pub trait ParkingSim {
Show 25 methods fn handle_live_edits(
        &mut self,
        map: &Map,
        timer: &mut Timer<'_>
    ) -> (Vec<ParkedCar>, Vec<CarID>); fn get_free_onstreet_spots(&self, l: LaneID) -> Vec<ParkingSpot>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn get_free_offstreet_spots(&self, b: BuildingID) -> Vec<ParkingSpot>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn get_free_lot_spots(&self, pl: ParkingLotID) -> Vec<ParkingSpot>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn reserve_spot(&mut self, spot: ParkingSpot, car: CarID); fn unreserve_spot(&mut self, car: CarID); fn remove_parked_car(&mut self, p: ParkedCar); fn add_parked_car(&mut self, p: ParkedCar); fn get_draw_cars(&self, id: LaneID, map: &Map) -> Vec<DrawCarInput>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn get_draw_cars_in_lots(&self, id: LaneID, map: &Map) -> Vec<DrawCarInput>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput>; fn canonical_pt(&self, id: CarID, map: &Map) -> Option<Pt2D>; fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn is_free(&self, spot: ParkingSpot) -> bool; fn get_car_at_spot(&self, spot: ParkingSpot) -> Option<&ParkedCar>; fn get_all_free_spots(
        &self,
        driving_pos: Position,
        vehicle: &Vehicle,
        target: BuildingID,
        map: &Map
    ) -> Vec<(ParkingSpot, Position)>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn spot_to_driving_pos(
        &self,
        spot: ParkingSpot,
        vehicle: &Vehicle,
        map: &Map
    ) -> Position; fn spot_to_sidewalk_pos(&self, spot: ParkingSpot, map: &Map) -> Position; fn get_owner_of_car(&self, id: CarID) -> Option<PersonID>; fn lookup_parked_car(&self, id: CarID) -> Option<&ParkedCar>; fn get_all_parking_spots(&self) -> (Vec<ParkingSpot>, Vec<ParkingSpot>); fn path_to_free_parking_spot(
        &self,
        start: LaneID,
        vehicle: &Vehicle,
        target: BuildingID,
        map: &Map
    ) -> Option<(Vec<PathStep>, ParkingSpot, Position)>; fn collect_events(&mut self) -> Vec<Event>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn all_parked_car_positions(&self, map: &Map) -> Vec<(Position, PersonID)>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
; fn bldg_to_parked_cars(&self, b: BuildingID) -> Vec<CarID>Notable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
    A: Allocator
;
}
Expand description

Manages the state of parked cars. There are two implementations:

  • NormalParkingSimState allows only one vehicle per ParkingSpot defined in the map
  • InfiniteParkingSimState pretends every building has infinite capacity, and onstreet parking is ignored

Required methods

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

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.

(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).

Implementors