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
#[macro_use]
extern crate log;

use abstutil::CmdArgs;
use sim::SimFlags;
use widgetry::{EventCtx, State};

use crate::app::{App, Flags};
use crate::options::Options;
use crate::pregame::TitleScreen;
use crate::sandbox::{GameplayMode, SandboxMode};

mod app;
mod challenges;
mod colors;
mod common;
mod cutscene;
mod debug;
mod devtools;
mod edit;
mod game;
mod helpers;
mod info;
mod layer;
mod load;
mod options;
mod pregame;
mod render;
mod sandbox;

pub fn main(mut args: CmdArgs) {
    if args.enabled("--prebake") {
        challenges::prebake_all();
        return;
    }
    let mut flags = Flags {
        sim_flags: SimFlags::from_args(&mut args),
        num_agents: args.optional_parse("--num_agents", |s| s.parse()),
        live_map_edits: args.enabled("--live_map_edits"),
    };
    let mut opts = options::Options::default();
    opts.dev = args.enabled("--dev");
    if args.enabled("--lowzoom") {
        opts.min_zoom_for_detail = 1.0;
    }

    if let Some(x) = args.optional("--color_scheme") {
        let mut ok = false;
        let mut options = Vec::new();
        for c in colors::ColorSchemeChoice::choices() {
            options.push(c.label.clone());
            if c.label == x {
                opts.color_scheme = c.data;
                ok = true;
                break;
            }
        }
        if !ok {
            panic!(
                "Invalid --color_scheme={}. Choices: {}",
                x,
                options.join(", ")
            );
        }
    }
    let mut settings = widgetry::Settings::new("A/B Street");
    settings.window_icon(abstutil::path("system/assets/pregame/icon.png"));
    if args.enabled("--dump_raw_events") {
        settings.dump_raw_events();
    }
    if let Some(s) = args.optional_parse("--scale_factor", |s| s.parse::<f64>()) {
        settings.scale_factor(s);
    }
    settings.loading_tips(helpers::loading_tips());

    let mut mode = None;
    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>()) {
        mode = Some(sandbox::GameplayMode::Tutorial(
            sandbox::TutorialPointer::new(n - 1, 0),
        ));
    }

    // Don't keep the scenario modifiers in the original sim_flags; they shouldn't apply to
    // other scenarios loaed in the UI later.
    let modifiers = flags.sim_flags.modifiers.drain(..).collect();

    if mode.is_none() && flags.sim_flags.load.contains("scenarios/") {
        let (map_name, scenario) = abstutil::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");
    let osm_viewer = args.enabled("--osm");

    args.done();

    widgetry::run(settings, |ctx| {
        setup_app(ctx, flags, opts, start_with_edits, mode, osm_viewer)
    });
}

fn setup_app(
    ctx: &mut EventCtx,
    flags: Flags,
    opts: Options,
    start_with_edits: Option<String>,
    maybe_mode: Option<GameplayMode>,
    osm_viewer: bool,
) -> (App, Vec<Box<dyn State<App>>>) {
    let title = !opts.dev
        && !flags.sim_flags.load.contains("player/save")
        && !flags.sim_flags.load.contains("/scenarios/")
        && !osm_viewer
        && maybe_mode.is_none();
    let mut app = App::new(flags, opts, ctx, title);

    // Handle savestates
    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
    };

    // Just apply this here, don't plumb to SimFlags or anything else. We recreate things using
    // these flags later, but we don't want to keep applying the same edits.
    if let Some(edits_name) = start_with_edits {
        // TODO Maybe loading screen
        let mut timer = abstutil::Timer::new("apply initial edits");
        let edits = map_model::MapEdits::load(
            &app.primary.map,
            abstutil::path_edits(app.primary.map.get_name(), &edits_name),
            &mut timer,
        )
        .unwrap();
        crate::edit::apply_map_edits(ctx, &mut app, edits);
        app.primary
            .map
            .recalculate_pathfinding_after_edits(&mut timer);
        app.primary.clear_sim();
    }

    let states: Vec<Box<dyn State<App>>> = if title {
        vec![Box::new(TitleScreen::new(ctx, &mut app))]
    } else if osm_viewer {
        vec![crate::devtools::osm_viewer::Viewer::new(ctx, &mut app)]
    } else {
        let mode = maybe_mode
            .unwrap_or_else(|| GameplayMode::Freeform(app.primary.map.get_name().clone()));
        vec![SandboxMode::simple_new(ctx, &mut app, mode)]
    };
    if let Some(ss) = savestate {
        // TODO This is weird, we're left in Freeform mode with the wrong UI. Can't instantiate
        // PlayScenario without clobbering.
        app.primary.sim = ss;
    }

    (app, states)
}

#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;

#[cfg(target_arch = "wasm32")]
#[wasm_bindgen(start)]
pub fn run() {
    console_log::init_with_level(log::Level::Debug).unwrap();

    if cfg!(feature = "osm_viewer") {
        main(CmdArgs::from_args(vec!["--osm".to_string()]))
    } else {
        main(CmdArgs::new());
    }
}