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use std::collections::{BTreeMap, HashMap};
use serde::{Deserialize, Serialize};
use abstutil::{deserialize_btreemap, serialize_btreemap};
use crate::{
osm, Direction, DrivingSide, IntersectionID, LaneID, Map, RoadID, TurnID, TurnPriority,
TurnType,
};
// TODO These are old notes, they don't reflect current reality. But some of the ideas here should
// be implemented, so keeping them...
// 1) Pedestrians always have right-of-way. (for now -- should be toggleable later)
// 2) Incoming roads without a stop sign have priority over roads with a sign.
// 3) Agents with a stop sign have to actually wait some amount of time before starting the turn.
// 4) Before starting any turn, an agent should make sure it can complete the turn without making a
// higher-priority agent have to wait.
// - "Complete" the turn just means the optimistic "length / max_speed" calculation -- if they
// queue behind slow cars upstream a bit, blocking the intersection a little bit is nice and
// realistic.
// - The higher priority agent might not even be at the intersection yet! This'll be a little
// harder to implement.
// - "Higher priority" has two cases -- stop sign road always yields to a non-stop sign road. But
// also a non-stop sign road yields to another non-stop sign road. In other words, left turns
// yield to straight and ideally, lane-changing yields to straight too.
// - So there still is a notion of turn priorities -- priority (can never conflict with another
// priority), yield (can't impede a priority turn), stop (has to pause and can't impede a
// priority or yield turn). But I don't think we want to really depict this...
// 5) Rule 4 gives us a notion of roads that conflict -- or actually, do we even need it? No! An
// intersection with no stop signs at all means everyone yields. An intersection with all stop
// signs means everyone pauses before proceeding.
// 6) Additionally, individual turns can be banned completely.
// - Even though letting players manipulate this could make parts of the map unreachable?
#[derive(Debug, Serialize, Deserialize, Clone, PartialEq)]
pub struct ControlStopSign {
pub id: IntersectionID,
/// Only roads incoming to the intersection are listed here.
#[serde(
serialize_with = "serialize_btreemap",
deserialize_with = "deserialize_btreemap"
)]
pub roads: BTreeMap<RoadID, RoadWithStopSign>,
}
#[derive(Debug, Serialize, Deserialize, Clone, PartialEq)]
pub struct RoadWithStopSign {
pub lane_closest_to_edge: LaneID,
pub must_stop: bool,
}
impl ControlStopSign {
pub fn new(map: &Map, id: IntersectionID) -> ControlStopSign {
let mut ss = ControlStopSign {
id,
roads: BTreeMap::new(),
};
// One-way outbound roads don't need a stop sign, so skip them entirely.
for r in map.get_i(id).get_sorted_incoming_roads(map) {
let r = map.get_r(r);
let want_dir = if r.dst_i == id {
Direction::Fwd
} else {
Direction::Back
};
let travel_lanes: Vec<LaneID> = r
.lanes
.iter()
.filter_map(|l| {
if l.dir == want_dir && l.lane_type.is_for_moving_vehicles() {
Some(l.id)
} else {
None
}
})
.collect();
if !travel_lanes.is_empty() {
let lane_closest_to_edge = if (map.get_config().driving_side == DrivingSide::Right)
== (want_dir == Direction::Fwd)
{
*travel_lanes.last().unwrap()
} else {
travel_lanes[0]
};
ss.roads.insert(
r.id,
RoadWithStopSign {
lane_closest_to_edge,
must_stop: false,
},
);
}
}
// Degenerate roads and deadends don't need any stop signs. But be careful with
// roundabouts; we want it to be lower priority to enter a roundabout than continue through
// it.
if ss.roads.len() <= 2
&& ss
.roads
.keys()
.all(|r| !map.get_r(*r).osm_tags.is("junction", "roundabout"))
{
return ss;
}
if map.get_i(id).is_cycleway(map) {
// Two cyclepaths intersecting can just yield.
return ss;
}
// Rank each road based on OSM highway type, and additionally:
// - Treat cycleways as lower priority than local roads (sad but typical reality)
// - Prioritize roundabouts, so they clear out faster than people enter them
// - Treat on/off ramps with less priority than the main part of the highway
// - Lower the priority of service roads
let mut rank: HashMap<RoadID, (osm::RoadRank, usize)> = HashMap::new();
for r in ss.roads.keys() {
let r = map.get_r(*r);
// Lower number is lower priority
let priority = if r.is_cycleway() || r.osm_tags.is(osm::HIGHWAY, "service") {
0
} else if r.osm_tags.is("junction", "roundabout") {
3
} else if r
.osm_tags
.get("highway")
.map(|hwy| hwy.ends_with("_link"))
.unwrap_or(false)
{
1
} else {
2
};
rank.insert(r.id, (r.get_rank(), priority));
}
let mut ranks = rank.values().cloned().collect::<Vec<_>>();
ranks.sort();
ranks.dedup();
// Highest rank is first
ranks.reverse();
// If all roads have the same rank, all-way stop. Otherwise, everything stops except the
// highest-priority roads.
for (r, cfg) in ss.roads.iter_mut() {
if ranks.len() == 1 || rank[r] != ranks[0] {
// Don't stop in the middle of something that's likely actually an intersection.
if !map.get_r(*r).is_extremely_short() {
cfg.must_stop = true;
}
}
}
ss
}
/// Get the priority of a turn according to the stop sign -- either protected or yield, never
/// banned.
// TODO Or cache
pub fn get_priority(&self, turn: TurnID, map: &Map) -> TurnPriority {
match map.get_t(turn).turn_type {
TurnType::SharedSidewalkCorner => TurnPriority::Protected,
// TODO This actually feels like a policy bit that should be flippable.
TurnType::Crosswalk => TurnPriority::Protected,
_ => {
if self.roads[&turn.src.road].must_stop {
TurnPriority::Yield
} else {
TurnPriority::Protected
}
}
}
}
pub fn flip_sign(&mut self, r: RoadID) {
let ss = self.roads.get_mut(&r).unwrap();
ss.must_stop = !ss.must_stop;
}
}