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Woops, fix headless build break
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34920064ed
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6fd8422cf5
@ -265,7 +265,11 @@ fn handle_command(
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TrafficSignalState {
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current_stage_idx,
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remaining_time,
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accepted: sim.get_accepted_agents(i.id).into_iter().collect(),
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accepted: sim
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.get_accepted_agents(i.id)
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.into_iter()
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.map(|(a, _)| a)
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.collect(),
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waiting: sim.get_waiting_agents(i.id),
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},
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);
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@ -146,13 +146,11 @@ pub fn make_walking_turns(map: &Map, i: &Intersection, timer: &mut Timer) -> Vec
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}
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// TODO Need to filter out extraneous crosswalks. Why weren't they being created before?
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fn _new_make_walking_turns(
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driving_side: DrivingSide,
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i: &Intersection,
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all_roads: &Vec<Road>,
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all_lanes: &Vec<Lane>,
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timer: &mut Timer,
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) -> Vec<Turn> {
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pub fn _make_walking_turns_v2(map: &Map, i: &Intersection, timer: &mut Timer) -> Vec<Turn> {
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let driving_side = map.config.driving_side;
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let all_roads = map.all_roads();
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let all_lanes = map.all_lanes();
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// Consider all roads in counter-clockwise order. Every road has up to two sidewalks. Gather
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// those in order, remembering what roads don't have them.
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let mut lanes: Vec<Option<&Lane>> = Vec::new();
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