pub enum ParkingSimState {
    Normal(NormalParkingSimState),
    Infinite(InfiniteParkingSimState),
}

Variants

Normal(NormalParkingSimState)

Infinite(InfiniteParkingSimState)

Implementations

Counterintuitive: any spots located in blackholes are just not represented here. If somebody tries to drive from a blackholed spot, they couldn’t reach most places.

Trait Implementations

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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).

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