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,
})
}
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 {
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);
}
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;
}
}
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| {
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 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()
}
}