mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-11-28 03:35:51 +03:00
WIP storing per-car properties like accel somewhere
This commit is contained in:
parent
e2ee2ecc84
commit
917c3c3ed5
@ -548,3 +548,11 @@ Some first tests to write:
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- a line of cars moving through a stop sign looks jittery right now. correct or not?
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Unclear how to nicely let the test inspect stuff every tick.
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## Per-car properties
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Need to associate car length between driving and parking sims.
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---> could store this in master Sim; after all, there will be some more permanentish stuff like agent/building/trip/owned car soon
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- but soon need to bundle things together and pass less params everywhere
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- or stash in parking sim, transfer to driving, and back later
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@ -85,6 +85,7 @@ impl Car {
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sim: &DrivingSimState,
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parking_sim: &ParkingSimState,
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intersections: &IntersectionSimState,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Action {
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if self.parking.is_some() {
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// TODO right place for this check?
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@ -108,7 +109,7 @@ impl Car {
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}
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}
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let vehicle = Vehicle::typical_car();
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let vehicle = &properties[&self.id];
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// TODO could wrap this state up
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let mut current_speed_limit = self.on.speed_limit(map);
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@ -153,7 +154,7 @@ impl Car {
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let accel = vehicle.accel_to_follow(
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self.speed,
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current_speed_limit,
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&vehicle,
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&properties[&other.id],
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dist_behind_other,
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other.speed,
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);
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@ -380,10 +381,16 @@ impl SimQueue {
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// TODO this starts cars with their front aligned with the end of the lane, sticking their back
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// into the intersection. :(
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fn get_draw_cars(&self, sim: &DrivingSimState, map: &Map, time: Tick) -> Vec<DrawCar> {
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fn get_draw_cars(
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&self,
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sim: &DrivingSimState,
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map: &Map,
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time: Tick,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Vec<DrawCar> {
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let mut results = Vec::new();
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for id in &self.cars_queue {
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results.push(sim.get_draw_car(*id, time, map).unwrap())
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results.push(sim.get_draw_car(*id, time, map, properties).unwrap())
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}
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results
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}
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@ -542,11 +549,15 @@ impl DrivingSimState {
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parking_sim: &ParkingSimState,
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intersections: &mut IntersectionSimState,
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rng: &mut R,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Result<Vec<CarParking>, InvariantViolated> {
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// Could be concurrent, since this is deterministic.
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let mut requested_moves: Vec<(CarID, Action)> = Vec::new();
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for c in self.cars.values() {
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requested_moves.push((c.id, c.react(map, time, self, parking_sim, intersections)));
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requested_moves.push((
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c.id,
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c.react(map, time, self, parking_sim, intersections, properties),
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));
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}
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// In AORTA, there was a split here -- react vs step phase. We're still following the same
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@ -648,6 +659,7 @@ impl DrivingSimState {
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parking: CarParking,
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mut path: VecDeque<LaneID>,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> bool {
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let start = path.pop_front().unwrap();
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let dist_along = parking.spot.dist_along;
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@ -670,11 +682,11 @@ impl DrivingSimState {
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return false;
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}
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let vehicle = Vehicle::typical_car();
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let vehicle = &properties[&car];
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let accel_for_other_to_stop = vehicle.accel_to_follow(
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self.cars[&other].speed,
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map.get_parent(start).get_speed_limit(),
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&vehicle,
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&properties[&other],
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dist_along - other_dist,
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0.0 * si::MPS,
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);
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@ -713,10 +725,16 @@ impl DrivingSimState {
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true
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}
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pub fn get_draw_car(&self, id: CarID, time: Tick, map: &Map) -> Option<DrawCar> {
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pub fn get_draw_car(
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&self,
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id: CarID,
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time: Tick,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Option<DrawCar> {
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let c = self.cars.get(&id)?;
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let (base_pos, angle) = c.on.dist_along(c.dist_along, map);
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let stopping_dist = Vehicle::typical_car().stopping_distance(c.speed);
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let stopping_dist = properties[&id].stopping_distance(c.speed);
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// TODO arguably, this math might belong in DrawCar.
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let pos = if let Some(ref parking) = c.parking {
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@ -744,13 +762,25 @@ impl DrivingSimState {
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))
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}
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pub fn get_draw_cars_on_lane(&self, lane: LaneID, time: Tick, map: &Map) -> Vec<DrawCar> {
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self.lanes[lane.0].get_draw_cars(self, map, time)
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pub fn get_draw_cars_on_lane(
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&self,
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lane: LaneID,
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time: Tick,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Vec<DrawCar> {
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self.lanes[lane.0].get_draw_cars(self, map, time, properties)
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}
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pub fn get_draw_cars_on_turn(&self, turn: TurnID, time: Tick, map: &Map) -> Vec<DrawCar> {
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pub fn get_draw_cars_on_turn(
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&self,
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turn: TurnID,
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time: Tick,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Vec<DrawCar> {
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if let Some(queue) = self.turns.get(&turn) {
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return queue.get_draw_cars(self, map, time);
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return queue.get_draw_cars(self, map, time, properties);
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}
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return Vec::new();
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}
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@ -1,8 +1,9 @@
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use dimensioned::si;
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use geom::EPSILON_DIST;
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use models::FOLLOWING_DISTANCE;
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use rand::Rng;
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use std;
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use {Acceleration, Distance, Speed, Time, TIMESTEP};
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use {Acceleration, CarID, Distance, Speed, Time, TIMESTEP};
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pub const EPSILON_SPEED: Speed = si::MeterPerSecond {
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value_unsafe: 0.00000001,
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@ -12,18 +13,31 @@ pub const EPSILON_SPEED: Speed = si::MeterPerSecond {
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// TODO unit test all of this
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// TODO handle floating point issues uniformly here
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#[derive(Serialize, Deserialize, Debug)]
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pub struct Vehicle {
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pub id: CarID,
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// > 0
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max_accel: Acceleration,
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// < 0
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pub max_deaccel: Acceleration,
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}
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// TODO this is used for verifying sim state determinism, so it should actually check everything.
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// the f64 prevents this from being derived.
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impl PartialEq for Vehicle {
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fn eq(&self, other: &Vehicle) -> bool {
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self.id == other.id
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}
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}
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impl Eq for Vehicle {}
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impl Vehicle {
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pub fn typical_car() -> Vehicle {
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pub fn generate_typical_car<R: Rng + ?Sized>(id: CarID, rng: &mut R) -> Vehicle {
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Vehicle {
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max_accel: 2.7 * si::MPS2,
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max_deaccel: -2.7 * si::MPS2,
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id,
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max_accel: rng.gen_range(2.4, 2.8) * si::MPS2,
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max_deaccel: rng.gen_range(-2.8, -2.4) * si::MPS2,
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}
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}
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@ -194,13 +194,20 @@ impl SimQueue {
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// TODO this starts cars with their front aligned with the end of the lane, sticking their back
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// into the intersection. :(
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fn get_draw_cars(&self, time: Tick, sim: &DrivingSimState, map: &Map) -> Vec<DrawCar> {
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fn get_draw_cars(
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&self,
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time: Tick,
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sim: &DrivingSimState,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Vec<DrawCar> {
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if self.cars_queue.is_empty() {
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return Vec::new();
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}
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// TODO base this on actual speed ;)
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let stopping_dist = Vehicle::typical_car().stopping_distance(self.id.speed_limit(map));
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// TODO base this on actual speed and each vehicle ;)
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let stopping_dist =
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properties[&self.cars_queue[0]].stopping_distance(self.id.speed_limit(map));
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let mut results = Vec::new();
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let (pos1, angle1, dist_along1) =
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@ -372,6 +379,7 @@ impl DrivingSimState {
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_parking_sim: &ParkingSimState,
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intersections: &mut IntersectionSimState,
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_rng: &mut R,
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_properties: &BTreeMap<CarID, Vehicle>,
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) -> Result<Vec<CarParking>, InvariantViolated> {
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// Could be concurrent, since this is deterministic.
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let mut requested_moves: Vec<(CarID, Action)> = Vec::new();
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@ -467,6 +475,7 @@ impl DrivingSimState {
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_parking: CarParking,
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mut path: VecDeque<LaneID>,
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map: &Map,
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_properties: &BTreeMap<CarID, Vehicle>,
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) -> bool {
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let start = path.pop_front().unwrap();
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@ -491,21 +500,39 @@ impl DrivingSimState {
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true
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}
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pub fn get_draw_car(&self, id: CarID, time: Tick, map: &Map) -> Option<DrawCar> {
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pub fn get_draw_car(
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&self,
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id: CarID,
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time: Tick,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Option<DrawCar> {
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let all = match self.cars.get(&id)?.on {
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On::Lane(l) => self.get_draw_cars_on_lane(l, time, map),
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On::Turn(t) => self.get_draw_cars_on_turn(t, time, map),
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On::Lane(l) => self.get_draw_cars_on_lane(l, time, map, properties),
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On::Turn(t) => self.get_draw_cars_on_turn(t, time, map, properties),
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};
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all.into_iter().find(|c| c.id == id)
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}
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pub fn get_draw_cars_on_lane(&self, lane: LaneID, time: Tick, map: &Map) -> Vec<DrawCar> {
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self.lanes[lane.0].get_draw_cars(time, self, map)
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pub fn get_draw_cars_on_lane(
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&self,
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lane: LaneID,
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time: Tick,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Vec<DrawCar> {
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self.lanes[lane.0].get_draw_cars(time, self, map, properties)
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}
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pub fn get_draw_cars_on_turn(&self, turn: TurnID, time: Tick, map: &Map) -> Vec<DrawCar> {
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pub fn get_draw_cars_on_turn(
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&self,
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turn: TurnID,
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time: Tick,
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>,
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) -> Vec<DrawCar> {
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if let Some(queue) = self.turns.get(&turn) {
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return queue.get_draw_cars(time, self, map);
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return queue.get_draw_cars(time, self, map, properties);
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}
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return Vec::new();
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}
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@ -6,12 +6,13 @@ use draw_car::DrawCar;
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use draw_ped::DrawPedestrian;
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use driving;
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use intersections::{AgentInfo, IntersectionSimState};
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use kinematics::Vehicle;
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use map_model::{IntersectionID, LaneID, LaneType, Map, Turn, TurnID};
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use parametric_driving;
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use parking::ParkingSimState;
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use rand::{FromEntropy, Rng, SeedableRng, XorShiftRng};
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use spawn::Spawner;
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use std::collections::{HashMap, HashSet, VecDeque};
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use std::collections::{BTreeMap, HashMap, HashSet, VecDeque};
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use std::f64;
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use std::time::{Duration, Instant};
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use walking::WalkingSimState;
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@ -106,18 +107,19 @@ impl DrivingModel {
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delegate!(fn edit_add_lane(&mut self, id: LaneID));
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delegate!(fn edit_remove_turn(&mut self, id: TurnID));
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delegate!(fn edit_add_turn(&mut self, id: TurnID, map: &Map));
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delegate!(fn step<R: Rng + ?Sized>(&mut self, time: Tick, map: &Map, parking: &ParkingSimState, intersections: &mut IntersectionSimState, rng: &mut R) -> Result<Vec<CarParking>, InvariantViolated>);
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delegate!(fn step<R: Rng + ?Sized>(&mut self, time: Tick, map: &Map, parking: &ParkingSimState, intersections: &mut IntersectionSimState, rng: &mut R, properties: &BTreeMap<CarID, Vehicle>) -> Result<Vec<CarParking>, InvariantViolated>);
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delegate!(pub fn start_car_on_lane(
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&mut self,
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time: Tick,
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car: CarID,
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parking: CarParking,
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path: VecDeque<LaneID>,
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map: &Map
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map: &Map,
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properties: &BTreeMap<CarID, Vehicle>
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) -> bool);
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delegate!(fn get_draw_car(&self, id: CarID, time: Tick, map: &Map) -> Option<DrawCar>);
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delegate!(fn get_draw_cars_on_lane(&self, lane: LaneID, time: Tick, map: &Map) -> Vec<DrawCar>);
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delegate!(fn get_draw_cars_on_turn(&self, turn: TurnID, time: Tick, map: &Map) -> Vec<DrawCar>);
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delegate!(fn get_draw_car(&self, id: CarID, time: Tick, map: &Map, properties: &BTreeMap<CarID, Vehicle>) -> Option<DrawCar>);
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delegate!(fn get_draw_cars_on_lane(&self, lane: LaneID, time: Tick, map: &Map, properties: &BTreeMap<CarID, Vehicle>) -> Vec<DrawCar>);
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delegate!(fn get_draw_cars_on_turn(&self, turn: TurnID, time: Tick, map: &Map, properties: &BTreeMap<CarID, Vehicle>) -> Vec<DrawCar>);
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}
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#[derive(Serialize, Deserialize, Derivative)]
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@ -134,6 +136,8 @@ pub struct Sim {
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driving_state: DrivingModel,
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parking_state: ParkingSimState,
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walking_state: WalkingSimState,
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car_properties: BTreeMap<CarID, Vehicle>,
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}
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impl Sim {
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@ -157,6 +161,7 @@ impl Sim {
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parking_state: ParkingSimState::new(map),
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walking_state: WalkingSimState::new(),
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time: Tick::zero(),
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car_properties: BTreeMap::new(),
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}
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}
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@ -193,13 +198,24 @@ impl Sim {
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}
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pub fn seed_parked_cars(&mut self, percent: f64) {
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self.spawner
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.seed_parked_cars(percent, &mut self.parking_state, &mut self.rng);
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for v in self.spawner
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.seed_parked_cars(percent, &mut self.parking_state, &mut self.rng)
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.into_iter()
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{
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self.car_properties.insert(v.id, v);
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}
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}
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pub fn seed_specific_parked_cars(&mut self, lane: LaneID, spots: Vec<usize>) -> Vec<CarID> {
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self.spawner
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.seed_specific_parked_cars(lane, spots, &mut self.parking_state)
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let mut ids = Vec::new();
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for v in self.spawner
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.seed_specific_parked_cars(lane, spots, &mut self.parking_state, &mut self.rng)
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.into_iter()
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{
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ids.push(v.id);
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self.car_properties.insert(v.id, v);
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}
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ids
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}
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pub fn start_many_parked_cars(&mut self, map: &Map, num_cars: usize) {
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@ -252,6 +268,7 @@ impl Sim {
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&mut self.parking_state,
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&mut self.walking_state,
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&mut self.driving_state,
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&self.car_properties,
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);
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let mut cars_parked_this_step: Vec<CarParking> = Vec::new();
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@ -261,6 +278,7 @@ impl Sim {
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&self.parking_state,
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&mut self.intersection_state,
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&mut self.rng,
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&self.car_properties,
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) {
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Ok(parked_cars) => for p in parked_cars {
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cars_parked_this_step.push(p.clone());
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@ -298,7 +316,7 @@ impl Sim {
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pub fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCar> {
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self.driving_state
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.get_draw_car(id, self.time, map)
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.get_draw_car(id, self.time, map, &self.car_properties)
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.or_else(|| self.parking_state.get_draw_car(id, map))
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}
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@ -309,7 +327,10 @@ impl Sim {
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// TODO maybe just DrawAgent instead? should caller care?
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pub fn get_draw_cars_on_lane(&self, l: LaneID, map: &Map) -> Vec<DrawCar> {
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match map.get_l(l).lane_type {
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LaneType::Driving => self.driving_state.get_draw_cars_on_lane(l, self.time, map),
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LaneType::Driving => {
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self.driving_state
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.get_draw_cars_on_lane(l, self.time, map, &self.car_properties)
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}
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LaneType::Parking => self.parking_state.get_draw_cars(l, map),
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LaneType::Sidewalk => Vec::new(),
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LaneType::Biking => Vec::new(),
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@ -317,7 +338,8 @@ impl Sim {
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}
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pub fn get_draw_cars_on_turn(&self, t: TurnID, map: &Map) -> Vec<DrawCar> {
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self.driving_state.get_draw_cars_on_turn(t, self.time, map)
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self.driving_state
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.get_draw_cars_on_turn(t, self.time, map, &self.car_properties)
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}
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pub fn get_draw_peds_on_lane(&self, l: LaneID, map: &Map) -> Vec<DrawPedestrian> {
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|
@ -1,9 +1,10 @@
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use kinematics::Vehicle;
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use map_model;
|
||||
use map_model::{LaneID, Map};
|
||||
use parking::ParkingSimState;
|
||||
use rand::Rng;
|
||||
use sim::{CarParking, DrivingModel};
|
||||
use std::collections::VecDeque;
|
||||
use std::collections::{BTreeMap, VecDeque};
|
||||
use std::time::Instant;
|
||||
use walking::WalkingSimState;
|
||||
use {AgentID, CarID, PedestrianID, Tick};
|
||||
@ -47,6 +48,7 @@ impl Spawner {
|
||||
parking_sim: &mut ParkingSimState,
|
||||
walking_sim: &mut WalkingSimState,
|
||||
driving_sim: &mut DrivingModel,
|
||||
properties: &BTreeMap<CarID, Vehicle>,
|
||||
) {
|
||||
for p in self.spawn_parked_cars.drain(0..) {
|
||||
parking_sim.add_parked_car(p);
|
||||
@ -95,6 +97,7 @@ impl Spawner {
|
||||
CarParking::new(*car, spot),
|
||||
VecDeque::from(path),
|
||||
map,
|
||||
properties,
|
||||
) {
|
||||
parking_sim.remove_parked_car(parking_lane, *car);
|
||||
spawned_agents += 1;
|
||||
@ -134,36 +137,40 @@ impl Spawner {
|
||||
percent_capacity_to_fill: f64,
|
||||
parking_sim: &mut ParkingSimState,
|
||||
rng: &mut R,
|
||||
) {
|
||||
) -> Vec<Vehicle> {
|
||||
assert!(percent_capacity_to_fill >= 0.0 && percent_capacity_to_fill <= 1.0);
|
||||
assert!(self.spawn_parked_cars.is_empty());
|
||||
|
||||
let mut total_capacity = 0;
|
||||
let mut new_cars = 0;
|
||||
let mut new_cars: Vec<Vehicle> = Vec::new();
|
||||
for spot in parking_sim.get_all_free_spots() {
|
||||
total_capacity += 1;
|
||||
if rng.gen_bool(percent_capacity_to_fill) {
|
||||
new_cars += 1;
|
||||
let id = CarID(self.car_id_counter);
|
||||
// TODO since spawning applies during the next step, lots of stuff breaks without
|
||||
// this :(
|
||||
parking_sim.add_parked_car(CarParking::new(CarID(self.car_id_counter), spot));
|
||||
parking_sim.add_parked_car(CarParking::new(id, spot));
|
||||
//self.spawn_parked_cars.push(CarParking::new(CarID(self.car_id_counter), spot));
|
||||
new_cars.push(Vehicle::generate_typical_car(id, rng));
|
||||
self.car_id_counter += 1;
|
||||
}
|
||||
}
|
||||
|
||||
println!(
|
||||
"Seeded {} of {} parking spots with cars",
|
||||
new_cars, total_capacity
|
||||
new_cars.len(),
|
||||
total_capacity
|
||||
);
|
||||
new_cars
|
||||
}
|
||||
|
||||
pub fn seed_specific_parked_cars(
|
||||
pub fn seed_specific_parked_cars<R: Rng + ?Sized>(
|
||||
&mut self,
|
||||
lane: LaneID,
|
||||
spot_indices: Vec<usize>,
|
||||
parking_sim: &mut ParkingSimState,
|
||||
) -> Vec<CarID> {
|
||||
rng: &mut R,
|
||||
) -> Vec<Vehicle> {
|
||||
assert!(self.spawn_parked_cars.is_empty());
|
||||
let spots = parking_sim.get_all_spots(lane);
|
||||
spot_indices
|
||||
@ -173,7 +180,7 @@ impl Spawner {
|
||||
parking_sim.add_parked_car(CarParking::new(id, spots[idx].clone()));
|
||||
// TODO push onto spawn_parked_cars?
|
||||
self.car_id_counter += 1;
|
||||
id
|
||||
Vehicle::generate_typical_car(id, rng)
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user