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peds only use the car associated with their building
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@ -173,7 +173,10 @@ steps for this change:
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= initially randomly assign a building in the neighborhood
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= start seeding parked cars per building instead of per spot
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= make sure stability is vaguely preserved
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- make peds that'll use a car pick from a house with an available car
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= make peds that'll use a car pick from a house with an available car
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= should we even specify this, or should they pick mode at the
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beginning based on availability? leaning towards this option since
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it's easier to implement right now and seems more natural
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## Traces between worlds
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@ -126,7 +126,6 @@ fn edit_scenario(map: &Map, scenario: &mut Scenario, mut wizard: WrappedWizard)
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start_tick: input_tick(&mut wizard, "Start spawning when?")?,
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// TODO input interval, or otherwise enforce stop_tick > start_tick
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stop_tick: input_tick(&mut wizard, "Stop spawning when?")?,
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percent_drive: wizard.input_percent("What percent should drive?")?,
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start_from_neighborhood: choose_neighborhood(
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map,
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&mut wizard,
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@ -2,8 +2,8 @@ use abstutil;
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use geom::{Polygon, Pt2D};
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use map_model::{BuildingID, LaneID, Map};
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use rand::Rng;
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use std::collections::{BTreeMap, HashMap};
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use {fork_rng, ParkedCar, Sim, Tick};
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use std::collections::{HashMap, HashSet};
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use {CarID, Sim, Tick};
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#[derive(Clone, Serialize, Deserialize, Debug)]
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pub struct Scenario {
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@ -20,8 +20,6 @@ pub struct SpawnOverTime {
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// TODO use https://docs.rs/rand/0.5.5/rand/distributions/struct.Normal.html
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pub start_tick: Tick,
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pub stop_tick: Tick,
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// [0, 1]. The rest will walk, using transit if useful.
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pub percent_drive: f64,
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pub start_from_neighborhood: String,
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pub go_to_neighborhood: String,
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}
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@ -103,20 +101,8 @@ impl Scenario {
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);
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}
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let mut parked_cars_per_neighborhood: BTreeMap<String, Vec<ParkedCar>> = BTreeMap::new();
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for (name, neighborhood) in &neighborhoods {
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parked_cars_per_neighborhood.insert(
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name.to_string(),
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sim.parking_state
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.get_all_parked_cars(Some(&Polygon::new(&neighborhood.points))),
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);
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}
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// Shuffle the list of parked cars, but be sure to fork the RNG to be stable across map
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// edits.
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for cars in parked_cars_per_neighborhood.values_mut() {
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fork_rng(&mut sim.rng).shuffle(cars);
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}
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// Don't let two pedestrians starting from one building use the same car.
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let mut reserved_cars: HashSet<CarID> = HashSet::new();
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for s in &self.spawn_over_time {
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for _ in 0..s.num_agents {
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// TODO normal distribution, not uniform
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@ -132,22 +118,18 @@ impl Scenario {
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.choose(&bldgs_per_neighborhood[&s.go_to_neighborhood])
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.unwrap();
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if sim.rng.gen_bool(s.percent_drive) {
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// TODO Probably prefer parked cars close to from_bldg, unless the particular
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// area is tight on parking. :)
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let parked_car = parked_cars_per_neighborhood
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.get_mut(&s.start_from_neighborhood)
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.unwrap()
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.pop()
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.expect(&format!(
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"{} has no parked cars; can't instantiate {}",
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s.start_from_neighborhood, self.scenario_name
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));
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// Will they drive or not?
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if let Some(parked_car) = sim
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.parking_state
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.get_parked_cars_by_owner(from_bldg)
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.into_iter()
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.find(|p| !reserved_cars.contains(&p.car))
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{
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reserved_cars.insert(parked_car.car);
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sim.spawner.start_trip_using_parked_car(
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spawn_time,
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map,
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parked_car,
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parked_car.clone(),
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&sim.parking_state,
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from_bldg,
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to_bldg,
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