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https://github.com/a-b-street/abstreet.git
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lots of the logic to start a parked car
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@ -3,8 +3,10 @@
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## cars
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- model cars parking
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- populate a bunch of parked cars initially
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- maybe render numbers on the cars to distinguish them
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- need to update the tests to seed, then start
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- render parked cars (different color)
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- make vanished cars just park again
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- how to handle when parking is full or no parking at goal road?
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- code cleanup
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- try to simplify straw_model step (less phases?)
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@ -18,6 +20,7 @@
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- draw cars in slightly different colors, to distinguish them better
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- start implementing a second AORTAish driving model
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- then make cars park/unpark at the correct position
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- reversible sim
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@ -414,9 +414,16 @@ impl gui::GUI for UI {
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self.geom_validator = Validator::start(&self.draw_map);
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return gui::EventLoopMode::InputOnly;
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}
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if input.unimportant_key_pressed(Key::S, "Spawn 1000 cars in random places") {
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self.sim_ctrl.sim.spawn_many_on_empty_roads(&self.map, 1000);
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return gui::EventLoopMode::InputOnly;
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if self.sim_ctrl.sim.total_cars() == 0 {
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if input.unimportant_key_pressed(Key::S, "Seed the map with 50% parked cars") {
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self.sim_ctrl.sim.seed_parked_cars(0.5);
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return gui::EventLoopMode::InputOnly;
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}
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} else {
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if input.unimportant_key_pressed(Key::S, "Make 1000 parked cars start driving") {
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self.sim_ctrl.sim.start_many_parked_cars(&self.map, 1000);
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return gui::EventLoopMode::InputOnly;
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}
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}
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match self.current_selection_state {
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@ -435,10 +442,8 @@ impl gui::GUI for UI {
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}
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if self.map.get_r(id).lane_type == map_model::LaneType::Driving {
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if input.key_pressed(Key::A, "Press A to add a car starting from this road") {
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if !self.sim_ctrl.sim.spawn_one_on_road(&self.map, id) {
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println!("No room, sorry");
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}
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if input.key_pressed(Key::A, "Press A to start a parked car on this road") {
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self.sim_ctrl.sim.start_parked_car(&self.map, id);
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return gui::EventLoopMode::InputOnly;
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}
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}
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@ -5,7 +5,9 @@ use dimensioned::si;
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use draw_car::DrawCar;
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use geom::{Angle, Pt2D};
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use intersections::{IntersectionPolicy, StopSign, TrafficSignal};
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use map_model::{Map, RoadID, TurnID};
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use map_model;
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use rand::Rng;
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use map_model::{Map, RoadID, TurnID, LaneType};
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use multimap::MultiMap;
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use std;
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use std::collections::{BTreeMap, HashSet, VecDeque};
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@ -393,4 +395,44 @@ impl DrivingSimState {
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}
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}
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}
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// TODO cars basically start in the intersection, with their front bumper right at the
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// beginning of the road. later, we want cars starting at arbitrary points in the middle of the
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// road (from a building), so just ignore this problem for now.
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// True if we spawned one
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pub fn start_car_on_road<R: Rng + ?Sized>(&mut self, time: Tick, start: RoadID, car: CarID, map: &Map, rng: &mut R) -> bool {
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if !self.roads[start.0].room_at_end(time, &self.cars) {
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// TODO car should enter Unparking state and wait for room
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println!("No room for {} to start driving on {}", car, start);
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return false;
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}
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let goal = rng.choose(map.all_roads()).unwrap();
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if goal.lane_type != LaneType::Driving || goal.id == start {
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println!("Chose bad goal {}", goal.id);
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return false;
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}
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let mut path = if let Some(steps) = map_model::pathfind(map, start, goal.id) {
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VecDeque::from(steps)
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} else {
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println!("No path from {} to {}", start, goal.id);
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return false;
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};
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// path includes the start, but that's not the invariant Car enforces
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path.pop_front();
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self.cars.insert(
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car,
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Car {
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id: car,
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path,
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started_at: time,
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on: On::Road(start),
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waiting_for: None,
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debug: false,
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},
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);
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self.roads[start.0].cars_queue.push(car);
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true
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}
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}
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@ -22,10 +22,17 @@ mod sim;
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use dimensioned::si;
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pub use sim::{Benchmark, Sim};
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use std::fmt;
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#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, PartialOrd, Ord, Serialize, Deserialize)]
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pub struct CarID(pub usize);
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impl fmt::Display for CarID {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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write!(f, "CarID({0})", self.0)
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}
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}
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pub const TIMESTEP: si::Second<f64> = si::Second {
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value_unsafe: 0.1,
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_marker: std::marker::PhantomData,
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@ -20,7 +20,7 @@ impl ParkingSimState {
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}
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// Kind of vague whether this should handle existing spots or not
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pub(crate) fn seed_random_cars<R: Rng + ?Sized>(&mut self, rng: &mut R, percent_capacity_to_fill: f64) {
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pub(crate) fn seed_random_cars<R: Rng + ?Sized>(&mut self, rng: &mut R, percent_capacity_to_fill: f64, id_counter: &mut usize) {
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assert!(percent_capacity_to_fill >= 0.0 && percent_capacity_to_fill <= 1.0);
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let mut total_capacity = 0;
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@ -33,7 +33,8 @@ impl ParkingSimState {
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for spot in &mut r.spots {
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if !spot.is_some() && rng.gen_bool(percent_capacity_to_fill) {
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new_cars += 1;
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*spot = Some(CarID(42)); // TODO create a new car, right?
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*spot = Some(CarID(*id_counter));
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*id_counter += 1;
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}
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}
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}
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@ -42,6 +43,14 @@ impl ParkingSimState {
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new_cars, total_capacity
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);
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}
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pub(crate) fn get_last_parked_car(&self, id: RoadID) -> Option<CarID> {
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self.roads[id.0].get_last_parked_car()
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}
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pub(crate) fn remove_last_parked_car(&self, id: RoadID, car: CarID) {
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self.roads[id.0].remove_last_parked_car(car)
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}
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}
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#[derive(Serialize, Deserialize, PartialEq, Eq)]
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@ -64,4 +73,14 @@ impl ParkingLane {
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spots: iter::repeat(None).take(r.number_parking_spots()).collect(),
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}
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}
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fn get_last_parked_car(&self) -> Option<CarID> {
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self.spots.iter().rfind(|&&x| x.is_some()).map(|r| r.unwrap())
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}
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fn remove_last_parked_car(&mut self, car: CarID) {
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let idx = self.spots.iter().rposition(|&x| x.is_some()).expect("No parked cars at all now");
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assert_eq!(self.spots[idx], Some(car));
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self.spots[idx] = None;
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}
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}
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103
sim/src/sim.rs
103
sim/src/sim.rs
@ -3,11 +3,9 @@
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use control::ControlMap;
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use dimensioned::si;
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use draw_car::DrawCar;
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use driving::{Car, DrivingSimState, On};
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use map_model;
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use driving::DrivingSimState;
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use map_model::{LaneType, Map, RoadID, TurnID};
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use rand::{FromEntropy, Rng, SeedableRng, XorShiftRng};
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use std::collections::VecDeque;
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use parking::ParkingSimState;
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use std::f64;
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use std::time::{Duration, Instant};
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@ -45,75 +43,78 @@ impl Sim {
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}
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}
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// TODO cars basically start in the intersection, with their front bumper right at the
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// beginning of the road. later, we want cars starting at arbitrary points in the middle of the
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// road (from a building), so just ignore this problem for now.
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pub fn spawn_one_on_road(&mut self, map: &Map, start: RoadID) -> bool {
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if !self.driving_state.roads[start.0].room_at_end(self.time, &self.driving_state.cars) {
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return false;
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}
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let id = CarID(self.id_counter);
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self.id_counter += 1;
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let goal = self.rng.choose(map.all_roads()).unwrap();
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if goal.lane_type != LaneType::Driving || goal.id == start {
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println!("Chose bad goal {}", goal.id);
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return false;
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}
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let mut path = if let Some(steps) = map_model::pathfind(map, start, goal.id) {
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VecDeque::from(steps)
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} else {
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println!("No path from {} to {}", start, goal.id);
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return false;
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};
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// path includes the start, but that's not the invariant Car enforces
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path.pop_front();
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self.driving_state.cars.insert(
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id,
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Car {
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id,
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path,
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started_at: self.time,
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on: On::Road(start),
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waiting_for: None,
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debug: false,
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},
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);
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self.driving_state.roads[start.0].cars_queue.push(id);
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true
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pub fn total_cars(&self) -> usize {
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self.id_counter
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}
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pub fn spawn_many_on_empty_roads(&mut self, map: &Map, num_cars: usize) {
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let mut roads: Vec<RoadID> = self.driving_state
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.roads
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.iter()
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pub fn seed_parked_cars(&mut self, percent: f64) {
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self.parking_state.seed_random_cars(&mut self.rng, percent, &mut self.id_counter)
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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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let mut driving_lanes: Vec<RoadID> = map.all_roads().iter()
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.filter_map(|r| {
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if map.get_r(r.id.as_road()).lane_type == LaneType::Driving && r.is_empty() {
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Some(r.id.as_road())
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if r.lane_type == LaneType::Driving && self.driving_state.roads[r.id.0].is_empty() {
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Some(r.id)
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} else {
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None
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}
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})
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.collect();
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// Don't ruin determinism for silly reasons. :)
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if !roads.is_empty() {
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self.rng.shuffle(&mut roads);
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if !driving_lanes.is_empty() {
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self.rng.shuffle(&mut driving_lanes);
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}
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let n = num_cars.min(roads.len());
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let n = num_cars.min(driving_lanes.len());
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let mut actual = 0;
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for i in 0..n {
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if self.spawn_one_on_road(map, roads[i]) {
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if self.start_parked_car(map, driving_lanes[i]) {
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actual += 1;
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}
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}
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println!("Spawned {} of {}", actual, n);
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println!("Started {} parked cars of requested {}", actual, n);
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}
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pub fn start_parked_car(&mut self, map: &Map, id: RoadID) -> bool {
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let (driving_lane, parking_lane) = match map.get_r(id).lane_type {
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LaneType::Sidewalk => {
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println!("{} is a sidewalk, can't start a parked car here", id);
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return false;
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}
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LaneType::Driving => {
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if let Some(parking) = map.find_parking_lane(id) {
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(id, parking)
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} else {
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println!("{} has no parking lane", id);
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return false;
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}
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}
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LaneType::Parking => {
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if let Some(driving) = map.find_driving_lane(id) {
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(driving, id)
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} else {
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println!("{} has no driving lane", id);
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return false;
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}
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}
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};
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if let Some(car) = self.parking_state.get_last_parked_car(parking_lane) {
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if self.driving_state.start_car_on_road(self.time, driving_lane, car, map, &mut self.rng) {
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self.parking_state.remove_last_parked_car(parking_lane, car);
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}
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true
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} else {
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println!("No parked cars on {}", parking_lane);
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false
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}
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}
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pub fn step(&mut self, map: &Map, control_map: &ControlMap) {
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self.time.increment();
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// TODO Vanish action should become Park
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self.driving_state.step(self.time, map, control_map);
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}
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