Woops, fix headless build break

This commit is contained in:
Dustin Carlino 2020-10-06 13:05:23 -07:00
parent 34920064ed
commit 6fd8422cf5
2 changed files with 10 additions and 8 deletions

View File

@ -265,7 +265,11 @@ fn handle_command(
TrafficSignalState {
current_stage_idx,
remaining_time,
accepted: sim.get_accepted_agents(i.id).into_iter().collect(),
accepted: sim
.get_accepted_agents(i.id)
.into_iter()
.map(|(a, _)| a)
.collect(),
waiting: sim.get_waiting_agents(i.id),
},
);

View File

@ -146,13 +146,11 @@ pub fn make_walking_turns(map: &Map, i: &Intersection, timer: &mut Timer) -> Vec
}
// TODO Need to filter out extraneous crosswalks. Why weren't they being created before?
fn _new_make_walking_turns(
driving_side: DrivingSide,
i: &Intersection,
all_roads: &Vec<Road>,
all_lanes: &Vec<Lane>,
timer: &mut Timer,
) -> Vec<Turn> {
pub fn _make_walking_turns_v2(map: &Map, i: &Intersection, timer: &mut Timer) -> Vec<Turn> {
let driving_side = map.config.driving_side;
let all_roads = map.all_roads();
let all_lanes = map.all_lanes();
// Consider all roads in counter-clockwise order. Every road has up to two sidewalks. Gather
// those in order, remembering what roads don't have them.
let mut lanes: Vec<Option<&Lane>> = Vec::new();