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https://github.com/a-b-street/abstreet.git
synced 2024-11-28 03:35:51 +03:00
seed parked cars per building, not per spot
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parent
7919b0bd8d
commit
299c7bdb2f
@ -116,7 +116,8 @@ fn edit_scenario(map: &Map, scenario: &mut Scenario, mut wizard: WrappedWizard)
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if wizard.choose_string("What kind of edit?", vec![seed_parked, spawn])? == seed_parked {
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scenario.seed_parked_cars.push(SeedParkedCars {
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neighborhood: choose_neighborhood(map, &mut wizard, "Seed parked cars in what area?")?,
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percent_to_fill: wizard.input_percent("What percent of parking spots to populate?")?,
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percent_buildings_with_car: wizard
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.input_percent("What percent of buildings have 1 parked car nearby?")?,
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});
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Some(())
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} else {
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@ -29,7 +29,8 @@ pub struct SpawnOverTime {
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#[derive(Clone, Serialize, Deserialize, Debug)]
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pub struct SeedParkedCars {
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pub neighborhood: String,
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pub percent_to_fill: f64,
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// TODO Ask for more detail -- chances of a building have 0, 1, 2, 3, ... cars
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pub percent_buildings_with_car: f64,
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}
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#[derive(Clone, Serialize, Deserialize, Debug)]
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@ -98,7 +99,7 @@ impl Scenario {
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sim.seed_parked_cars(
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neighborhoods[&s.neighborhood].find_matching_lanes(map),
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&bldgs_per_neighborhood[&s.neighborhood],
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s.percent_to_fill,
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s.percent_buildings_with_car,
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);
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}
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@ -209,41 +209,49 @@ impl Spawner {
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// This happens immediately; it isn't scheduled.
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pub fn seed_parked_cars(
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&mut self,
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percent_capacity_to_fill: f64,
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percent_buildings_with_one_car: f64,
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in_lanes: Vec<LaneID>,
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owner_buildings: &Vec<BuildingID>,
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parking_sim: &mut ParkingSimState,
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base_rng: &mut XorShiftRng,
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) {
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assert!(percent_capacity_to_fill >= 0.0 && percent_capacity_to_fill <= 1.0);
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assert!(percent_buildings_with_one_car >= 0.0 && percent_buildings_with_one_car <= 1.0);
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let mut total_capacity = 0;
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let mut new_cars = 0;
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// Fork a new RNG for each candidate lane. This keeps things more deterministic, invariant
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// of lane edits.
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// TODO This is probably temporary.
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let mut all_open_spots: Vec<ParkingSpot> = Vec::new();
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for l in in_lanes.into_iter() {
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let mut rng = fork_rng(base_rng);
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all_open_spots.extend(parking_sim.get_free_spots(l));
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}
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fork_rng(base_rng).shuffle(&mut all_open_spots);
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let total_spots = all_open_spots.len();
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for spot in parking_sim.get_free_spots(l) {
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total_capacity += 1;
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if rng.gen_bool(percent_capacity_to_fill) {
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new_cars += 1;
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let car = CarID(self.car_id_counter);
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// TODO since spawning applies during the next step, lots of stuff breaks without
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// this :(
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parking_sim.add_parked_car(ParkedCar::new(
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car,
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spot,
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Vehicle::generate_typical_car(car, &mut rng),
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Some(*rng.choose(owner_buildings).unwrap()),
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));
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self.car_id_counter += 1;
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}
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let mut new_cars = 0;
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for b in owner_buildings {
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if base_rng.gen_bool(percent_buildings_with_one_car) {
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// Pick a parking spot for this building.
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// TODO Prefer spots closer to the building
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let spot = all_open_spots
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.pop()
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.expect("No available parking spots left to seed");
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new_cars += 1;
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let car = CarID(self.car_id_counter);
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// TODO since spawning applies during the next step, lots of stuff breaks without
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// this :(
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parking_sim.add_parked_car(ParkedCar::new(
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car,
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spot,
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Vehicle::generate_typical_car(car, base_rng),
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Some(*b),
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));
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self.car_id_counter += 1;
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}
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}
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info!(
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"Seeded {} of {} parking spots with cars",
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new_cars, total_capacity
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"Seeded {} of {} parking spots with cars, leaving {} buildings without cars",
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new_cars,
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total_spots,
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owner_buildings.len() - new_cars
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);
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}
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