pub struct NormalParkingSimState {
    parked_cars: BTreeMap<CarID, ParkedCar>,
    occupants: BTreeMap<ParkingSpot, CarID>,
    reserved_spots: BTreeMap<ParkingSpot, CarID>,
    onstreet_lanes: BTreeMap<LaneID, ParkingLane>,
    driving_to_parking_lanes: MultiMap<LaneID, LaneID>,
    num_spots_per_offstreet: BTreeMap<BuildingID, usize>,
    driving_to_offstreet: MultiMap<LaneID, (BuildingID, Distance)>,
    num_spots_per_lot: BTreeMap<ParkingLotID, usize>,
    driving_to_lots: MultiMap<LaneID, ParkingLotID>,
    events: Vec<Event>,
}

Fields

parked_cars: BTreeMap<CarID, ParkedCar>occupants: BTreeMap<ParkingSpot, CarID>reserved_spots: BTreeMap<ParkingSpot, CarID>onstreet_lanes: BTreeMap<LaneID, ParkingLane>driving_to_parking_lanes: MultiMap<LaneID, LaneID>num_spots_per_offstreet: BTreeMap<BuildingID, usize>driving_to_offstreet: MultiMap<LaneID, (BuildingID, Distance)>num_spots_per_lot: BTreeMap<ParkingLotID, usize>driving_to_lots: MultiMap<LaneID, ParkingLotID>events: Vec<Event>

Implementations

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Returns a copy of the value. Read more

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Converts to this type from the input type.

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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