#[macro_use]
extern crate anyhow;
#[macro_use]
extern crate log;
use abstio::MapName;
use abstutil::{CmdArgs, Timer};
use map_gui::options::Options;
use map_model::Map;
use sim::{Sim, SimFlags};
use widgetry::{EventCtx, State, Transition};
use crate::app::{App, Flags};
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 pregame;
mod sandbox;
pub fn main() {
let mut args = CmdArgs::new();
if args.enabled("--prebake") {
challenges::prebake::prebake_all();
return;
}
let mut flags = Flags {
sim_flags: SimFlags::from_args(&mut args),
live_map_edits: args.enabled("--live_map_edits"),
};
let mut opts = Options::default();
opts.toggle_day_night_colors = true;
opts.update_from_args(&mut args);
let mut settings = widgetry::Settings::new("A/B Street")
.read_svg(Box::new(abstio::slurp_bytes))
.window_icon(abstio::path("system/assets/pregame/icon.png"))
.loading_tips(map_gui::tools::loading_tips());
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);
}
let mut mode = None;
let mut initialize_tutorial = false;
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 {
flags.sim_flags.load = challenge.gameplay.map_name().path();
mode = Some(challenge.gameplay);
break 'OUTER;
} else {
aliases.push(challenge.alias);
}
}
}
if mode.is_none() {
panic!("Invalid --challenge={}. Choices: {}", x, aliases.join(", "));
}
}
if let Some(n) = args.optional_parse("--tutorial", |s| s.parse::<usize>()) {
initialize_tutorial = true;
mode = Some(sandbox::GameplayMode::Tutorial(
sandbox::TutorialPointer::new(n - 1, 0),
));
}
let modifiers = flags.sim_flags.modifiers.drain(..).collect();
if mode.is_none() && flags.sim_flags.load.contains("scenarios/") {
let (map_name, scenario) = abstio::parse_scenario_path(&flags.sim_flags.load);
flags.sim_flags.load = map_name.path();
mode = Some(sandbox::GameplayMode::PlayScenario(
map_name, scenario, modifiers,
));
}
let start_with_edits = args.optional("--edits");
args.done();
widgetry::run(settings, |ctx| {
setup_app(
ctx,
flags,
opts,
start_with_edits,
mode,
initialize_tutorial,
)
});
}
fn setup_app(
ctx: &mut EventCtx,
flags: Flags,
mut opts: Options,
start_with_edits: Option<String>,
maybe_mode: Option<GameplayMode>,
initialize_tutorial: bool,
) -> (App, Vec<Box<dyn State<App>>>) {
let title = !opts.dev
&& !flags.sim_flags.load.contains("player/save")
&& !flags.sim_flags.load.contains("/scenarios/")
&& maybe_mode.is_none();
if !title {
opts.color_scheme = map_gui::colors::ColorSchemeChoice::NightMode;
}
let cs = map_gui::colors::ColorScheme::new(ctx, opts.color_scheme);
if flags.sim_flags.load.contains("/maps/") {
let map = Map::blank();
let sim = Sim::new(&map, flags.sim_flags.opts.clone());
let primary = crate::app::PerMap::map_loaded(
map,
sim,
flags,
&opts,
&cs,
ctx,
&mut Timer::throwaway(),
);
let app = App {
primary,
cs,
opts,
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(
ctx,
&app,
map_name,
Box::new(move |ctx, app| {
Transition::Clear(finish_app_setup(
ctx,
app,
title,
start_with_edits,
maybe_mode,
initialize_tutorial,
))
}),
)];
(app, states)
} else {
let primary = ctx.loading_screen("load map", |ctx, mut timer| {
assert!(flags.sim_flags.modifiers.is_empty());
let (map, sim, _) = flags.sim_flags.load(timer);
crate::app::PerMap::map_loaded(map, sim, flags, &opts, &cs, ctx, &mut timer)
});
let mut app = App {
primary,
cs,
opts,
per_obj: crate::app::PerObjectActions::new(),
session: crate::app::SessionState::empty(),
};
let states = finish_app_setup(
ctx,
&mut app,
title,
start_with_edits,
maybe_mode,
initialize_tutorial,
);
(app, states)
}
}
fn finish_app_setup(
ctx: &mut EventCtx,
app: &mut App,
title: bool,
start_with_edits: Option<String>,
maybe_mode: Option<GameplayMode>,
initialize_tutorial: bool,
) -> Vec<Box<dyn State<App>>> {
app.primary.init_camera_for_loaded_map(ctx, title);
let savestate = if app
.primary
.current_flags
.sim_flags
.load
.contains("player/saves/")
{
assert!(maybe_mode.is_none());
Some(app.primary.clear_sim())
} else {
None
};
if let Some(edits_name) = start_with_edits {
let mut timer = Timer::new("apply initial edits");
let edits = map_model::MapEdits::load(
&app.primary.map,
abstio::path_edits(app.primary.map.get_name(), &edits_name),
&mut timer,
)
.unwrap();
crate::edit::apply_map_edits(ctx, app, edits);
app.primary
.map
.recalculate_pathfinding_after_edits(&mut timer);
app.primary.clear_sim();
}
if initialize_tutorial {
crate::sandbox::gameplay::Tutorial::initialize(ctx, app);
}
let states: Vec<Box<dyn State<App>>> = if title {
vec![Box::new(TitleScreen::new(ctx, app))]
} else {
let mode = maybe_mode
.unwrap_or_else(|| GameplayMode::Freeform(app.primary.map.get_name().clone()));
vec![SandboxMode::simple_new(ctx, app, mode)]
};
if let Some(ss) = savestate {
app.primary.sim = ss;
}
states
}
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
#[cfg(target_arch = "wasm32")]
#[wasm_bindgen(start)]
pub fn run() {
main();
}