# A/B Street Instructions General disclaimer: This is a very rough demo. The user interface is clunky, and gameplay is not cohesively tied together yet. Please email or file a Github issue if you hit problems. ## Installing the game from pre-built binaries - Windows: https://github.com/dabreegster/abstreet/releases/download/v0.1.17/abstreet_windows.zip - Mac: https://github.com/dabreegster/abstreet/releases/download/v0.1.17/abstreet_mac.zip - Linux: https://github.com/dabreegster/abstreet/releases/download/v0.1.17/abstreet_linux.zip Unzip the folder, then run `play_abstreet.sh` or `play_abstreet.bat`. On Windows, you'll probably get a warning about running software from an unknown publisher. ## Playing the game General controls: - Click and drag to move - Scroll wheel or touchpad to zoom - Menus should work as expected. Most actions have a keybinding. - You can hover over an object and right-click to see more actions. Things to try: - In sandbox mode, hover over an intersection, right click, and spawn agents. Then you can start the simulation by pressing **space** or clicking the icon. - To run a realistic, full day's worth of traffic, go to sandbox mode, then "start a scenario" (hotkey **s**) and choose the "weekday_typical_traffic" entry. Time (shown in the top-right corner) starts at midnight. Things tend to get interesting around 6am -- use the speed controls in the top-left. Try zooming in for details, and zooming out to see an overview. - Go to edit mode (note this will reset the simulation). Pick a lane, right click, and change it to another type. You can also change which roads see a stop sign by right clicking the intersection, choosing to edit, hovering over a stop sign, and pressing **space** to toggle it. You can do the same for intersections with traffic signals. - Go back to the main menu and pick a challenge. Should be self-explanatory from there -- leave me feedbck if not. ## For developers: Compiling from source You will first need: - Standard dependencies: `bash`, `curl`, `unzip`, `gunzip` - `osmconvert`: See https://wiki.openstreetmap.org/wiki/Osmconvert#Download - Rust, at least 1.38. https://www.rust-lang.org/tools/install One-time setup: 1. Download the repository: `git clone https://github.com/dabreegster/abstreet.git` 2. Download all input data and build maps. Compilation times will be very slow the first time. `cd abstreet; ./import.sh && ./precompute.sh --release` 3. Run the game: `cd game; cargo run --release` ### Development tips - You don't need to rerun `./import.sh` nd `./precompute.sh` most of the time. - If you're just touching code in `game`, `sim`, and `ezgui`, you can just `cargo run` from `game` - If you're modifying the initial OSM data -> RawMap conversion in `convert_osm`, then you do need to rerun `./import.sh` and `precompute.sh` to regenerate the map. - If you're modifying `map_model` but not the OSM -> RawMap conversion, then you can just do `precompute.sh`. - Both of those scripts can just regenerate a single map, which is much faster: `./import.sh caphill; ./precompute.sh caphill` - Compile faster by just doing `cargo run`. The executable will have debug stack traces and run more slowly. You can do `cargo run --release` to build in optimized release mode; compilation will be slower, but the executable much faster. - To add some extra debug modes to the game, `cargo run -- --dev` or press Control+S to toggle in-game - All code is automatically formatted using https://github.com/rust-lang/rustfmt; please run `cargo fmt` before sending a PR. ## Data source licensing A/B Street binary releases contain pre-built maps that combine data from: - OpenStreetMap (https://www.openstreetmap.org/copyright) - King County metro (https://www.kingcounty.gov/depts/transportation/metro/travel-options/bus/app-center/terms-of-use.aspx) - City of Seattle GIS program (https://www.opendatacommons.org/licenses/pddl/1.0/) - https://github.com/seattleio/seattle-boundaries-data (https://creativecommons.org/publicdomain/zero/1.0/) - Puget Sound Regional Council (https://www.psrc.org/activity-based-travel-model-soundcast) Other binary data bundled in: - DejaVuSans.ttf (https://dejavu-fonts.github.io/License.html) - Roboto-Regular.ttf (https://fonts.google.com/specimen/Roboto, Apache license) - http://www.textures4photoshop.com for textures - Icons from https://thenounproject.com/aiga-icons/, https://thenounproject.com/sakchai.ruankam, https://thenounproject.com/wilmax