use core::future::Future;
use core::pin::Pin;
use anyhow::Result;
use rand_xorshift::XorShiftRng;
use abstio::MapName;
use abstutil::Timer;
use geom::Duration;
use map_model::{EditCmd, EditIntersection, MapEdits};
use sim::{OrigPersonID, Scenario, ScenarioGenerator, ScenarioModifier};
use widgetry::{
lctrl, Color, EventCtx, GeomBatch, GfxCtx, Key, Line, Outcome, Panel, State, TextExt, Widget,
};
pub use self::freeform::spawn_agents_around;
pub use self::tutorial::{Tutorial, TutorialPointer, TutorialState};
use crate::app::App;
use crate::app::Transition;
use crate::challenges::{Challenge, ChallengesPicker};
use crate::edit::SaveEdits;
use crate::pregame::MainMenu;
use crate::sandbox::{Actions, SandboxControls, SandboxMode};
mod actdev;
pub mod commute;
pub mod fix_traffic_signals;
pub mod freeform;
pub mod play_scenario;
pub mod tutorial;
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone)]
pub enum GameplayMode {
Freeform(MapName),
PlayScenario(MapName, String, Vec<ScenarioModifier>),
FixTrafficSignals,
OptimizeCommute(OrigPersonID, Duration),
Actdev(MapName, String, bool),
Tutorial(TutorialPointer),
}
pub trait GameplayState: downcast_rs::Downcast {
fn event(
&mut self,
ctx: &mut EventCtx,
app: &mut App,
controls: &mut SandboxControls,
actions: &mut Actions,
) -> Option<Transition>;
fn draw(&self, g: &mut GfxCtx, app: &App);
fn on_destroy(&self, _: &mut App) {}
fn recreate_panels(&mut self, ctx: &mut EventCtx, app: &App);
fn can_move_canvas(&self) -> bool {
true
}
fn can_examine_objects(&self) -> bool {
true
}
fn has_common(&self) -> bool {
true
}
fn has_tool_panel(&self) -> bool {
true
}
fn has_time_panel(&self) -> bool {
true
}
fn has_minimap(&self) -> bool {
true
}
}
downcast_rs::impl_downcast!(GameplayState);
pub enum LoadScenario {
Nothing,
Path(String),
Scenario(Scenario),
#[cfg(target_arch = "wasm32")]
Future(Pin<Box<dyn Future<Output = Result<Box<dyn Send + FnOnce(&App) -> Scenario>>>>>),
#[cfg(not(target_arch = "wasm32"))]
Future(Pin<Box<dyn Send + Future<Output = Result<Box<dyn Send + FnOnce(&App) -> Scenario>>>>>),
}
impl GameplayMode {
pub fn map_name(&self) -> MapName {
match self {
GameplayMode::Freeform(ref name) => name.clone(),
GameplayMode::PlayScenario(ref name, _, _) => name.clone(),
GameplayMode::FixTrafficSignals => MapName::seattle("downtown"),
GameplayMode::OptimizeCommute(_, _) => MapName::seattle("montlake"),
GameplayMode::Tutorial(_) => MapName::seattle("montlake"),
GameplayMode::Actdev(ref name, _, _) => name.clone(),
}
}
pub fn scenario(&self, app: &App, mut rng: XorShiftRng, timer: &mut Timer) -> LoadScenario {
let map = &app.primary.map;
let name = match self {
GameplayMode::Freeform(_) => {
let mut s = Scenario::empty(map, "empty");
s.only_seed_buses = None;
return LoadScenario::Scenario(s);
}
GameplayMode::PlayScenario(_, ref scenario, _) => scenario.to_string(),
GameplayMode::Tutorial(current) => {
return match Tutorial::scenario(app, *current) {
Some(generator) => {
LoadScenario::Scenario(generator.generate(map, &mut rng, timer))
}
None => LoadScenario::Nothing,
};
}
GameplayMode::Actdev(_, ref scenario, bg_traffic) => {
if *bg_traffic {
format!("{}_with_bg", scenario)
} else {
scenario.to_string()
}
}
GameplayMode::FixTrafficSignals | GameplayMode::OptimizeCommute(_, _) => {
"weekday".to_string()
}
};
if name == "random" {
LoadScenario::Scenario(ScenarioGenerator::small_run(map).generate(map, &mut rng, timer))
} else if name == "home_to_work" {
LoadScenario::Scenario(ScenarioGenerator::proletariat_robot(map, &mut rng, timer))
} else if name == "census" {
let map_area = map.get_boundary_polygon().clone();
let map_bounds = map.get_gps_bounds().clone();
let mut rng = sim::fork_rng(&mut rng);
LoadScenario::Future(Box::pin(async move {
let areas = popdat::CensusArea::fetch_all_for_map(&map_area, &map_bounds).await?;
let scenario_from_app: Box<dyn Send + FnOnce(&App) -> Scenario> =
Box::new(move |app: &App| {
let config = popdat::Config::default();
popdat::generate_scenario(
"typical monday",
areas,
config,
&app.primary.map,
&mut rng,
)
});
Ok(scenario_from_app)
}))
} else {
LoadScenario::Path(abstio::path_scenario(map.get_name(), &name))
}
}
pub fn can_edit_lanes(&self) -> bool {
!matches!(self, GameplayMode::FixTrafficSignals)
}
pub fn can_edit_stop_signs(&self) -> bool {
!matches!(self, GameplayMode::FixTrafficSignals)
}
pub fn can_jump_to_time(&self) -> bool {
!matches!(self, GameplayMode::Freeform(_))
}
pub fn allows(&self, edits: &MapEdits) -> bool {
for cmd in &edits.commands {
match cmd {
EditCmd::ChangeRoad { .. } => {
if !self.can_edit_lanes() {
return false;
}
}
EditCmd::ChangeIntersection { ref new, .. } => match new {
EditIntersection::StopSign(_) | EditIntersection::Closed => {
if !self.can_edit_stop_signs() {
return false;
}
}
_ => {}
},
EditCmd::ChangeRouteSchedule { .. } => {}
}
}
true
}
pub fn initialize(&self, ctx: &mut EventCtx, app: &mut App) -> Box<dyn GameplayState> {
match self {
GameplayMode::Freeform(_) => freeform::Freeform::new_state(ctx, app),
GameplayMode::PlayScenario(_, ref scenario, ref modifiers) => {
play_scenario::PlayScenario::new_state(ctx, app, scenario, modifiers.clone())
}
GameplayMode::FixTrafficSignals => {
fix_traffic_signals::FixTrafficSignals::new_state(ctx)
}
GameplayMode::OptimizeCommute(p, goal) => {
commute::OptimizeCommute::new_state(ctx, app, *p, *goal)
}
GameplayMode::Tutorial(current) => Tutorial::make_gameplay(ctx, app, *current),
GameplayMode::Actdev(_, ref scenario, bg_traffic) => {
actdev::Actdev::new_state(ctx, scenario.clone(), *bg_traffic)
}
}
}
}
fn challenge_header(ctx: &mut EventCtx, title: &str) -> Widget {
Widget::row(vec![
Line(title).small_heading().into_widget(ctx).centered_vert(),
ctx.style()
.btn_plain
.icon("system/assets/tools/info.svg")
.build_widget(ctx, "instructions")
.centered_vert(),
Widget::vert_separator(ctx, 50.0),
ctx.style()
.btn_outline
.icon_text("system/assets/tools/pencil.svg", "Edit map")
.hotkey(lctrl(Key::E))
.build_widget(ctx, "edit map")
.centered_vert(),
])
.padding(5)
}
pub struct FinalScore {
panel: Panel,
retry: GameplayMode,
next_mode: Option<GameplayMode>,
chose_next: bool,
chose_back_to_challenges: bool,
}
impl FinalScore {
pub fn new_state(
ctx: &mut EventCtx,
app: &App,
msg: String,
mode: GameplayMode,
next_mode: Option<GameplayMode>,
) -> Box<dyn State<App>> {
Box::new(FinalScore {
panel: Panel::new_builder(
Widget::custom_row(vec![
GeomBatch::load_svg(ctx, "system/assets/characters/boss.svg.gz")
.scale(0.75)
.autocrop()
.into_widget(ctx)
.container()
.outline((10.0, Color::BLACK))
.padding(10),
Widget::col(vec![
msg.text_widget(ctx),
ctx.style()
.btn_outline
.text("Keep simulating")
.build_def(ctx),
ctx.style().btn_outline.text("Try again").build_def(ctx),
if next_mode.is_some() {
ctx.style()
.btn_solid_primary
.text("Next challenge")
.build_def(ctx)
} else {
Widget::nothing()
},
ctx.style()
.btn_outline
.text("Back to challenges")
.build_def(ctx),
])
.outline((10.0, Color::BLACK))
.padding(10),
])
.bg(app.cs.panel_bg),
)
.build_custom(ctx),
retry: mode,
next_mode,
chose_next: false,
chose_back_to_challenges: false,
})
}
}
impl State<App> for FinalScore {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
if let Outcome::Clicked(x) = self.panel.event(ctx) {
match x.as_ref() {
"Keep simulating" => {
return Transition::Pop;
}
"Try again" => {
return Transition::Multi(vec![
Transition::Pop,
Transition::Replace(SandboxMode::simple_new(app, self.retry.clone())),
]);
}
"Next challenge" => {
self.chose_next = true;
if app.primary.map.unsaved_edits() {
return Transition::Push(SaveEdits::new_state(
ctx,
app,
"Do you want to save your proposal first?",
true,
None,
Box::new(|_, _| {}),
));
}
}
"Back to challenges" => {
self.chose_back_to_challenges = true;
if app.primary.map.unsaved_edits() {
return Transition::Push(SaveEdits::new_state(
ctx,
app,
"Do you want to save your proposal first?",
true,
None,
Box::new(|_, _| {}),
));
}
}
_ => unreachable!(),
}
}
if self.chose_next || self.chose_back_to_challenges {
app.clear_everything(ctx);
}
if self.chose_next {
return Transition::Clear(vec![
MainMenu::new_state(ctx),
SandboxMode::simple_new(app, self.next_mode.clone().unwrap()),
(Challenge::find(self.next_mode.as_ref().unwrap())
.0
.cutscene
.unwrap())(ctx, app, self.next_mode.as_ref().unwrap()),
]);
}
if self.chose_back_to_challenges {
return Transition::Clear(vec![
MainMenu::new_state(ctx),
ChallengesPicker::new_state(ctx, app),
]);
}
Transition::Keep
}
fn draw(&self, g: &mut GfxCtx, app: &App) {
g.clear(app.cs.dialog_bg);
self.panel.draw(g);
}
}