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a round of clippy
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@ -3,6 +3,8 @@
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## Boundary clipping
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- lakes missing from small_seattle
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- just connecting the ends of ways doesnt always work well
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- maybe increase the Bounds for areas, and let clipping clean up later?
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- some border intersections have weird OOBish geometry, or the arrows look weird
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- simplify border node detection, only do it in convert_osm?
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@ -446,3 +446,14 @@ egregious edge cases look like.
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- lets just separately index them. shrug. ideally part of the TurnID, but oh well.
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- How can we display the turn itself in response to warp?
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- need to poke turn cycler from warp?
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## Faster pathfinding
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https://pdfs.semanticscholar.org/36d1/b4ec6a4a2823e9c875318f1952df4abf4876.pdf
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- do a bunch of pathfinding queries normally
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- then look for common shared sequences
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- cache those paths, then anytime normal pathfinding later hits a node, be able to jump to any destination with known cost
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- but will the better heuristic to the goal make us actually search those?
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- or just use intersections between big roads as these landmarks, precompute paths between them
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@ -29,9 +29,17 @@ impl UI {
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fn new(flags: Flags, prerender: &Prerender) -> UI {
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// TODO Consolidate with sim::load
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let map: Map = if flags.load_map.starts_with(Path::new("../data/raw_maps/")) {
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Map::new(&flags.load_map, &mut Timer::new("load map")).unwrap()
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Map::new(
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flags.load_map.to_str().unwrap(),
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&mut Timer::new("load map"),
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)
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.unwrap()
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} else {
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abstutil::read_binary(&flags.load_map, &mut Timer::new("load map")).unwrap()
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abstutil::read_binary(
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flags.load_map.to_str().unwrap(),
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&mut Timer::new("load map"),
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)
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.unwrap()
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};
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UI {
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@ -631,7 +631,7 @@ impl Map {
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for t in make::make_all_turns(i, &self.roads, &self.lanes, timer) {
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add_turns.insert(t.id);
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i.turns.push(t.id);
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if let Some(_existing_t) = old_turns.iter().find(|t| t.id == t.id) {
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if let Some(_existing_t) = old_turns.iter().find(|turn| turn.id == t.id) {
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// TODO Except for lookup_idx
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//assert_eq!(t, *existing_t);
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}
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@ -220,7 +220,7 @@ impl State {
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.waiting
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.iter()
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.position(|r| r == req)
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.unwrap_or(self.waiting.len());
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.unwrap_or_else(|| self.waiting.len());
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if self.waiting[0..this_idx]
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.iter()
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.any(|r| sign.turns[&r.turn] == this_priority)
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