- Procedurally generate houses there, so the automatic travel demand
model doesn't produce totally silly patterns.
- Disable parking
- Allow vehicles to enter the intersection even when it looks like they
might get stuck; this lets the default scenario complete without
gridlock.
- Prebake the scenario, so a researcher can make edits and use all of
the A/B testing data viz.
The home-to-work scenario produces laughably bogus patterns... everyone
working at Bank Sepah.
any trips snap successfully to buildings, so we wind up with 0-trip
people that break some UI logic.
Reimported all actdev scenarios. Hopefully there weren't any cases like
this in the Seattle data, but I'll do a full regeneration later tonight
anyway...
lane that they're stuck behind them. Only record a risk exposure event
the first time, but let passing happen anywhere. #382
Also add scenario name to PrebakeSummary, to disambiguate the Poundbury
results.
lane and both want to park in the same building or parking lot, they're
assigned the same spot. When the second one tries to use it, they pick
another. Now the second will still consider spots that they're directly
next to. #688
- handle when the equiv_pos of a driveway gets too close to the edge of
another lane
- make the updater workflow handle files from S3 that're a bit older
- remove pathfinding_avoiding_roads
- strip out old vehicle capping from map edit JSON, then fix up
proposals
- delete old capping API example
- temporarily give up on phinney; it starts gridlocking
- add broadmoor proposal link in-game
This collaboration is abandoned, the code slows down refactoring, and
if we started this idea again today, it'd be better to do it from
scratch anyway.
Regenerating everything.
supported!
- Had to skip over center turn lanes -- we're approaching the point where
we can model those realistically.
- Carefully deal with static blockages near the start of a lane to avoid
spillover. Observed near b3810 in greenlake. It's time to make equiv_pos
smarter...
we need to adjust the start position to account for the vehicle's
length.
Also add a very convenient debug tool to understand positions along
lanes.
This probably breaks static blockages; I'll check into that next.
- Allow blocking the box around two complex intersections in Green Lake.
This makes the vehicle behavior much more realistic there, by visual
inspection.
- Amp up offstreet parking to 10 per building. I noticed the simulation
completes easily with --infinite_parking. This is an approximation of
that. We make really bad guesses about carpooling and the amount of
parking available around here, so effectively just remove it from
consideration for now.
- only triggered when a vehicle becomes Queued
- Only one adjacent lane, no contraflow (crossing the road's center
line)
- Don't return to the original lane after passing
- Using a static blockage in the old lane (so other vehicles will wait
too much)
- Only using the new lane to determine position (so visually a car will
clip a bike as they pass)
Haven't regenerated prebaked data. #382
- arrays are now iterable directly
- switch to using BTree{Set,Map}::retain!
- a round of clippy
- regenerate scenarios and prebaked data; not sure why, but there's a
diff
distances... #555
Prebaked actually broke with the previous commit in Arboretum, because a
car waits behind a blockage, then suddenly warps ahead. But now we can
fix this...
Vehicles now wait behind blockages, but one more little bug... after the
driveway is clear, the waiting vehicle jumps forward. Need to reset
their crossing state, same as waiting behind a bus.