1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
use std::collections::{BTreeMap, BTreeSet};

use serde::{Deserialize, Serialize};

use geom::{Duration, Time};
use map_model::{LaneID, Map, Path, PathConstraints, PathRequest, PathStep, TurnID};

use crate::mechanics::IntersectionSimState;
use crate::{CarID, SimOptions, VehicleType};

// Note this only indexes into the zones we track here, not all of them in the map.
type ZoneIdx = usize;

/// Some roads (grouped into zones) may have a cap on the number of vehicles that can enter per
/// hour. CapSimState enforces this, just for driving trips.
#[derive(Serialize, Deserialize, Clone)]
pub struct CapSimState {
    lane_to_zone: BTreeMap<LaneID, ZoneIdx>,
    zones: Vec<Zone>,
    avoid_congestion: Option<AvoidCongestion>,
}

#[derive(Serialize, Deserialize, Clone)]
struct Zone {
    cap: usize,
    entered_in_last_hour: BTreeSet<CarID>,
    // TODO Maybe want sliding windows or something else
    hour_started: Time,
}

impl CapSimState {
    pub fn new(map: &Map, opts: &SimOptions) -> CapSimState {
        let mut sim = CapSimState {
            lane_to_zone: BTreeMap::new(),
            zones: Vec::new(),
            avoid_congestion: opts
                .cancel_drivers_delay_threshold
                .map(|delay_threshold| AvoidCongestion { delay_threshold }),
        };
        for z in map.all_zones() {
            if let Some(cap) = z.restrictions.cap_vehicles_per_hour {
                let idx = sim.zones.len();
                for r in &z.members {
                    for l in map.get_r(*r).all_lanes() {
                        if PathConstraints::Car.can_use(map.get_l(l), map) {
                            sim.lane_to_zone.insert(l, idx);
                        }
                    }
                }
                sim.zones.push(Zone {
                    cap,
                    entered_in_last_hour: BTreeSet::new(),
                    hour_started: Time::START_OF_DAY,
                });
            }
        }
        sim
    }

    fn allow_trip(&mut self, now: Time, car: CarID, path: &Path) -> bool {
        if car.1 != VehicleType::Car || self.lane_to_zone.is_empty() {
            return true;
        }
        for step in path.get_steps() {
            if let PathStep::Lane(l) = step {
                if let Some(idx) = self.lane_to_zone.get(l) {
                    let zone = &mut self.zones[*idx];

                    if now - zone.hour_started >= Duration::hours(1) {
                        zone.hour_started = Time::START_OF_DAY + Duration::hours(now.get_parts().0);
                        zone.entered_in_last_hour.clear();
                    }

                    if zone.entered_in_last_hour.len() >= zone.cap
                        && !zone.entered_in_last_hour.contains(&car)
                    {
                        return false;
                    }
                    zone.entered_in_last_hour.insert(car);
                }
            }
        }
        true
    }

    /// Before the driving portion of a trip begins, check that the desired path doesn't exceed any
    /// caps. If so, attempt to reroute around.
    pub fn validate_path(
        &mut self,
        req: &PathRequest,
        path: Path,
        now: Time,
        car: CarID,
        capped: &mut bool,
        intersections: &IntersectionSimState,
        map: &Map,
    ) -> Result<Path, String> {
        if let Some(ref avoid) = self.avoid_congestion {
            if let Some((turn, delay)) = avoid.path_crosses_delay(now, &path, intersections, map) {
                *capped = true;
                // TODO More responses
                return Err(format!("path crosses delay of {} at {}", delay, turn));
            }
        }

        if self.allow_trip(now, car, &path) {
            return Ok(path);
        }
        *capped = true;

        // TODO Make the responses configurable: cancel the trip, reroute, delay an hour, switch
        // modes. Where should this policy be specified? Is it simulation-wide?

        let mut avoid_lanes: BTreeSet<LaneID> = BTreeSet::new();
        for (l, idx) in &self.lane_to_zone {
            let zone = &self.zones[*idx];
            if zone.entered_in_last_hour.len() >= zone.cap
                && !zone.entered_in_last_hour.contains(&car)
            {
                avoid_lanes.insert(*l);
            }
        }
        map.pathfind_avoiding_lanes(req.clone(), avoid_lanes)
            .ok_or_else(|| format!("no path avoiding caps: {}", req))
    }

    pub fn get_cap_counter(&self, l: LaneID) -> usize {
        if let Some(idx) = self.lane_to_zone.get(&l) {
            self.zones[*idx].entered_in_last_hour.len()
        } else {
            0
        }
    }
}

/// Before the driving portion of a trip begins, check that the desired path doesn't pass through
/// any road with agents currently experiencing some delay.
#[derive(Serialize, Deserialize, Clone)]
struct AvoidCongestion {
    delay_threshold: Duration,
}

impl AvoidCongestion {
    fn path_crosses_delay(
        &self,
        now: Time,
        path: &Path,
        intersections: &IntersectionSimState,
        map: &Map,
    ) -> Option<(TurnID, Duration)> {
        for step in path.get_steps() {
            if let PathStep::Lane(l) = step {
                let lane = map.get_l(*l);
                for (agent, turn, start) in intersections.get_waiting_agents(lane.dst_i) {
                    if now - start < self.delay_threshold {
                        continue;
                    }
                    if agent.to_vehicle_type() != Some(VehicleType::Car) {
                        continue;
                    }
                    if map.get_l(turn.src).parent != lane.parent {
                        continue;
                    }
                    // TODO Should we make sure the delayed agent is also trying to go the same
                    // direction? For example, people turning left somewhere might be delayed, while
                    // people going straight are fine. But then the presence of a turn lane matters.
                    return Some((turn, now - start));
                }
            }
        }
        None
    }
}