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
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
mod dashboards;
pub mod gameplay;
mod misc_tools;
mod speed;
mod uber_turns;

use self::misc_tools::{RoutePreview, TurnExplorer};
use crate::app::App;
use crate::common::{tool_panel, CommonState, ContextualActions, IsochroneViewer, Minimap};
use crate::debug::DebugMode;
use crate::edit::{
    apply_map_edits, can_edit_lane, EditMode, LaneEditor, SaveEdits, StopSignEditor,
    TrafficSignalEditor,
};
use crate::game::{ChooseSomething, State, Transition};
use crate::helpers::ID;
use crate::layer::PickLayer;
use crate::options::OptionsPanel;
use crate::pregame::MainMenu;
use crate::render::UnzoomedAgents;
pub use gameplay::{spawn_agents_around, GameplayMode, TutorialPointer, TutorialState};
use geom::Time;
use map_model::MapEdits;
use maplit::btreeset;
use sim::AgentType;
pub use speed::TimeWarpScreen;
pub use speed::{SpeedControls, TimePanel};
use widgetry::{
    hotkey, lctrl, Btn, Choice, EventCtx, GfxCtx, HorizontalAlignment, Key, Line, Outcome, Panel,
    Text, TextExt, UpdateType, VerticalAlignment, Widget,
};

pub struct SandboxMode {
    gameplay: Box<dyn gameplay::GameplayState>,
    pub gameplay_mode: GameplayMode,

    pub controls: SandboxControls,
}

pub struct SandboxControls {
    pub common: Option<CommonState>,
    route_preview: Option<RoutePreview>,
    tool_panel: Option<Panel>,
    time_panel: Option<TimePanel>,
    speed: Option<SpeedControls>,
    pub agent_meter: Option<AgentMeter>,
    minimap: Option<Minimap>,
}

impl SandboxMode {
    pub fn new(ctx: &mut EventCtx, app: &mut App, mode: GameplayMode) -> Box<dyn State> {
        app.primary.clear_sim();
        let gameplay = mode.initialize(ctx, app);

        Box::new(SandboxMode {
            controls: 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
                },
                speed: if gameplay.has_speed() {
                    Some(SpeedControls::new(ctx, app))
                } else {
                    None
                },
                agent_meter: if gameplay.has_agent_meter() {
                    Some(AgentMeter::new(ctx, app))
                } else {
                    None
                },
                minimap: if gameplay.has_minimap() {
                    Some(Minimap::new(ctx, app))
                } else {
                    None
                },
            },
            gameplay,
            gameplay_mode: mode,
        })
    }

    // Just for Warping
    pub fn contextual_actions(&self) -> Actions {
        Actions {
            is_paused: self
                .controls
                .speed
                .as_ref()
                .map(|s| s.is_paused())
                .unwrap_or(true),
            can_interact: self.gameplay.can_examine_objects(),
            gameplay: self.gameplay_mode.clone(),
        }
    }
}

impl State for SandboxMode {
    fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
        // Do this before gameplay
        if self.gameplay.can_move_canvas() {
            ctx.canvas_movement();
        }

        if let Some(t) = self.gameplay.event(ctx, app, &mut self.controls) {
            return t;
        }

        if ctx.redo_mouseover() {
            app.recalculate_current_selection(ctx);
        }

        // Order here is pretty arbitrary
        if app.opts.dev && ctx.input.pressed(lctrl(Key::D)) {
            return Transition::Push(Box::new(DebugMode::new(ctx)));
        }

        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, &m.panel) {
                return t;
            }
        }

        if let Some(ref mut s) = self.controls.speed {
            if let Some(t) = s.event(ctx, app, Some(&self.gameplay_mode)) {
                return t;
            }
        }

        if let Some(ref mut r) = self.controls.route_preview {
            if let Some(t) = r.event(ctx, app) {
                return t;
            }
        }

        // Fragile ordering. Let this work before tool_panel, so Key::Escape from the info panel
        // beats the one to quit. And let speed update the sim before we update the info panel.
        let mut actions = self.contextual_actions();
        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.time_panel {
            tp.event(ctx, app);
        }

        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 let Some(ref mut am) = self.controls.agent_meter {
            if let Some(t) = am.event(ctx, app) {
                return t;
            }
        }

        if self
            .controls
            .speed
            .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.layer {
            l.draw(g, app);
        }

        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 s) = self.controls.speed {
            s.draw(g);
        }
        if let Some(ref tp) = self.controls.time_panel {
            tp.draw(g);
        }
        if let Some(ref am) = self.controls.agent_meter {
            am.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);
        }

        self.gameplay.draw(g, app);
    }

    fn on_destroy(&mut self, _: &mut EventCtx, app: &mut App) {
        app.layer = None;
        app.unzoomed_agents = UnzoomedAgents::new(&app.cs);
        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;
            }

            ctx.canvas.save_camera_state(app.primary.map.get_name());
            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 edits first?",
                        true,
                        None,
                    )),
                ]);
            }
            Transition::Replace(Box::new(BackToMainMenu))
        }),
    ))
}

struct BackToMainMenu;

impl State for BackToMainMenu {
    fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
        ctx.loading_screen("reset map and sim", |ctx, mut timer| {
            // Always safe to do this
            apply_map_edits(ctx, app, MapEdits::new());
            app.primary
                .map
                .recalculate_pathfinding_after_edits(&mut timer);

            app.primary.clear_sim();
            app.set_prebaked(None);
        });
        Transition::Clear(vec![MainMenu::new(ctx, app)])
    }

    fn draw(&self, _: &mut GfxCtx, _: &App) {}
}

pub struct AgentMeter {
    time: Time,
    pub panel: Panel,
}

impl AgentMeter {
    pub fn new(ctx: &mut EventCtx, app: &App) -> AgentMeter {
        use abstutil::prettyprint_usize;

        let (finished, unfinished) = app.primary.sim.num_trips();
        let by_type = app.primary.sim.num_agents();

        let rows = vec![
            "Active trips".draw_text(ctx),
            Widget::custom_row(vec![
                Widget::custom_row(vec![
                    Widget::draw_svg(ctx, "system/assets/meters/pedestrian.svg").margin_right(5),
                    prettyprint_usize(by_type.get(AgentType::Pedestrian)).draw_text(ctx),
                ]),
                Widget::custom_row(vec![
                    Widget::draw_svg(ctx, "system/assets/meters/bike.svg").margin_right(5),
                    prettyprint_usize(by_type.get(AgentType::Bike)).draw_text(ctx),
                ]),
                Widget::custom_row(vec![
                    Widget::draw_svg(ctx, "system/assets/meters/car.svg").margin_right(5),
                    prettyprint_usize(by_type.get(AgentType::Car)).draw_text(ctx),
                ]),
                Widget::custom_row(vec![
                    Widget::draw_svg(ctx, "system/assets/meters/bus.svg").margin_right(5),
                    prettyprint_usize(by_type.get(AgentType::Bus) + by_type.get(AgentType::Train))
                        .draw_text(ctx),
                ]),
                Widget::custom_row(vec![
                    Widget::draw_svg(ctx, "system/assets/meters/passenger.svg").margin_right(5),
                    prettyprint_usize(by_type.get(AgentType::TransitRider)).draw_text(ctx),
                ]),
            ])
            .centered(),
            Widget::horiz_separator(ctx, 0.2),
            Widget::row(vec![
                {
                    let mut txt = Text::new();
                    let pct = if unfinished == 0 {
                        100.0
                    } else {
                        100.0 * (finished as f64) / ((finished + unfinished) as f64)
                    };
                    txt.add(Line(format!(
                        "Finished trips: {} ({}%)",
                        prettyprint_usize(finished),
                        pct as usize
                    )));
                    txt.draw(ctx)
                },
                Btn::svg_def("system/assets/meters/trip_histogram.svg")
                    .build(ctx, "more data", hotkey(Key::Q))
                    .align_right(),
            ]),
        ];

        let panel = Panel::new(Widget::col(rows))
            .aligned(HorizontalAlignment::Right, VerticalAlignment::Top)
            .build(ctx);

        AgentMeter {
            time: app.primary.sim.time(),
            panel,
        }
    }

    pub fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Option<Transition> {
        if self.time != app.primary.sim.time() {
            *self = AgentMeter::new(ctx, app);
            return self.event(ctx, app);
        }
        match self.panel.event(ctx) {
            Outcome::Clicked(x) => match x.as_ref() {
                "more data" => {
                    return Some(Transition::Push(dashboards::TripTable::new(ctx, app)));
                }
                _ => unreachable!(),
            },
            _ => {}
        }

        None
    }

    pub fn draw(&self, g: &mut GfxCtx) {
        self.panel.draw(g);
    }
}

// pub for Warping
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 {
                        actions.push((Key::U, "explore uber-turns".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(_) => {
                    if app.opts.dev {
                        actions.push((Key::I, "explore isochrone from here".to_string()));
                    }
                }
                _ => {}
            }
        }
        actions.extend(self.gameplay.actions(app, id));
        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), "explore uber-turns") => {
                Transition::Push(uber_turns::UberTurnPicker::new(ctx, app, 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), "explore isochrone from here") => {
                Transition::Push(IsochroneViewer::new(ctx, app, b))
            }
            (_, "follow (run the simulation)") => {
                *close_panel = false;
                Transition::KeepWithData(Box::new(|state, ctx, app| {
                    let mode = state.downcast_mut::<SandboxMode>().unwrap();
                    let speed = mode.controls.speed.as_mut().unwrap();
                    assert!(speed.is_paused());
                    speed.resume_realtime(ctx, app);
                }))
            }
            (_, "unfollow (pause the simulation)") => {
                *close_panel = false;
                Transition::KeepWithData(Box::new(|state, ctx, app| {
                    let mode = state.downcast_mut::<SandboxMode>().unwrap();
                    let speed = mode.controls.speed.as_mut().unwrap();
                    assert!(!speed.is_paused());
                    speed.pause(ctx, app);
                }))
            }
            (id, action) => self
                .gameplay
                .execute(ctx, app, id, action.to_string(), close_panel),
        }
    }
    fn is_paused(&self) -> bool {
        self.is_paused
    }
    fn gameplay_mode(&self) -> GameplayMode {
        self.gameplay.clone()
    }
}