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Return agent properties for cars waiting to spawn at a border, rather than crash when asked. #392
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@ -1013,26 +1013,46 @@ impl DrivingSimState {
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}
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pub fn agent_properties(&self, id: CarID, now: Time) -> AgentProperties {
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let car = self.cars.get(&id).unwrap();
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let path = car.router.get_path();
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let time_spent_waiting = car.state.time_spent_waiting(now);
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if let Some(car) = self.cars.get(&id) {
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let path = car.router.get_path();
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let time_spent_waiting = car.state.time_spent_waiting(now);
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// In all cases, we can figure out exactly where we are along the current queue, then
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// assume we've travelled from the start of that, unless it's the very first step.
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let front = self.get_car_front(now, car);
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let current_state_dist =
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if car.router.head() == Traversable::Lane(path.get_req().start.lane()) {
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front - path.get_req().start.dist_along()
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} else {
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front
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};
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// In all cases, we can figure out exactly where we are along the current queue, then
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// assume we've travelled from the start of that, unless it's the very first step.
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let front = self.get_car_front(now, car);
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let current_state_dist =
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if car.router.head() == Traversable::Lane(path.get_req().start.lane()) {
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front - path.get_req().start.dist_along()
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} else {
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front
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};
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AgentProperties {
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total_time: now - car.started_at,
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waiting_here: time_spent_waiting,
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total_waiting: car.total_blocked_time + time_spent_waiting,
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dist_crossed: path.crossed_so_far() + current_state_dist,
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total_dist: path.total_length(),
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AgentProperties {
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total_time: now - car.started_at,
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waiting_here: time_spent_waiting,
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total_waiting: car.total_blocked_time + time_spent_waiting,
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dist_crossed: path.crossed_so_far() + current_state_dist,
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total_dist: path.total_length(),
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}
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} else {
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for (car, _) in &self.waiting_to_spawn {
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if id == *car {
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// If the vehicle is waiting to spawn, we don't have any stats on them yet. We
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// could track when they originally tried to spawn and use for a few of these
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// fields, but we should also make sure that delay gets recorded later.
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return AgentProperties {
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total_time: Duration::ZERO,
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waiting_here: Duration::ZERO,
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total_waiting: Duration::ZERO,
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dist_crossed: Distance::ZERO,
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total_dist: Distance::ZERO,
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};
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}
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}
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panic!(
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"Can't get agent_properties of {} at {}; they don't exist",
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id, now
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);
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}
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}
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