use std::collections::BTreeMap;
use geom::{Duration, Percent};
use sim::OrigPersonID;
use widgetry::{
DrawBaselayer, EventCtx, GfxCtx, Key, Line, Outcome, Panel, State, Text, TextExt, Widget,
};
use crate::app::App;
use crate::app::Transition;
use crate::sandbox::gameplay::Tutorial;
use crate::sandbox::{GameplayMode, SandboxMode};
pub mod cutscene;
pub mod prebake;
pub struct Challenge {
title: String,
pub description: Vec<String>,
pub alias: String,
pub gameplay: GameplayMode,
pub cutscene: Option<fn(&mut EventCtx, &App, &GameplayMode) -> Box<dyn State<App>>>,
}
pub struct HighScore {
pub goal: String,
pub score: Duration,
pub edits_name: String,
}
impl HighScore {
pub fn record(self, app: &mut App, mode: GameplayMode) {
let scores = app.session.high_scores.entry(mode).or_insert_with(Vec::new);
scores.push(self);
scores.sort_by_key(|s| s.score);
scores.reverse();
}
}
impl Challenge {
pub fn all() -> BTreeMap<String, Vec<Challenge>> {
let mut tree = BTreeMap::new();
tree.insert(
"Optimize one commute".to_string(),
vec![
Challenge {
title: "Part 1".to_string(),
description: vec!["Speed up one VIP's daily commute, at any cost!".to_string()],
alias: "commute/pt1".to_string(),
gameplay: GameplayMode::OptimizeCommute(
OrigPersonID(140824, 2),
Duration::minutes(2) + Duration::seconds(30.0),
),
cutscene: Some(
crate::sandbox::gameplay::commute::OptimizeCommute::cutscene_pt1,
),
},
Challenge {
title: "Part 2".to_string(),
description: vec!["Speed up another VIP's commute".to_string()],
alias: "commute/pt2".to_string(),
gameplay: GameplayMode::OptimizeCommute(
OrigPersonID(141039, 2),
Duration::minutes(5),
),
cutscene: Some(
crate::sandbox::gameplay::commute::OptimizeCommute::cutscene_pt2,
),
},
],
);
tree.insert(
"Traffic signal survivor".to_string(),
vec![Challenge {
title: "Traffic signal survivor".to_string(),
description: vec!["Fix traffic signal timing and unblock vehicles".to_string()],
alias: "trafficsig/pt1".to_string(),
gameplay: GameplayMode::FixTrafficSignals,
cutscene: Some(
crate::sandbox::gameplay::fix_traffic_signals::FixTrafficSignals::cutscene_pt1,
),
}],
);
tree
}
pub fn find(mode: &GameplayMode) -> (Challenge, Option<Challenge>) {
for (_, stages) in Challenge::all() {
let mut current = None;
for challenge in stages {
if current.is_some() {
return (current.unwrap(), Some(challenge));
}
if &challenge.gameplay == mode {
current = Some(challenge);
}
}
if let Some(c) = current {
return (c, None);
}
}
unreachable!()
}
}
pub struct ChallengesPicker {
panel: Panel,
links: BTreeMap<String, (String, usize)>,
challenge: Option<Challenge>,
}
impl ChallengesPicker {
pub fn new(ctx: &mut EventCtx, app: &App) -> Box<dyn State<App>> {
ChallengesPicker::make(ctx, app, None)
}
fn make(
ctx: &mut EventCtx,
app: &App,
challenge_and_stage: Option<(String, usize)>,
) -> Box<dyn State<App>> {
let mut links = BTreeMap::new();
let mut master_col = vec![
ctx.style()
.btn_back("Home")
.hotkey(Key::Escape)
.build_widget(ctx, "back")
.align_left(),
Text::from_multiline(vec![
Line("A/B STREET").display_title(),
Line("CHALLENGES").big_heading_styled(),
])
.draw(ctx)
.centered_horiz(),
ctx.style()
.btn_outline
.text("Introduction and tutorial")
.build_def(ctx)
.centered_horiz()
.bg(app.cs.panel_bg)
.padding(16)
.outline(ctx.style().btn_tab.outline),
];
let mut flex_row = Vec::new();
for (idx, (name, _)) in Challenge::all().into_iter().enumerate() {
let is_current_stage = challenge_and_stage
.as_ref()
.map(|(n, _)| n == &name)
.unwrap_or(false);
flex_row.push(
ctx.style()
.btn_outline
.text(&name)
.disabled(is_current_stage)
.hotkey(Key::NUM_KEYS[idx])
.build_def(ctx),
);
links.insert(name.clone(), (name, 0));
}
master_col.push(
Widget::custom_row(flex_row)
.flex_wrap(ctx, Percent::int(80))
.bg(app.cs.panel_bg)
.padding(16)
.outline(ctx.style().btn_tab.outline),
);
let mut main_row = Vec::new();
if let Some((ref name, current)) = challenge_and_stage {
let mut col = Vec::new();
for (idx, stage) in Challenge::all()
.remove(name)
.unwrap()
.into_iter()
.enumerate()
{
col.push(
ctx.style()
.btn_outline
.text(&stage.title)
.disabled(current == idx)
.build_def(ctx),
);
links.insert(stage.title, (name.to_string(), idx));
}
main_row.push(
Widget::col(col)
.bg(app.cs.panel_bg)
.padding(16)
.outline(ctx.style().btn_tab.outline),
);
}
let mut current_challenge = None;
if let Some((ref name, current)) = challenge_and_stage {
let challenge = Challenge::all().remove(name).unwrap().remove(current);
let mut txt = Text::new();
for l in &challenge.description {
txt.add(Line(l));
}
let mut inner_col = vec![
txt.draw(ctx),
ctx.style()
.btn_outline
.text("Start!")
.hotkey(Key::Enter)
.build_def(ctx),
];
if let Some(scores) = app.session.high_scores.get(&challenge.gameplay) {
let mut txt = Text::from(Line(format!("{} high scores:", scores.len())));
txt.add(Line(format!("Goal: {}", scores[0].goal)));
let mut idx = 1;
for score in scores {
txt.add(Line(format!(
"{}) {}, using proposal: {}",
idx, score.score, score.edits_name
)));
idx += 1;
}
inner_col.push(txt.draw(ctx));
} else {
inner_col.push("No attempts yet".draw_text(ctx));
}
main_row.push(
Widget::col(inner_col)
.bg(app.cs.panel_bg)
.padding(16)
.outline(ctx.style().btn_tab.outline),
);
current_challenge = Some(challenge);
}
master_col.push(Widget::row(main_row));
Box::new(ChallengesPicker {
panel: Panel::new(Widget::col(master_col))
.exact_size_percent(90, 85)
.build_custom(ctx),
links,
challenge: current_challenge,
})
}
}
impl State<App> for ChallengesPicker {
fn event(&mut self, ctx: &mut EventCtx, app: &mut App) -> Transition {
match self.panel.event(ctx) {
Outcome::Clicked(x) => match x.as_ref() {
"back" => {
return Transition::Pop;
}
"Introduction and tutorial" => {
return Tutorial::start(ctx, app);
}
"Start!" => {
let challenge = self.challenge.take().unwrap();
let sandbox = SandboxMode::simple_new(app, challenge.gameplay.clone());
if let Some(cutscene) = challenge.cutscene {
Transition::Multi(vec![
Transition::Replace(sandbox),
Transition::Push(cutscene(ctx, app, &challenge.gameplay)),
])
} else {
Transition::Replace(sandbox)
}
}
x => {
return Transition::Replace(ChallengesPicker::make(
ctx,
app,
self.links.remove(x),
));
}
},
_ => Transition::Keep,
}
}
fn draw_baselayer(&self) -> DrawBaselayer {
DrawBaselayer::Custom
}
fn draw(&self, g: &mut GfxCtx, app: &App) {
g.clear(app.cs.dialog_bg);
self.panel.draw(g);
}
}