxControls,
recalc_unzoomed_agent: Option<Time>,
last_cs: ColorSchemeChoice,
}
pub struct SandboxControls {
pub common: Option<CommonState>,
route_preview: Option<RoutePreview>,
tool_panel: Option<Panel>,
pub time_panel: Option<TimePanel>,
minimap: Option<Minimap<App, MinimapController>>,
}
impl SandboxMode {
pub fn simple_new(app: &mut App, mode: GameplayMode) -> Box<dyn State<App>> {
SandboxMode::async_new(app, mode, Box::new(|_, _| Vec::new()))
}
pub fn async_new(
app: &mut App,
mode: GameplayMode,
finalize: Box<dyn FnOnce(&mut EventCtx, &mut App) -> Vec<Transition>>,
) -> Box<dyn State<App>> {
app.primary.clear_sim();
Box::new(SandboxLoader {
stage: Some(LoadStage::LoadingMap),
mode,
finalize: Some(finalize),
})
}
pub fn contextual_actions(&self) -> Actions {
Actions {
is_paused: self
.controls
.time_panel
.as_ref()
.map(|s| s.is_paused())
.unwrap_or(true),
can_interact: self.gameplay.can_examine_objects(),
gameplay: self.gameplay_mode.clone(),
}
}
}
impl State<App> for SandboxMode {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
if app.opts.toggle_day_night_colors {
if is_daytime(app) {
app.change_color_scheme(ctx, ColorSchemeChoice::DayMode)
} else {
app.change_color_scheme(ctx, ColorSchemeChoice::NightMode)
};
}
if app.opts.color_scheme != self.last_cs {
self.last_cs = app.opts.color_scheme;
self.controls.recreate_panels(ctx, app);
self.gameplay.recreate_panels(ctx, app);
}
if self.gameplay.can_move_canvas() {
if ctx.canvas_movement() {
if let Err(err) = URLManager::update_url_cam(ctx, app) {
warn!("Couldn't update URL: {}", err);
}
}
}
let mut actions = self.contextual_actions();
if let Some(t) = self
.gameplay
.event(ctx, app, &mut self.controls, &mut actions)
{
return t;
}
if ctx.redo_mouseover() {
app.recalculate_current_selection(ctx);
}
if app.opts.dev && ctx.input.pressed(lctrl(Key::D)) {
return Transition::Push(DebugMode::new(ctx, app));
}
if let Some(ref mut m) = self.controls.minimap {
if let Some(t) = m.event(ctx, app) {
return t;
}
if let Some(t) = PickLayer::update(ctx, app) {
return t;
}
}
if let Some(ref mut tp) = self.controls.time_panel {
if let Some(t) = tp.event(ctx, app, Some(&self.gameplay_mode)) {
return t;
}
}
if app.primary.current_selection.is_none()
&& ctx.canvas.cam_zoom < app.opts.min_zoom_for_detail
{
if ctx.redo_mouseover()
|| self
.recalc_unzoomed_agent
.map(|t| t != app.primary.sim.time())
.unwrap_or(true)
{
mouseover_unzoomed_agent_circle(ctx, app);
}
}
if let Some(ref mut r) = self.controls.route_preview {
if let Some(t) = r.event(ctx, app) {
return t;
}
}
if let Some(ref mut c) = self.controls.common {
if let Some(t) = c.event(ctx, app, &mut actions) {
return t;
}
}
if let Some(ref mut tp) = self.controls.tool_panel {
match tp.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"back" => {
return maybe_exit_sandbox(ctx);
}
"settings" => {
return Transition::Push(OptionsPanel::new(ctx, app));
}
_ => unreachable!(),
},
_ => {}
}
}
if self
.controls
.time_panel
.as_ref()
.map(|s| s.is_paused())
.unwrap_or(true)
{
Transition::Keep
} else {
ctx.request_update(UpdateType::Game);
Transition::Keep
}
}
fn draw(&self, g: &mut GfxCtx, app: &App) {
if let Some(ref l) = app.primary.layer {
l.draw(g, app);
}
if !app.opts.minimal_controls {
if let Some(ref c) = self.controls.common {
c.draw(g, app);
} else {
CommonState::draw_osd(g, app);
}
if let Some(ref tp) = self.controls.tool_panel {
tp.draw(g);
}
}
if let Some(ref tp) = self.controls.time_panel {
tp.draw(g);
}
if let Some(ref m) = self.controls.minimap {
m.draw(g, app);
}
if let Some(ref r) = self.controls.route_preview {
r.draw(g);
}
if !app.opts.minimal_controls {
self.gameplay.draw(g, app);
}
}
fn on_destroy(&mut self, _: &mut EventCtx, app: &mut App) {
app.primary.layer = None;
app.primary.agents.borrow_mut().unzoomed_agents = UnzoomedAgents::new();
self.gameplay.on_destroy(app);
}
}
pub fn maybe_exit_sandbox(ctx: &mut EventCtx) -> Transition {
Transition::Push(ChooseSomething::new(
ctx,
"Are you ready to leave this mode?",
vec![
Choice::string("keep playing"),
Choice::string("quit to main screen").key(Key::Q),
],
Box::new(|resp, ctx, app| {
if resp == "keep playing" {
return Transition::Pop;
}
if app.primary.map.unsaved_edits() {
return Transition::Multi(vec![
Transition::Push(Box::new(BackToMainMenu)),
Transition::Push(SaveEdits::new(
ctx,
app,
"Do you want to save your proposal first?",
true,
None,
Box::new(|_, _| {}),
)),
]);
}
Transition::Replace(Box::new(BackToMainMenu))
}),
))
}
struct BackToMainMenu;
impl State<App> for BackToMainMenu {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
app.change_color_scheme(ctx, ColorSchemeChoice::Pregame);
app.clear_everything(ctx);
Transition::Clear(vec![MainMenu::new(ctx)])
}
fn draw(&self, _: &mut GfxCtx, _: &App) {}
}
pub struct Actions {
is_paused: bool,
can_interact: bool,
gameplay: GameplayMode,
}
impl ContextualActions for Actions {
fn actions(&self, app: &App, id: ID) -> Vec<(Key, String)> {
let mut actions = Vec::new();
if self.can_interact {
match id.clone() {
ID::Intersection(i) => {
if app.primary.map.get_i(i).is_traffic_signal() {
actions.push((Key::E, "edit traffic signal".to_string()));
}
if app.primary.map.get_i(i).is_stop_sign()
&& self.gameplay.can_edit_stop_signs()
{
actions.push((Key::E, "edit stop sign".to_string()));
}
if app.opts.dev {
if app.primary.sim.num_recorded_trips().is_none() {
actions.push((Key::R, "record traffic here".to_string()));
}
}
}
ID::Lane(l) => {
if !app.primary.map.get_turns_from_lane(l).is_empty() {
actions.push((Key::Z, "explore turns from this lane".to_string()));
}
if can_edit_lane(&self.gameplay, l, app) {
actions.push((Key::E, "edit lane".to_string()));
}
}
ID::Building(b) => {
if Favorites::contains(app, b) {
actions.push((Key::F, "remove this building from favorites".to_string()));
} else {
actions.push((Key::F, "add this building to favorites".to_string()));
}
}
_ => {}
}
}
actions.extend(match self.gameplay {
GameplayMode::Freeform(_) => gameplay::freeform::actions(app, id),
GameplayMode::Tutorial(_) => gameplay::tutorial::actions(app, id),
_ => Vec::new(),
});
actions
}
fn execute(
&mut self,
ctx: &mut EventCtx,
app: &mut App,
id: ID,
action: String,
close_panel: &mut bool,
) -> Transition {
match (id, action.as_ref()) {
(ID::Intersection(i), "edit traffic signal") => Transition::Multi(vec![
Transition::Push(EditMode::new(ctx, app, self.gameplay.clone())),
Transition::Push(TrafficSignalEditor::new(
ctx,
app,
btreeset! {i},
self.gameplay.clone(),
)),
]),
(ID::Intersection(i), "edit stop sign") => Transition::Multi(vec![
Transition::Push(EditMode::new(ctx, app, self.gameplay.clone())),
Transition::Push(StopSignEditor::new(ctx, app, i, self.gameplay.clone())),
]),
(ID::Intersection(i), "record traffic here") => {
Transition::Push(TrafficRecorder::new(ctx, btreeset! {i}))
}
(ID::Lane(l), "explore turns from this lane") => {
Transition::Push(TurnExplorer::new(ctx, app, l))
}
(ID::Lane(l), "edit lane") => Transition::Multi(vec![
Transition::Push(EditMode::new(ctx, app, self.gameplay.clone())),
Transition::Push(LaneEditor::new(ctx, app, l, self.gameplay.clone())),
]),
(ID::Building(b), "add this building to favorites") => {
Favorites::add(app, b);
app.primary.layer = Some(Box::new(ShowFavorites::new(ctx, app)));
Transition::Keep
}
(ID::Building(b), "remove this building from favorites") => {
Favorites::remove(app, b);
app.primary.layer = Some(Box::new(ShowFavorites::new(ctx, app)));
Transition::Keep
}
(_, "follow (run the simulation)") => {
*close_panel = false;
Transition::ModifyState(Box::new(|state, ctx, app| {
let mode = state.downcast_mut::<SandboxMode>().unwrap();
let time_panel = mode.controls.time_panel.as_mut().unwrap();
assert!(time_panel.is_paused());
time_panel.resume(ctx, app, SpeedSetting::Realtime);
}))
}
(_, "unfollow (pause the simulation)") => {
*close_panel = false;
Transition::ModifyState(Box::new(|state, ctx, app| {
let mode = state.downcast_mut::<SandboxMode>().unwrap();
let time_panel = mode.controls.time_panel.as_mut().unwrap();
assert!(!time_panel.is_paused());
time_panel.pause(ctx, app);
}))
}
(id, action) => match self.gameplay {
GameplayMode::Freeform(_) => gameplay::freeform::execute(ctx, app, id, action),
GameplayMode::Tutorial(_) => gameplay::tutorial::execute(ctx, app, id, action),
_ => unreachable!(),
},
}
}
fn is_paused(&self) -> bool {
self.is_paused
}
fn gameplay_mode(&self) -> GameplayMode {
self.gameplay.clone()
}
}
enum LoadStage {
LoadingMap,
LoadingScenario,
GotScenario(Scenario),
LoadingPrebaked(String),
GotPrebaked(String, Result<Analytics>),
Finalizing,
}
struct SandboxLoader {
stage: Option<LoadStage>,
mode: GameplayMode,
finalize: Option<Box<dyn FnOnce(&mut EventCtx, &mut App) -> Vec<Transition>>>,
}
impl State<App> for SandboxLoader {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
loop {
match self.stage.take().unwrap() {
LoadStage::LoadingMap => {
return Transition::Push(MapLoader::new(
ctx,
app,
self.mode.map_name().clone(),
Box::new(|_, _| {
Transition::Multi(vec![
Transition::Pop,
Transition::ModifyState(Box::new(|state, _, _| {
let loader = state.downcast_mut::<SandboxLoader>().unwrap();
loader.stage = Some(LoadStage::LoadingScenario);
})),
])
}),
));
}
LoadStage::LoadingScenario => {
match ctx.loading_screen("load scenario", |_, mut timer| {
self.mode.scenario(
app,
app.primary.current_flags.sim_flags.make_rng(),
&mut timer,
)
}) {
gameplay::LoadScenario::Nothing => {
app.set_prebaked(None);
self.stage = Some(LoadStage::Finalizing);
continue;
}
gameplay::LoadScenario::Scenario(scenario) => {
self.stage = Some(LoadStage::GotScenario(scenario));
continue;
}
gameplay::LoadScenario::Future(future) => {
let (_, outer_progress_rx) = futures_channel::mpsc::channel(1);
let (_, inner_progress_rx) = futures_channel::mpsc::channel(1);
return Transition::Push(FutureLoader::<App, Scenario>::new(
ctx,
Box::pin(future),
outer_progress_rx,
inner_progress_rx,
"Loading Scenario",
Box::new(|_, _, scenario| {
let scenario =
scenario.expect("failed to load scenario from future");
Transition::Multi(vec![
Transition::Pop,
Transition::ModifyState(Box::new(|state, _, _| {
let loader =
state.downcast_mut::<SandboxLoader>().unwrap();
loader.stage = Some(LoadStage::GotScenario(scenario));
})),
])
}),
));
}
gameplay::LoadScenario::Path(path) => {
if let Some(ref scenario) = app.primary.scenario {
if scenario.scenario_name == abstutil::basename(&path) {
self.stage = Some(LoadStage::GotScenario(scenario.clone()));
continue;
}
}
return Transition::Push(FileLoader::<App, Scenario>::new(
ctx,
path,
Box::new(|_, _, _, scenario| {
let scenario = scenario.unwrap();
Transition::Multi(vec![
Transition::Pop,
Transition::ModifyState(Box::new(|state, _, _| {
let loader =
state.downcast_mut::<SandboxLoader>().unwrap();
loader.stage = Some(LoadStage::GotScenario(scenario));
})),
])
}),
));
}
}
}
LoadStage::GotScenario(mut scenario) => {
let scenario_name = scenario.scenario_name.clone();
ctx.loading_screen("instantiate scenario", |_, mut timer| {
app.primary.scenario = Some(scenario.clone());
if let GameplayMode::PlayScenario(_, _, ref modifiers) = self.mode {
for m in modifiers {
scenario = m.apply(&app.primary.map, scenario);
}
}
scenario.instantiate(
&mut app.primary.sim,
&app.primary.map,
&mut app.primary.current_flags.sim_flags.make_rng(),
&mut timer,
);
app.primary
.sim
.tiny_step(&app.primary.map, &mut app.primary.sim_cb);
});
self.stage = Some(LoadStage::LoadingPrebaked(scenario_name));
continue;
}
LoadStage::LoadingPrebaked(scenario_name) => {
if app
.has_prebaked()
.map(|(m, s)| m == app.primary.map.get_name() && s == &scenario_name)
.unwrap_or(false)
{
self.stage = Some(LoadStage::Finalizing);
continue;
}
return Transition::Push(FileLoader::<App, Analytics>::new(
ctx,
abstio::path_prebaked_results(app.primary.map.get_name(), &scenario_name),
Box::new(move |_, _, _, prebaked| {
Transition::Multi(vec![
Transition::Pop,
Transition::ModifyState(Box::new(move |state, _, _| {
let loader = state.downcast_mut::<SandboxLoader>().unwrap();
loader.stage =
Some(LoadStage::GotPrebaked(scenario_name, prebaked));
})),
])
}),
));
}
LoadStage::GotPrebaked(scenario_name, prebaked) => {
match prebaked {
Ok(prebaked) => {
app.set_prebaked(Some((
app.primary.map.get_name().clone(),
scenario_name,
prebaked,
)));
}
Err(err) => {
warn!(
"No prebaked simulation results for \"{}\" scenario on {} map. \
This means trip dashboards can't compare current times to any \
kind of baseline: {}",
scenario_name,
app.primary.map.get_name().describe(),
err
);
app.set_prebaked(None);
}
}
self.stage = Some(LoadStage::Finalizing);
continue;
}
LoadStage::Finalizing => {
let mut gameplay = self.mode.initialize(ctx, app);
gameplay.recreate_panels(ctx, app);
let sandbox = Box::new(SandboxMode {
controls: SandboxControls::new(ctx, app, &gameplay),
gameplay,
gameplay_mode: self.mode.clone(),
recalc_unzoomed_agent: None,
last_cs: app.opts.color_scheme,
});
let mut transitions = vec![Transition::Replace(sandbox)];
transitions.extend((self.finalize.take().unwrap())(ctx, app));
return Transition::Multi(transitions);
}
}
}
}
fn draw(&self, _: &mut GfxCtx, _: &App) {}
}
fn mouseover_unzoomed_agent_circle(ctx: &mut EventCtx, app: &mut App) {
let cursor = if let Some(pt) = ctx.canvas.get_cursor_in_map_space() {
pt
} else {
return;
};
for (id, _, _) in app
.primary
.agents
.borrow_mut()
.calculate_unzoomed_agents(ctx, app)
.query(
Circle::new(cursor, Distance::meters(3.0))
.get_bounds()
.as_bbox(),
)
{
if let Some(pt) = app
.primary
.sim
.canonical_pt_for_agent(*id, &app.primary.map)
{
if Circle::new(pt, unzoomed_agent_radius(id.to_vehicle_type())).contains_pt(cursor) {
app.primary.current_selection = Some(ID::from_agent(*id));
}
}
}
}
fn is_daytime(app: &App) -> bool {
let hours = app.primary.sim.time().get_hours() % 24;
hours >= 6 && hours < 18
}
impl SandboxControls {
pub fn new(
ctx: &mut EventCtx,
app: &App,
gameplay: &Box<dyn gameplay::GameplayState>,
) -> SandboxControls {
SandboxControls {
common: if gameplay.has_common() {
Some(CommonState::new())
} else {
None
},
route_preview: if gameplay.can_examine_objects() {
Some(RoutePreview::new())
} else {
None
},
tool_panel: if gameplay.has_tool_panel() {
Some(tool_panel(ctx))
} else {
None
},
time_panel: if gameplay.has_time_panel() {
Some(TimePanel::new(ctx, app))
} else {
None
},
minimap: if gameplay.has_minimap() {
Some(Minimap::new(ctx, app, MinimapController))
} else {
None
},
}
}
fn recreate_panels(&mut self, ctx: &mut EventCtx, app: &App) {
if self.tool_panel.is_some() {
self.tool_panel = Some(tool_panel(ctx));
}
if let Some(ref mut speed) = self.time_panel {
speed.recreate_panel(ctx, app);
}
if let Some(ref mut minimap) = self.minimap {
minimap.recreate_panel(ctx, app);
}
}
}