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https://github.com/a-b-street/abstreet.git
synced 2024-11-28 03:35:51 +03:00
Improve lane changing vis-a-vis uber turns.
1. Allow lane changing in an uber turn. Because of the way uber turns work, we lock in and commit to all the lane changes just before entering the uber turn. 2. Avoid overzealous lane changing by combining number-of-lanes-crossed and numer-of-vehicles-in-lane into a single cost, rather than always preferring the least number-of-vehicles-in-lane. 3. Don't lane-change unless the candidate lane's cost is strictly better than the current lane cost.
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@ -237,22 +237,11 @@ impl Path {
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self.steps.push_back(step);
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}
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// TODO This is a brittle, tied to exactly what opportunistically_lanechange does.
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pub fn approaching_uber_turn(&self) -> bool {
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if self.steps.len() < 5 || self.uber_turns.is_empty() {
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return false;
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}
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if let PathStep::Turn(t) = self.steps[1] {
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if self.uber_turns[0].path[0] == t {
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return true;
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}
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}
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if let PathStep::Turn(t) = self.steps[3] {
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if self.uber_turns[0].path[0] == t {
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return true;
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}
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}
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false
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pub fn is_upcoming_uber_turn_component(&self, t: TurnID) -> bool {
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self.uber_turns
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.front()
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.map(|ut| ut.path.contains(&t))
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.unwrap_or(false)
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}
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/// Trusting the caller to do this in valid ways.
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@ -260,6 +249,20 @@ impl Path {
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assert!(self.currently_inside_ut.is_none());
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assert!(idx != 0);
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self.total_length -= self.steps[idx].as_traversable().length(map);
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// When replacing a turn, also update any references to it in uber_turns
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if let PathStep::Turn(old_turn) = self.steps[idx] {
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for uts in &mut self.uber_turns {
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if let Some(turn_idx) = uts.path.iter().position(|i| i == &old_turn) {
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if let PathStep::Turn(new_turn) = step {
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uts.path[turn_idx] = new_turn;
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} else {
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panic!("expected turn, but found {:?}", step);
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}
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}
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}
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}
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self.steps[idx] = step;
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self.total_length += self.steps[idx].as_traversable().length(map);
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@ -52,6 +52,7 @@ pub(crate) struct IntersectionSimState {
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#[derive(Clone, Serialize, Deserialize)]
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struct State {
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id: IntersectionID,
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// The in-progress turns which any potential new turns must not conflict with
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accepted: BTreeSet<Request>,
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// Track when a request is first made.
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#[serde(
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@ -258,7 +258,12 @@ impl Queue {
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pub fn free_reserved_space(&mut self, car: &Car) {
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self.reserved_length -= car.vehicle.length + FOLLOWING_DISTANCE;
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assert!(self.reserved_length >= Distance::ZERO);
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assert!(
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self.reserved_length >= Distance::ZERO,
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"invalid reserved length: {:?}, car: {:?}",
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self.reserved_length,
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car
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);
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}
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pub fn target_lane_penalty(&self) -> (usize, usize) {
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@ -8,7 +8,7 @@ use serde::{Deserialize, Serialize};
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use geom::Distance;
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use map_model::{
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BuildingID, IntersectionID, LaneID, Map, Path, PathConstraints, PathRequest, PathStep,
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Position, Traversable, TurnID,
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Position, Traversable, Turn, TurnID,
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};
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use crate::mechanics::Queue;
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@ -334,59 +334,34 @@ impl Router {
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map: &Map,
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handle_uber_turns: bool,
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) {
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if handle_uber_turns
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&& (self.path.approaching_uber_turn() || self.path.currently_inside_ut().is_some())
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{
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// if we're already in the uber-turn, we're committed, but if we're about to enter one, lock
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// in the best path through it now.
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if handle_uber_turns && self.path.currently_inside_ut().is_some() {
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return;
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}
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let (current_turn, next_lane) = {
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let steps = self.path.get_steps();
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if steps.len() < 5 {
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return;
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}
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match (steps[1], steps[4]) {
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(PathStep::Turn(t), PathStep::Lane(l)) => (t, l),
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_ => {
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let mut segment = 0;
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loop {
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let (current_turn, next_lane) = {
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let steps = self.path.get_steps();
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if steps.len() < 5 + segment * 2 {
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return;
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}
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}
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};
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let orig_target_lane = current_turn.dst;
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let parent = map.get_parent(orig_target_lane);
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let next_parent = map.get_l(next_lane).src_i;
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// Look for other candidates, and assign a cost to each.
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let constraints = self.owner.1.to_constraints();
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let dir = parent.dir(orig_target_lane);
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let (_, turn1, best_lane, turn2) = parent
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.lanes_ltr()
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.into_iter()
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.filter(|(l, d, _)| dir == *d && constraints.can_use(map.get_l(*l), map))
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.filter_map(|(l, _, _)| {
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let t1 = TurnID {
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parent: current_turn.parent,
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src: current_turn.src,
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dst: l,
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};
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if let Some(turn1) = map.maybe_get_t(t1) {
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// Make sure we can go from this lane to next_lane.
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if let Some(turn2) = map.maybe_get_t(TurnID {
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parent: next_parent,
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src: l,
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dst: next_lane,
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}) {
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Some((turn1, l, turn2))
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} else {
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None
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match (steps[1 + segment * 2], steps[4 + segment * 2]) {
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(PathStep::Turn(t), PathStep::Lane(l)) => (t, l),
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_ => {
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return;
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}
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} else {
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None
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}
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})
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.map(|(turn1, l, turn2)| {
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};
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let orig_target_lane = current_turn.dst;
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let parent = map.get_parent(orig_target_lane);
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let next_parent = map.get_l(next_lane).src_i;
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let compute_cost = |turn1: &Turn, lane: LaneID| {
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let (lt, lc, mut slow_lane) = turn1.penalty(map);
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let (vehicles, mut bike) = queues[&Traversable::Lane(l)].target_lane_penalty();
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let (vehicles, mut bike) = queues[&Traversable::Lane(lane)].target_lane_penalty();
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// The magic happens here. We have different penalties:
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//
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@ -399,29 +374,89 @@ impl Router {
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// 4) Are there lots of vehicles stacked up in one lane?
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// 5) Are we changing lanes?
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//
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// A linear combination of these penalties is hard to reason about. Instead, we
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// A linear combination of these penalties is hard to reason about. We mostly
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// make our choice based on each penalty in order, breaking ties by moving onto the
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// next thing.
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// next thing. With one exception: To produce more realistic behavior, we combine
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// `vehicles + lc` as one score to avoid switching lanes just to get around one car.
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if self.owner.1 == VehicleType::Bike {
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bike = 0;
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} else {
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slow_lane = 0;
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}
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let cost = (lt, bike, slow_lane, vehicles, lc);
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(cost, turn1, l, turn2)
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})
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.min_by_key(|(cost, _, _, _)| *cost)
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.unwrap();
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// TODO Only switch if the target queue is some amount better; don't oscillate
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// unnecessarily.
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if best_lane == orig_target_lane {
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return;
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(lt, bike, slow_lane, vehicles + lc)
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};
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// Look for other candidates, and assign a cost to each.
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let mut original_cost = None;
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let constraints = self.owner.1.to_constraints();
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let dir = parent.dir(orig_target_lane);
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let best = parent
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.lanes_ltr()
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.into_iter()
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.filter(|(l, d, _)| dir == *d && constraints.can_use(map.get_l(*l), map))
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.filter_map(|(l, _, _)| {
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// Make sure we can go from this lane to next_lane.
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let t1 = TurnID {
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parent: current_turn.parent,
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src: current_turn.src,
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dst: l,
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};
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let turn1 = map.maybe_get_t(t1)?;
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let t2 = TurnID {
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parent: next_parent,
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src: l,
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dst: next_lane,
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};
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let turn2 = map.maybe_get_t(t2)?;
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return Some((turn1, l, turn2));
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})
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.map(|(turn1, l, turn2)| {
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let cost = compute_cost(turn1, l);
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if turn1.id == current_turn {
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original_cost = Some(cost);
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}
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(cost, turn1, l, turn2)
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})
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.min_by_key(|(cost, _, _, _)| *cost);
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if best.is_none() {
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error!("no valid paths found: {:?}", self.owner);
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return;
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}
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let (best_cost, turn1, best_lane, turn2) = best.unwrap();
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if original_cost.is_none() {
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error!("original_cost was unexpectedly None {:?}", self.owner);
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return;
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}
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let original_cost = original_cost.unwrap();
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// Only switch if the target queue is some amount better; don't oscillate
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// unnecessarily.
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if best_cost < original_cost {
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debug!(
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"changing lanes {:?} -> {:?}, cost: {:?} -> {:?}",
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orig_target_lane, best_lane, original_cost, best_cost
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);
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self.path
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.modify_step(1 + segment * 2, PathStep::Turn(turn1.id), map);
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self.path
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.modify_step(2 + segment * 2, PathStep::Lane(best_lane), map);
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self.path
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.modify_step(3 + segment * 2, PathStep::Turn(turn2.id), map);
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}
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if self.path.is_upcoming_uber_turn_component(turn2.id) {
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segment += 1;
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} else {
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// finished
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break;
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}
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}
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self.path.modify_step(1, PathStep::Turn(turn1.id), map);
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self.path.modify_step(2, PathStep::Lane(best_lane), map);
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self.path.modify_step(3, PathStep::Turn(turn2.id), map);
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}
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pub fn is_parking(&self) -> bool {
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