Struct sim::mechanics::intersection::IntersectionSimState[][src]

pub(crate) struct IntersectionSimState {
    state: BTreeMap<IntersectionID, State>,
    use_freeform_policy_everywhere: bool,
    dont_block_the_box: bool,
    break_turn_conflict_cycles: bool,
    handle_uber_turns: bool,
    disable_turn_conflicts: bool,
    blocked_by: BTreeSet<(CarID, CarID)>,
    events: Vec<Event>,
    total_repeat_requests: usize,
    not_allowed_requests: usize,
    blocked_by_someone_requests: usize,
}
Expand description

Manages conflicts at intersections. When an agent has reached the end of a lane, they call maybe_start_turn to make a Request. Based on the intersection type (stop sign, traffic signal, or a “freeform policy”), the Request gets queued or immediately accepted. When agents finish turns or when some time passes (for traffic signals), the intersection also gets a chance to react, maybe granting one of the pending requests.

Most of the complexity comes from attempting to workaround https://a-b-street.github.io/docs/tech/trafficsim/gridlock.html.

Fields

state: BTreeMap<IntersectionID, State>use_freeform_policy_everywhere: booldont_block_the_box: boolbreak_turn_conflict_cycles: boolhandle_uber_turns: booldisable_turn_conflicts: boolblocked_by: BTreeSet<(CarID, CarID)>events: Vec<Event>total_repeat_requests: usizenot_allowed_requests: usizeblocked_by_someone_requests: usize

Implementations

For deleting cars

Vanished at border, stopped biking, etc – a vehicle disappeared, and didn’t have one last turn.

This is only triggered for traffic signals.

For cars: The head car calls this when they’re at the end of the lane WaitingToAdvance. If this returns true, then the head car MUST actually start this turn. For peds: Likewise – only called when the ped is at the start of the turn. They must actually do the turn if this returns true.

If this returns false, the agent should NOT retry. IntersectionSimState will schedule a retry event at some point.

Returns intersections with travelers waiting for at least threshold since now, ordered so the longest delayed intersection is first.

See if any agent is currently performing a turn that conflicts with an uber-turn. Doesn’t check for room on the queues.

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