pub struct InfiniteParkingSimState {
    parked_cars: BTreeMap<CarID, ParkedCar>,
    occupants: BTreeMap<ParkingSpot, CarID>,
    reserved_spots: BTreeMap<ParkingSpot, CarID>,
    driving_to_offstreet: MultiMap<LaneID, (BuildingID, Distance)>,
    blackholed_building_redirects: BTreeMap<BuildingID, BuildingID>,
    num_occupants_per_offstreet: BTreeMap<BuildingID, usize>,
    events: Vec<Event>,
}
Expand description

This assigns infinite private parking to all buildings and none anywhere else. This effectively disables the simulation of parking entirely, making driving trips just go directly between buildings. Useful for maps without good parking data (which is currently all of them) and experiments where parking contention skews results and just gets in the way.

Fields

parked_cars: BTreeMap<CarID, ParkedCar>occupants: BTreeMap<ParkingSpot, CarID>reserved_spots: BTreeMap<ParkingSpot, CarID>driving_to_offstreet: MultiMap<LaneID, (BuildingID, Distance)>blackholed_building_redirects: BTreeMap<BuildingID, BuildingID>num_occupants_per_offstreet: BTreeMap<BuildingID, usize>events: Vec<Event>

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Returns any cars that got very abruptly evicted from existence, and also cars actively moving into a deleted spot. Read more

Needed when abruptly deleting a car, in case they’re being deleted during their last step.

There’s no DrawCarInput for cars parked offstreet, so we need this.

The vehicle’s front is currently at the given driving_pos. Returns all valid spots and their driving position. Read more

(Filled, available)

Unrealistically assumes the driver has knowledge of currently free parking spots, even if they’re far away. Since they don’t reserve the spot in advance, somebody else can still beat them there, producing some nice, realistic churn if there’s too much contention. But the implementation has some internal jitter between different vehicles, to discourage everybody near one spot from all competing for it. Note the first PathStep is the turn after start, NOT PathStep::Lane(start). Read more

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