Struct sim::mechanics::driving::DrivingSimState[][src]

pub(crate) struct DrivingSimState {
    cars: FixedMap<CarID, Car>,
    queues: HashMap<Traversable, Queue>,
    events: Vec<Event>,
    waiting_to_spawn: BTreeMap<CarID, (Position, Option<PersonID>)>,
    recalc_lanechanging: bool,
    handle_uber_turns: bool,
    time_to_unpark_onstreet: Duration,
    time_to_park_onstreet: Duration,
    time_to_unpark_offstreet: Duration,
    time_to_park_offstreet: Duration,
}
Expand description

Simulates vehicles!

Fields

cars: FixedMap<CarID, Car>queues: HashMap<Traversable, Queue>events: Vec<Event>waiting_to_spawn: BTreeMap<CarID, (Position, Option<PersonID>)>recalc_lanechanging: boolhandle_uber_turns: booltime_to_unpark_onstreet: Durationtime_to_park_onstreet: Durationtime_to_unpark_offstreet: Durationtime_to_park_offstreet: Duration

Implementations

None if it worked, otherwise returns the CreateCar unmodified for possible retry.

If start_car_on_lane fails and a retry is scheduled, this is an idempotent way to mark the vehicle as active, but waiting to spawn.

State transitions for this car:

Crossing -> Queued or WaitingToAdvance Unparking -> Crossing IdlingAtStop -> Crossing Queued -> last step handling (Parking or done) WaitingToAdvance -> try to advance to the next step of the path Parking -> done

State transitions for other cars:

Crossing -> Crossing (recalculate dist/time) Queued -> Crossing

Why is it safe to process cars in any order, rather than making sure to follow the order of queues? Because of the invariant that distances should never suddenly jump when a car has entered/exiting a queue. This car might have reached the router’s end distance, but maybe not – might actually be stuck behind other cars. We have to calculate the distances right now to be sure.

Abruptly remove a vehicle from the simulation. They may be in any arbitrary state, like in the middle of a turn or parking.

After a leader (maybe an active vehicle, maybe a static blockage) gets out of the way, update the follower so that they don’t suddenly jump forwards.

If the car wants to over-take somebody, what adjacent lane should they use?

  • The lane must be in the same direction as the current; no support for crossing the road’s yellow line yet.
  • Prefer passing on the left (for DrivingSide::Right) For now, just pick one candidate lane, even if both might be usable.

Note the ordering of results is non-deterministic!

Note the ordering of results is non-deterministic!

This is about as expensive as get_draw_cars_on.

Finds vehicles that’re laggy heads on affected parts of the map.

Does the given car want to over-take the vehicle in front of it?

Trait Implementations

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