use std::collections::BTreeSet;
use abstutil::Timer;
use geom::{ArrowCap, Distance, Duration, PolyLine, Pt2D, Time};
use map_gui::tools::{grey_out_map, Minimap, PopupMsg};
use map_gui::ID;
use map_model::raw::OriginalRoad;
use map_model::{osm, BuildingID, Map, Position};
use sim::{
AgentID, BorderSpawnOverTime, CarID, IndividTrip, PersonSpec, Scenario, ScenarioGenerator,
SpawnOverTime, TripEndpoint, TripMode, TripPurpose, VehicleType,
};
use widgetry::{
hotkeys, lctrl, Btn, Color, EventCtx, GfxCtx, HorizontalAlignment, Key, Line, Outcome, Panel,
RewriteColor, ScreenPt, State, Text, TextExt, VerticalAlignment, Widget,
};
use crate::app::{App, Transition};
use crate::challenges::cutscene::CutsceneBuilder;
use crate::common::{tool_panel, MinimapController, Warping};
use crate::edit::EditMode;
use crate::sandbox::gameplay::{GameplayMode, GameplayState};
use crate::sandbox::{
maybe_exit_sandbox, spawn_agents_around, Actions, AgentMeter, SandboxControls, SandboxMode,
SpeedControls, TimePanel,
};
const ESCORT: CarID = CarID(0, VehicleType::Car);
const CAR_BIKE_CONTENTION_GOAL: Duration = Duration::const_seconds(15.0);
pub struct Tutorial {
top_center: Panel,
last_finished_task: Task,
msg_panel: Option<Panel>,
warped: bool,
}
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub struct TutorialPointer {
pub stage: usize,
pub part: usize,
}
impl TutorialPointer {
pub fn new(stage: usize, part: usize) -> TutorialPointer {
TutorialPointer { stage, part }
}
}
impl Tutorial {
pub fn start(ctx: &mut EventCtx, app: &mut App) -> Transition {
Tutorial::initialize(ctx, app);
Transition::Multi(vec![
Transition::Push(SandboxMode::simple_new(
ctx,
app,
GameplayMode::Tutorial(
app.session
.tutorial
.as_ref()
.map(|tut| tut.current)
.unwrap_or(TutorialPointer::new(0, 0)),
),
)),
Transition::Push(intro_story(ctx, app)),
])
}
pub fn initialize(ctx: &mut EventCtx, app: &mut App) {
if app.session.tutorial.is_none() {
app.session.tutorial = Some(TutorialState::new(ctx, app));
}
}
pub fn make_gameplay(
ctx: &mut EventCtx,
app: &mut App,
current: TutorialPointer,
) -> Box<dyn GameplayState> {
let mut tut = app.session.tutorial.take().unwrap();
tut.current = current;
let state = tut.make_state(ctx, app);
app.session.tutorial = Some(tut);
state
}
pub fn scenario(app: &App, current: TutorialPointer) -> Option<ScenarioGenerator> {
app.session.tutorial.as_ref().unwrap().stages[current.stage]
.make_scenario
.clone()
}
fn inner_event(
&mut self,
ctx: &mut EventCtx,
app: &mut App,
controls: &mut SandboxControls,
tut: &mut TutorialState,
) -> Option<Transition> {
if !self.warped {
if let Some((ref id, zoom)) = tut.stage().warp_to {
self.warped = true;
return Some(Transition::Push(Warping::new(
ctx,
app.primary.canonical_point(id.clone()).unwrap(),
Some(zoom),
None,
&mut app.primary,
)));
}
}
match self.top_center.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"Quit" => {
return Some(maybe_exit_sandbox(ctx));
}
"previous tutorial" => {
tut.current = TutorialPointer::new(tut.current.stage - 1, 0);
return Some(transition(ctx, app, tut));
}
"next tutorial" => {
tut.current = TutorialPointer::new(tut.current.stage + 1, 0);
return Some(transition(ctx, app, tut));
}
"instructions" => {
tut.current = TutorialPointer::new(tut.current.stage, 0);
return Some(transition(ctx, app, tut));
}
"edit map" => {
if self.msg_panel.is_none() {
let mode = GameplayMode::Tutorial(tut.current);
return Some(Transition::Push(EditMode::new(ctx, app, mode)));
}
}
_ => unreachable!(),
},
_ => {}
}
if let Some(ref mut msg) = self.msg_panel {
match msg.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"previous message" => {
tut.prev();
return Some(transition(ctx, app, tut));
}
"next message" | "Try it" => {
tut.next();
return Some(transition(ctx, app, tut));
}
_ => unreachable!(),
},
_ => {
return Some(Transition::Keep);
}
}
}
if tut.interaction() == Task::Camera {
if app.primary.current_selection == Some(ID::Building(tut.fire_station))
&& app.per_obj.left_click(ctx, "put out the... fire?")
{
tut.next();
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::InspectObjects {
match controls.common.as_ref().unwrap().info_panel_open(app) {
Some(ID::Lane(l)) => {
if app.primary.map.get_l(l).is_biking() && !tut.inspected_bike_lane {
tut.inspected_bike_lane = true;
self.top_center = tut.make_top_center(ctx, false);
}
}
Some(ID::Building(_)) => {
if !tut.inspected_building {
tut.inspected_building = true;
self.top_center = tut.make_top_center(ctx, false);
}
}
Some(ID::Intersection(i)) => {
let i = app.primary.map.get_i(i);
if i.is_stop_sign() && !tut.inspected_stop_sign {
tut.inspected_stop_sign = true;
self.top_center = tut.make_top_center(ctx, false);
}
if i.is_border() && !tut.inspected_border {
tut.inspected_border = true;
self.top_center = tut.make_top_center(ctx, false);
}
}
_ => {}
}
if tut.inspected_bike_lane
&& tut.inspected_building
&& tut.inspected_stop_sign
&& tut.inspected_border
{
tut.next();
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::TimeControls {
if app.primary.sim.time() >= Time::START_OF_DAY + Duration::hours(17) {
tut.next();
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::PauseResume {
let is_paused = controls.speed.as_ref().unwrap().is_paused();
if tut.was_paused && !is_paused {
tut.was_paused = false;
}
if !tut.was_paused && is_paused {
tut.num_pauses += 1;
tut.was_paused = true;
self.top_center = tut.make_top_center(ctx, false);
}
if tut.num_pauses == 3 {
tut.next();
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::Escort {
let following_car =
controls.common.as_ref().unwrap().info_panel_open(app) == Some(ID::Car(ESCORT));
let is_parked = app
.primary
.sim
.agent_to_trip(AgentID::Car(ESCORT))
.is_none();
if !tut.car_parked && is_parked && tut.following_car {
tut.car_parked = true;
self.top_center = tut.make_top_center(ctx, false);
}
if following_car && !tut.following_car {
tut.following_car = true;
self.top_center = tut.make_top_center(ctx, false);
}
if tut.prank_done {
tut.next();
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::LowParking {
if tut.parking_found {
tut.next();
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::WatchBikes {
if app.primary.sim.time() >= Time::START_OF_DAY + Duration::minutes(3) {
tut.next();
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::FixBikes {
if app.primary.sim.is_done() {
let mut before = Duration::ZERO;
let mut after = Duration::ZERO;
for (_, b, a, _) in app
.primary
.sim
.get_analytics()
.both_finished_trips(app.primary.sim.get_end_of_day(), app.prebaked())
{
before = before.max(b);
after = after.max(a);
}
if !tut.score_delivered {
tut.score_delivered = true;
if before == after {
return Some(Transition::Push(PopupMsg::new(
ctx,
"All trips completed",
vec![
"Your changes didn't affect anything!",
"Try editing the map to create some bike lanes.",
],
)));
}
if after > before {
return Some(Transition::Push(PopupMsg::new(
ctx,
"All trips completed",
vec![
"Your changes made things worse!".to_string(),
format!(
"All trips originally finished in {}, but now they took {}",
before, after
),
"".to_string(),
"Try again!".to_string(),
],
)));
}
if before - after < CAR_BIKE_CONTENTION_GOAL {
return Some(Transition::Push(PopupMsg::new(
ctx,
"All trips completed",
vec![
"Nice, you helped things a bit!".to_string(),
format!(
"All trips originally took {}, but now they took {}",
before, after
),
"".to_string(),
"See if you can do a little better though.".to_string(),
],
)));
}
return Some(Transition::Push(PopupMsg::new(
ctx,
"All trips completed",
vec![format!(
"Awesome! All trips originally took {}, but now they only took {}",
before, after
)],
)));
}
if before - after >= CAR_BIKE_CONTENTION_GOAL {
tut.next();
}
return Some(transition(ctx, app, tut));
}
} else if tut.interaction() == Task::Done {
tut.prev();
return Some(maybe_exit_sandbox(ctx));
}
None
}
}
impl GameplayState for Tutorial {
fn event(
&mut self,
ctx: &mut EventCtx,
app: &mut App,
controls: &mut SandboxControls,
_: &mut Actions,
) -> Option<Transition> {
let mut tut = app.session.tutorial.take().unwrap();
let window_dims = (ctx.canvas.window_width, ctx.canvas.window_height);
if window_dims != tut.window_dims {
tut.stages = TutorialState::new(ctx, app).stages;
tut.window_dims = window_dims;
}
let result = self.inner_event(ctx, app, controls, &mut tut);
app.session.tutorial = Some(tut);
result
}
fn draw(&self, g: &mut GfxCtx, app: &App) {
let tut = app.session.tutorial.as_ref().unwrap();
if self.msg_panel.is_some() {
grey_out_map(g, app);
}
self.top_center.draw(g);
if let Some(ref msg) = self.msg_panel {
if let Some((_, _, Some(fxn))) = tut.lines() {
let pt = (fxn)(g, app);
g.fork_screenspace();
if let Ok(pl) = PolyLine::new(vec![
self.msg_panel
.as_ref()
.unwrap()
.center_of("next message")
.to_pt(),
pt,
]) {
g.draw_polygon(
Color::RED,
pl.make_arrow(Distance::meters(20.0), ArrowCap::Triangle),
);
}
g.unfork();
}
msg.draw(g);
}
if tut.interaction() == Task::Camera {
g.draw_polygon(
Color::hex("#e25822"),
app.primary.map.get_b(tut.fire_station).polygon.clone(),
);
}
}
fn recreate_panels(&mut self, ctx: &mut EventCtx, app: &App) {
let tut = app.session.tutorial.as_ref().unwrap();
self.top_center = tut.make_top_center(ctx, self.last_finished_task >= Task::WatchBikes);
}
fn can_move_canvas(&self) -> bool {
self.msg_panel.is_none()
}
fn can_examine_objects(&self) -> bool {
self.last_finished_task >= Task::WatchBikes
}
fn has_common(&self) -> bool {
self.last_finished_task >= Task::Camera
}
fn has_tool_panel(&self) -> bool {
true
}
fn has_time_panel(&self) -> bool {
self.last_finished_task >= Task::InspectObjects
}
fn has_speed(&self) -> bool {
self.last_finished_task >= Task::InspectObjects
}
fn has_agent_meter(&self) -> bool {
self.last_finished_task >= Task::PauseResume
}
fn has_minimap(&self) -> bool {
self.last_finished_task >= Task::Escort
}
}
#[derive(PartialEq, PartialOrd, Clone, Copy)]
enum Task {
Nil,
Camera,
InspectObjects,
TimeControls,
PauseResume,
Escort,
LowParking,
WatchBikes,
FixBikes,
Done,
}
impl Task {
fn top_txt(self, state: &TutorialState) -> Text {
let simple = match self {
Task::Nil => unreachable!(),
Task::Camera => "Put out the fire at the fire station",
Task::InspectObjects => {
let mut txt = Text::from(Line("Find one of each:"));
for (name, done) in vec![
("bike lane", state.inspected_bike_lane),
("building", state.inspected_building),
("intersection with stop sign", state.inspected_stop_sign),
("intersection on the map border", state.inspected_border),
] {
if done {
txt.add(Line(format!("[X] {}", name)).fg(Color::GREEN));
} else {
txt.add(Line(format!("[ ] {}", name)));
}
}
return txt;
}
Task::TimeControls => "Wait until after 5pm",
Task::PauseResume => {
let mut txt = Text::from(Line("[ ] Pause/resume "));
txt.append(Line(format!("{} times", 3 - state.num_pauses)).fg(Color::GREEN));
return txt;
}
Task::Escort => {
let mut txt = Text::new();
if state.following_car {
txt.add(Line("[X] follow the target car").fg(Color::GREEN));
} else {
txt.add(Line("[ ] follow the target car"));
}
if state.car_parked {
txt.add(Line("[X] wait for them to park").fg(Color::GREEN));
} else {
txt.add(Line("[ ] wait for them to park"));
}
if state.prank_done {
txt.add(Line("[X] click car and press c to draw WASH ME").fg(Color::GREEN));
} else {
txt.add(Line("[ ] click car and press "));
txt.append(Line(Key::C.describe()).fg(Color::GREEN));
txt.append(Line(" to draw WASH ME"));
}
return txt;
}
Task::LowParking => {
let mut txt = Text::from(Line(
"1) Find a road with almost no parking spots available",
));
txt.add(Line("2) Click it and press "));
txt.append(Line(Key::C.describe()).fg(Color::GREEN));
txt.append(Line(" to check the occupancy"));
return txt;
}
Task::WatchBikes => "Watch for 3 minutes",
Task::FixBikes => {
return Text::from(Line(format!(
"[ ] Complete all trips {} faster",
CAR_BIKE_CONTENTION_GOAL
)));
}
Task::Done => "Tutorial complete!",
};
Text::from(Line(simple))
}
fn label(self) -> &'static str {
match self {
Task::Nil => unreachable!(),
Task::Camera => "Moving the drone",
Task::InspectObjects => "Interacting with objects",
Task::TimeControls => "Passing the time",
Task::PauseResume => "Pausing/resuming",
Task::Escort => "Following people",
Task::LowParking => "Exploring map layers",
Task::WatchBikes => "Observing a problem",
Task::FixBikes => "Editing lanes",
Task::Done => "Tutorial complete!",
}
}
}
struct Stage {
messages: Vec<(
Vec<String>,
HorizontalAlignment,
Option<Box<dyn Fn(&GfxCtx, &App) -> Pt2D>>,
)>,
task: Task,
warp_to: Option<(ID, f64)>,
custom_spawn: Option<Box<dyn Fn(&mut App)>>,
make_scenario: Option<ScenarioGenerator>,
}
fn arrow(pt: ScreenPt) -> Option<Box<dyn Fn(&GfxCtx, &App) -> Pt2D>> {
Some(Box::new(move |_, _| pt.to_pt()))
}
impl Stage {
fn new(task: Task) -> Stage {
Stage {
messages: Vec::new(),
task,
warp_to: None,
custom_spawn: None,
make_scenario: None,
}
}
fn msg<I: Into<String>>(
mut self,
lines: Vec<I>,
point_to: Option<Box<dyn Fn(&GfxCtx, &App) -> Pt2D>>,
) -> Stage {
self.messages.push((
lines.into_iter().map(|l| l.into()).collect(),
HorizontalAlignment::Center,
point_to,
));
self
}
fn left_aligned_msg<I: Into<String>>(
mut self,
lines: Vec<I>,
point_to: Option<Box<dyn Fn(&GfxCtx, &App) -> Pt2D>>,
) -> Stage {
self.messages.push((
lines.into_iter().map(|l| l.into()).collect(),
HorizontalAlignment::Left,
point_to,
));
self
}
fn warp_to(mut self, id: ID, zoom: Option<f64>) -> Stage {
assert!(self.warp_to.is_none());
self.warp_to = Some((id, zoom.unwrap_or(4.0)));
self
}
fn custom_spawn(mut self, cb: Box<dyn Fn(&mut App)>) -> Stage {
assert!(self.custom_spawn.is_none());
self.custom_spawn = Some(cb);
self
}
fn scenario(mut self, generator: ScenarioGenerator) -> Stage {
assert!(self.make_scenario.is_none());
self.make_scenario = Some(generator);
self
}
}
pub struct TutorialState {
stages: Vec<Stage>,
pub current: TutorialPointer,
window_dims: (f64, f64),
inspected_bike_lane: bool,
inspected_building: bool,
inspected_stop_sign: bool,
inspected_border: bool,
was_paused: bool,
num_pauses: usize,
following_car: bool,
car_parked: bool,
prank_done: bool,
parking_found: bool,
score_delivered: bool,
fire_station: BuildingID,
}
fn make_bike_lane_scenario(map: &Map) -> ScenarioGenerator {
let mut s = ScenarioGenerator::empty("car vs bike contention");
s.border_spawn_over_time.push(BorderSpawnOverTime {
num_peds: 0,
num_cars: 10,
num_bikes: 10,
percent_use_transit: 0.0,
start_time: Time::START_OF_DAY,
stop_time: Time::START_OF_DAY + Duration::seconds(10.0),
start_from_border: map.find_i_by_osm_id(osm::NodeID(3005680098)).unwrap(),
goal: Some(TripEndpoint::Bldg(
map.find_b_by_osm_id(bldg(217699501)).unwrap(),
)),
});
s
}
fn transition(ctx: &mut EventCtx, app: &mut App, tut: &mut TutorialState) -> Transition {
tut.reset_state();
let mode = GameplayMode::Tutorial(tut.current);
Transition::Replace(SandboxMode::simple_new(ctx, app, mode))
}
impl TutorialState {
fn reset_state(&mut self) {
self.inspected_bike_lane = false;
self.inspected_building = false;
self.inspected_stop_sign = false;
self.inspected_border = false;
self.was_paused = true;
self.num_pauses = 0;
self.score_delivered = false;
self.following_car = false;
self.car_parked = false;
self.prank_done = false;
self.parking_found = false;
}
fn stage(&self) -> &Stage {
&self.stages[self.current.stage]
}
fn interaction(&self) -> Task {
let stage = self.stage();
if self.current.part == stage.messages.len() {
stage.task
} else {
Task::Nil
}
}
fn lines(
&self,
) -> Option<&(
Vec<String>,
HorizontalAlignment,
Option<Box<dyn Fn(&GfxCtx, &App) -> Pt2D>>,
)> {
let stage = self.stage();
if self.current.part == stage.messages.len() {
None
} else {
Some(&stage.messages[self.current.part])
}
}
fn next(&mut self) {
self.current.part += 1;
if self.current.part == self.stage().messages.len() + 1 {
self.current = TutorialPointer::new(self.current.stage + 1, 0);
}
}
fn prev(&mut self) {
if self.current.part == 0 {
self.current = TutorialPointer::new(
self.current.stage - 1,
self.stages[self.current.stage - 1].messages.len(),
);
} else {
self.current.part -= 1;
}
}
fn make_top_center(&self, ctx: &mut EventCtx, edit_map: bool) -> Panel {
let mut col = vec![Widget::row(vec![
Line("Tutorial").small_heading().draw(ctx),
Widget::vert_separator(ctx, 50.0),
if self.current.stage == 0 {
Btn::text_fg("<").inactive(ctx)
} else {
Btn::text_fg("<").build(ctx, "previous tutorial", None)
},
{
let mut txt = Text::from(Line(format!("Task {}", self.current.stage + 1)));
txt.append(Line(format!("/{}", self.stages.len())).fg(Color::grey(0.7)));
txt.draw(ctx)
},
if self.current.stage == self.stages.len() - 1 {
Btn::text_fg(">").inactive(ctx)
} else {
Btn::text_fg(">").build(ctx, "next tutorial", None)
},
Btn::text_fg("Quit").build_def(ctx, None),
])
.centered()];
{
let task = self.interaction();
if task != Task::Nil {
col.push(Widget::row(vec![
Text::from(
Line(format!(
"Task {}: {}",
self.current.stage + 1,
self.stage().task.label()
))
.small_heading(),
)
.draw(ctx),
Btn::svg_def("system/assets/tools/info.svg")
.build(ctx, "instructions", None)
.centered_vert()
.align_right(),
]));
col.push(task.top_txt(self).draw(ctx));
}
}
if edit_map {
col.push(Btn::svg_def("system/assets/tools/edit_map.svg").build(
ctx,
"edit map",
lctrl(Key::E),
));
}
Panel::new(Widget::col(col))
.aligned(HorizontalAlignment::Center, VerticalAlignment::Top)
.build(ctx)
}
fn make_state(&self, ctx: &mut EventCtx, app: &mut App) -> Box<dyn GameplayState> {
if self.interaction() == Task::Nil {
app.primary.current_selection = None;
}
if let Some(ref cb) = self.stage().custom_spawn {
(cb)(app);
app.primary
.sim
.tiny_step(&app.primary.map, &mut app.primary.sim_cb);
}
let last_finished_task = if self.current.stage == 0 {
Task::Nil
} else {
self.stages[self.current.stage - 1].task
};
Box::new(Tutorial {
top_center: self.make_top_center(ctx, last_finished_task >= Task::WatchBikes),
last_finished_task,
msg_panel: if let Some((ref lines, horiz_align, _)) = self.lines() {
let mut col = vec![{
let mut txt = Text::new();
txt.add(Line(self.stage().task.label()).small_heading());
txt.add(Line(""));
for l in lines {
txt.add(Line(l));
}
txt.wrap_to_pct(ctx, 30).draw(ctx)
}];
let mut controls = vec![Widget::row(vec![
if self.current.part > 0 {
Btn::svg(
"system/assets/tools/prev.svg",
RewriteColor::Change(Color::WHITE, app.cs.hovering),
)
.build(ctx, "previous message", Key::LeftArrow)
} else {
Widget::draw_svg_transform(
ctx,
"system/assets/tools/prev.svg",
RewriteColor::ChangeAll(Color::WHITE.alpha(0.5)),
)
},
format!("{}/{}", self.current.part + 1, self.stage().messages.len())
.draw_text(ctx)
.centered_vert(),
if self.current.part == self.stage().messages.len() - 1 {
Widget::draw_svg_transform(
ctx,
"system/assets/tools/next.svg",
RewriteColor::ChangeAll(Color::WHITE.alpha(0.5)),
)
.named("next message")
} else {
Btn::svg(
"system/assets/tools/next.svg",
RewriteColor::Change(Color::WHITE, app.cs.hovering),
)
.build(
ctx,
"next message",
hotkeys(vec![Key::RightArrow, Key::Space, Key::Enter]),
)
},
])];
if self.current.part == self.stage().messages.len() - 1 {
controls.push(
Btn::text_bg2("Try it")
.build_def(ctx, hotkeys(vec![Key::RightArrow, Key::Space, Key::Enter])),
);
}
col.push(Widget::col(controls).align_bottom());
Some(
Panel::new(Widget::col(col).outline(5.0, Color::WHITE))
.exact_size_percent(40, 40)
.aligned(*horiz_align, VerticalAlignment::Center)
.build(ctx),
)
} else {
None
},
warped: false,
})
}
fn new(ctx: &mut EventCtx, app: &App) -> TutorialState {
let mut state = TutorialState {
stages: Vec::new(),
current: TutorialPointer::new(0, 0),
window_dims: (ctx.canvas.window_width, ctx.canvas.window_height),
inspected_bike_lane: false,
inspected_building: false,
inspected_stop_sign: false,
inspected_border: false,
was_paused: true,
num_pauses: 0,
following_car: false,
car_parked: false,
prank_done: false,
parking_found: false,
score_delivered: false,
fire_station: app.primary.map.find_b_by_osm_id(bldg(731238736)).unwrap(),
};
let tool_panel = tool_panel(ctx);
let time = TimePanel::new(ctx, app);
let speed = SpeedControls::new(ctx, app);
let agent_meter = AgentMeter::new(ctx, app);
let orig_zoom = ctx.canvas.cam_zoom;
ctx.canvas.cam_zoom = 100.0;
let minimap = Minimap::new(ctx, app, MinimapController);
ctx.canvas.cam_zoom = orig_zoom;
let map = &app.primary.map;
state.stages.push(
Stage::new(Task::Camera)
.warp_to(
ID::Intersection(map.find_i_by_osm_id(osm::NodeID(53096945)).unwrap()),
None,
)
.msg(
vec![
"Let's start by piloting your fancy new drone.",
"",
"- Click and drag to pan around the map",
"- Use your scroll wheel or touchpad to zoom in and out.",
],
None,
)
.msg(
vec!["If the controls feel wrong, try adjusting the settings."],
arrow(tool_panel.center_of("settings")),
)
.msg(
vec![
"Let's try the drone ou--",
"",
"WHOA, THERE'S A FIRE STATION ON FIRE!",
"GO CLICK ON IT, QUICK!",
],
None,
)
.msg(
vec![
"Hint:",
"- Look around for an unusually red building",
"- You have to zoom in to interact with anything on the map.",
],
None,
),
);
state.stages.push(
Stage::new(Task::InspectObjects)
.msg(
vec![
"What, no fire? Er, sorry about that. Just a little joke we like to play \
on the new recruits.",
],
None,
)
.msg(
vec![
"Now, let's learn how to inspect and interact with objects in the map.",
"",
"- Click on something.",
"- Hint: You have to zoom in before you can select anything.",
],
None,
),
);
state.stages.push(
Stage::new(Task::TimeControls)
.warp_to(
ID::Intersection(map.find_i_by_osm_id(osm::NodeID(53096945)).unwrap()),
Some(6.5),
)
.msg(
vec![
"Inspection complete!",
"",
"You'll work day and night, watching traffic patterns unfold.",
],
arrow(time.panel.center_of_panel()),
)
.msg(
vec!["You can pause or resume time"],
arrow(speed.panel.center_of("pause")),
)
.msg(
vec![
"Speed things up",
"",
"(The keyboard shortcuts are very helpful here!)",
],
arrow(speed.panel.center_of("30x speed")),
)
.msg(
vec!["Advance time by certain amounts"],
arrow(speed.panel.center_of("step forwards")),
)
.msg(
vec!["And jump to the beginning of the day"],
arrow(speed.panel.center_of("reset to midnight")),
)
.msg(
vec!["Let's try these controls out. Wait until 5pm or later."],
None,
),
);
state.stages.push(
Stage::new(Task::PauseResume)
.msg(
vec!["Whew, that took a while! (Hopefully not though...)"],
None,
)
.msg(
vec![
"You might've figured it out already,",
"But you'll be pausing/resuming time VERY frequently",
],
arrow(speed.panel.center_of("pause")),
)
.msg(
vec!["Just reassure me and pause/resume time a few times, alright?"],
None,
),
);
state.stages.push(
Stage::new(Task::Escort)
.warp_to(
ID::Building(map.find_b_by_osm_id(bldg(217699780)).unwrap()),
Some(10.0),
)
.custom_spawn(Box::new(move |app| {
let map = &app.primary.map;
let goal_bldg = map.find_b_by_osm_id(bldg(217701875)).unwrap();
let start_lane = {
let r = map.get_r(
map.find_r_by_osm_id(OriginalRoad::new(
158782224,
(1709145066, 53128052),
))
.unwrap(),
);
assert_eq!(r.lanes_ltr().len(), 6);
r.lanes_ltr()[2].0
};
let lane_near_bldg = {
let r = map.get_r(
map.find_r_by_osm_id(OriginalRoad::new(6484869, (53163501, 53069236)))
.unwrap(),
);
assert_eq!(r.lanes_ltr().len(), 6);
r.lanes_ltr()[3].0
};
let mut scenario = Scenario::empty(map, "prank");
scenario.people.push(PersonSpec {
orig_id: None,
origin: TripEndpoint::SuddenlyAppear(Position::new(
start_lane,
map.get_l(start_lane).length() * 0.8,
)),
trips: vec![IndividTrip::new(
Time::START_OF_DAY,
TripPurpose::Shopping,
TripEndpoint::Bldg(goal_bldg),
TripMode::Drive,
)],
});
for _ in 0..map.get_b(goal_bldg).num_parking_spots() {
scenario.people.push(PersonSpec {
orig_id: None,
origin: TripEndpoint::SuddenlyAppear(Position::new(
lane_near_bldg,
map.get_l(lane_near_bldg).length() / 2.0,
)),
trips: vec![IndividTrip::new(
Time::START_OF_DAY,
TripPurpose::Shopping,
TripEndpoint::Bldg(goal_bldg),
TripMode::Drive,
)],
});
}
let mut rng = app.primary.current_flags.sim_flags.make_rng();
scenario.instantiate(
&mut app.primary.sim,
map,
&mut rng,
&mut Timer::new("spawn trip"),
);
app.primary.sim.tiny_step(map, &mut app.primary.sim_cb);
spawn_agents_around(
app.primary
.map
.find_i_by_osm_id(osm::NodeID(1709145066))
.unwrap(),
app,
);
}))
.msg(
vec!["Alright alright, no need to wear out your spacebar."],
None,
)
.msg(
vec![
"Oh look, some people appeared!",
"We've got pedestrians, bikes, and cars moving around now.",
],
None,
)
.msg(
vec!["You can see the number of them here."],
arrow(agent_meter.panel.center_of_panel()),
)
.left_aligned_msg(
vec![
"Why don't you follow this car to their destination,",
"see where they park, and then play a little... prank?",
],
Some(Box::new(|g, app| {
g.canvas
.map_to_screen(
app.primary
.sim
.canonical_pt_for_agent(AgentID::Car(ESCORT), &app.primary.map)
.unwrap(),
)
.to_pt()
})),
)
.msg(
vec![
"You don't have to manually chase them; just click to follow.",
"",
"(If you do lose track of them, just reset)",
],
arrow(speed.panel.center_of("reset to midnight")),
),
);
state.stages.push(
Stage::new(Task::LowParking)
.scenario(ScenarioGenerator {
scenario_name: "low parking".to_string(),
only_seed_buses: Some(BTreeSet::new()),
spawn_over_time: vec![SpawnOverTime {
num_agents: 1000,
start_time: Time::START_OF_DAY,
stop_time: Time::START_OF_DAY + Duration::hours(3),
goal: None,
percent_driving: 1.0,
percent_biking: 0.0,
percent_use_transit: 0.0,
}],
border_spawn_over_time: Vec::new(),
})
.msg(
vec![
"What an immature prank. You should re-evaluate your life decisions.",
"",
"The map is quite large, so to help you orient, the minimap shows you an \
overview of all activity. You can click and drag it just like the normal \
map.",
],
arrow(minimap.get_panel().center_of("minimap")),
)
.msg(
vec![
"You can apply different layers to the map, to find things like:",
"",
"- roads with high traffic",
"- bus stops",
"- how much parking is filled up",
],
arrow(minimap.get_panel().center_of("change layers")),
)
.msg(
vec![
"Let's try these out.",
"There are lots of cars parked everywhere. Can you find a road that's \
almost out of parking spots?",
],
None,
),
);
let bike_lane_scenario = make_bike_lane_scenario(map);
let bike_lane_focus_pt = map.find_b_by_osm_id(bldg(217699496)).unwrap();
state.stages.push(
Stage::new(Task::WatchBikes)
.warp_to(ID::Building(bike_lane_focus_pt), None)
.scenario(bike_lane_scenario.clone())
.msg(
vec![
"Well done!",
"",
"Something's about to happen over here. Follow along and figure out what \
the problem is, at whatever speed you'd like.",
],
None,
),
);
let top_center = state.make_top_center(ctx, true);
state.stages.push(
Stage::new(Task::FixBikes)
.scenario(bike_lane_scenario)
.warp_to(ID::Building(bike_lane_focus_pt), None)
.msg(
vec![
"Looks like lots of cars and bikes trying to go to a house by the \
playfield.",
"",
"When lots of cars and bikes share the same lane, cars are delayed \
(assuming there's no room to pass) and the cyclist probably feels unsafe \
too.",
],
None,
)
.msg(
vec![
"Luckily, you have the power to modify lanes! What if you could transform \
the parking lanes that aren't being used much into bike lanes?",
],
None,
)
.msg(
vec!["To edit lanes, click 'edit map' and then select a lane."],
arrow(top_center.center_of("edit map")),
)
.msg(
vec![
"When you finish making edits, time will jump to the beginning of the \
next day. You can't make most changes in the middle of the day.",
"",
"Seattleites are really boring; they follow the exact same schedule \
everyday. They're also stubborn, so even if you try to influence their \
decision whether to drive, walk, bike, or take a bus, they'll do the \
same thing. For now, you're just trying to make things better, assuming \
people stick to their routine.",
],
None,
)
.msg(
vec![
format!(
"So adjust lanes and speed up the slowest trip by at least {}.",
CAR_BIKE_CONTENTION_GOAL
),
"".to_string(),
"You can explore results as trips finish. When everyone's finished, \
you'll get your final score."
.to_string(),
],
arrow(agent_meter.panel.center_of("more data")),
),
);
state.stages.push(Stage::new(Task::Done).msg(
vec![
"You're ready for the hard stuff now.",
"",
"- Try out some challenges",
"- Explore larger parts of Seattle in the sandbox, and try out any ideas you've \
got.",
"- Check out community proposals, and submit your own",
"",
"Go have the appropriate amount of fun!",
],
None,
));
state
}
pub fn scenarios_to_prebake(map: &Map) -> Vec<ScenarioGenerator> {
vec![make_bike_lane_scenario(map)]
}
}
pub fn actions(app: &App, id: ID) -> Vec<(Key, String)> {
match (app.session.tutorial.as_ref().unwrap().interaction(), id) {
(Task::LowParking, ID::Lane(_)) => {
vec![(Key::C, "check the parking occupancy".to_string())]
}
(Task::Escort, ID::Car(_)) => vec![(Key::C, "draw WASH ME".to_string())],
_ => Vec::new(),
}
}
pub fn execute(ctx: &mut EventCtx, app: &mut App, id: ID, action: &str) -> Transition {
let mut tut = app.session.tutorial.as_mut().unwrap();
let response = match (id, action.as_ref()) {
(ID::Car(c), "draw WASH ME") => {
let is_parked = app
.primary
.sim
.agent_to_trip(AgentID::Car(ESCORT))
.is_none();
if c == ESCORT {
if is_parked {
tut.prank_done = true;
PopupMsg::new(
ctx,
"Prank in progress",
vec!["You quickly scribble on the window..."],
)
} else {
PopupMsg::new(
ctx,
"Not yet!",
vec![
"You're going to run up to an occupied car and draw on their windows?",
"Sounds like we should be friends.",
"But, er, wait for the car to park. (You can speed up time!)",
],
)
}
} else if c.1 == VehicleType::Bike {
PopupMsg::new(
ctx,
"That's a bike",
vec![
"Achievement unlocked: You attempted to draw WASH ME on a cyclist.",
"This game is PG-13 or something, so I can't really describe what happens \
next.",
"But uh, don't try this at home.",
],
)
} else {
PopupMsg::new(
ctx,
"Wrong car",
vec![
"You're looking at the wrong car.",
"Use the 'reset to midnight' (key binding 'X') to start over, if you lost \
the car to follow.",
],
)
}
}
(ID::Lane(l), "check the parking occupancy") => {
let lane = app.primary.map.get_l(l);
if lane.is_parking() {
let percent = (app.primary.sim.get_free_onstreet_spots(l).len() as f64)
/ (lane.number_parking_spots() as f64);
if percent > 0.1 {
PopupMsg::new(
ctx,
"Not quite",
vec![
format!("This lane has {:.0}% spots free", percent * 100.0),
"Try using the 'parking occupancy' layer from the minimap controls"
.to_string(),
],
)
} else {
tut.parking_found = true;
PopupMsg::new(
ctx,
"Noice",
vec!["Yup, parallel parking would be tough here!"],
)
}
} else {
PopupMsg::new(ctx, "Uhh..", vec!["That's not even a parking lane"])
}
}
_ => unreachable!(),
};
Transition::Push(response)
}
fn intro_story(ctx: &mut EventCtx, app: &App) -> Box<dyn State<App>> {
CutsceneBuilder::new("Introduction")
.boss(
"Argh, the mayor's on my case again about the West Seattle bridge. This day couldn't \
get any worse.",
)
.player("Er, hello? Boss? I'm --")
.boss("Yet somehow it did.. You're the new recruit. Yeah, yeah. Come in.")
.boss(
"Due to budget cuts, we couldn't hire a real traffic engineer, so we just called some \
know-it-all from Reddit who seems to think they can fix Seattle traffic.",
)
.player("Yes, hi, my name is --")
.boss("We can't afford name-tags, didn't you hear, budget cuts? Your name doesn't matter.")
.player("What about my Insta handle?")
.boss("-glare-")
.boss(
"Look, you think fixing traffic is easy? Hah! You can't fix one intersection without \
breaking ten more.",
)
.boss(
"And everybody wants something different! Bike lanes here! More parking! Faster \
buses! Cheaper housing! Less rain! Free this, subsidized that!",
)
.boss("Light rail and robot cars aren't here to save the day! Know what you'll be using?")
.extra("drone.svg", 1.0, "The traffic drone")
.player("Is that... duct tape?")
.boss(
"Can't spit anymore cause of COVID and don't get me started on prayers. Well, off to \
training for you!",
)
.build(
ctx,
app,
Box::new(|ctx| {
Text::from(Line("Use the tutorial to learn the basic controls.").fg(Color::BLACK))
.draw(ctx)
}),
)
}
fn bldg(id: i64) -> osm::OsmID {
osm::OsmID::Way(osm::WayID(id))
}