[−][src]Struct sim::mechanics::intersection::IntersectionSimState
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://dabreegster.github.io/abstreet/trafficsim/gridlock.html.
Fields
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
Implementations
impl IntersectionSimState
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pub fn new(
map: &Map,
scheduler: &mut Scheduler,
opts: &SimOptions
) -> IntersectionSimState
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map: &Map,
scheduler: &mut Scheduler,
opts: &SimOptions
) -> IntersectionSimState
pub fn turn_finished(
&mut self,
now: Time,
agent: AgentID,
turn: TurnID,
scheduler: &mut Scheduler,
map: &Map,
handling_live_edits: bool
)
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&mut self,
now: Time,
agent: AgentID,
turn: TurnID,
scheduler: &mut Scheduler,
map: &Map,
handling_live_edits: bool
)
pub fn cancel_request(&mut self, agent: AgentID, turn: TurnID)
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For deleting cars
pub fn space_freed(
&mut self,
now: Time,
i: IntersectionID,
scheduler: &mut Scheduler,
map: &Map
)
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&mut self,
now: Time,
i: IntersectionID,
scheduler: &mut Scheduler,
map: &Map
)
pub fn vehicle_gone(&mut self, car: CarID)
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Vanished at border, stopped biking, etc -- a vehicle disappeared, and didn't have one last turn.
pub fn agent_deleted_mid_turn(&mut self, agent: AgentID, turn: TurnID)
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fn wakeup_waiting(
&self,
now: Time,
i: IntersectionID,
scheduler: &mut Scheduler,
map: &Map
)
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&self,
now: Time,
i: IntersectionID,
scheduler: &mut Scheduler,
map: &Map
)
pub fn update_intersection(
&mut self,
now: Time,
id: IntersectionID,
map: &Map,
scheduler: &mut Scheduler
)
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&mut self,
now: Time,
id: IntersectionID,
map: &Map,
scheduler: &mut Scheduler
)
This is only triggered for traffic signals.
pub fn maybe_start_turn(
&mut self,
agent: AgentID,
turn: TurnID,
speed: Speed,
now: Time,
map: &Map,
scheduler: &mut Scheduler,
maybe_cars_and_queues: Option<(&Car, &FixedMap<CarID, Car>, &mut HashMap<Traversable, Queue>)>
) -> bool
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&mut self,
agent: AgentID,
turn: TurnID,
speed: Speed,
now: Time,
map: &Map,
scheduler: &mut Scheduler,
maybe_cars_and_queues: Option<(&Car, &FixedMap<CarID, Car>, &mut HashMap<Traversable, Queue>)>
) -> bool
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.
pub fn collect_events(&mut self) -> Vec<Event>
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pub fn handle_live_edited_traffic_signals(
&mut self,
now: Time,
map: &Map,
scheduler: &mut Scheduler
)
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&mut self,
now: Time,
map: &Map,
scheduler: &mut Scheduler
)
pub fn handle_live_edits(&self, map: &Map)
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impl IntersectionSimState
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pub fn nobody_headed_towards(&self, lane: LaneID, i: IntersectionID) -> bool
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pub fn debug(&self, id: IntersectionID, map: &Map)
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pub fn get_accepted_agents(&self, id: IntersectionID) -> Vec<(AgentID, TurnID)>
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pub fn get_waiting_agents(
&self,
id: IntersectionID
) -> Vec<(AgentID, TurnID, Time)>
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&self,
id: IntersectionID
) -> Vec<(AgentID, TurnID, Time)>
pub fn delayed_intersections(
&self,
now: Time,
threshold: Duration
) -> Vec<(IntersectionID, Time)>
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&self,
now: Time,
threshold: Duration
) -> Vec<(IntersectionID, Time)>
Returns intersections with travelers waiting for at least threshold
since now
, ordered
so the longest delayed intersection is first.
pub fn current_stage_and_remaining_time(
&self,
now: Time,
i: IntersectionID
) -> (usize, Duration)
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&self,
now: Time,
i: IntersectionID
) -> (usize, Duration)
pub fn describe_stats(&self) -> Vec<String>
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pub fn populate_blocked_by(
&self,
now: Time,
graph: &mut BTreeMap<AgentID, (Duration, DelayCause)>,
map: &Map,
cars: &FixedMap<CarID, Car>,
queues: &HashMap<Traversable, Queue>
)
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&self,
now: Time,
graph: &mut BTreeMap<AgentID, (Duration, DelayCause)>,
map: &Map,
cars: &FixedMap<CarID, Car>,
queues: &HashMap<Traversable, Queue>
)
fn check_for_conflicts_before_uber_turn(
&self,
ut: &UberTurn,
map: &Map
) -> Option<AgentID>
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&self,
ut: &UberTurn,
map: &Map
) -> Option<AgentID>
See if any agent is currently performing a turn that conflicts with an uber-turn. Doesn't check for room on the queues.
impl IntersectionSimState
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fn stop_sign_policy(
&mut self,
req: &Request,
map: &Map,
sign: &ControlStopSign,
now: Time,
scheduler: &mut Scheduler
) -> bool
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&mut self,
req: &Request,
map: &Map,
sign: &ControlStopSign,
now: Time,
scheduler: &mut Scheduler
) -> bool
fn traffic_signal_policy(
&mut self,
req: &Request,
map: &Map,
signal: &ControlTrafficSignal,
speed: Speed,
now: Time,
scheduler: Option<&mut Scheduler>
) -> bool
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&mut self,
req: &Request,
map: &Map,
signal: &ControlTrafficSignal,
speed: Speed,
now: Time,
scheduler: Option<&mut Scheduler>
) -> bool
fn handle_accepted_conflicts(
&mut self,
req: &Request,
map: &Map,
maybe_cars_and_queues: Option<(&FixedMap<CarID, Car>, &HashMap<Traversable, Queue>)>
) -> bool
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&mut self,
req: &Request,
map: &Map,
maybe_cars_and_queues: Option<(&FixedMap<CarID, Car>, &HashMap<Traversable, Queue>)>
) -> bool
fn detect_conflict_cycle(
&self,
car: CarID,
pair: (&FixedMap<CarID, Car>, &HashMap<Traversable, Queue>)
) -> Option<HashSet<CarID>>
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&self,
car: CarID,
pair: (&FixedMap<CarID, Car>, &HashMap<Traversable, Queue>)
) -> Option<HashSet<CarID>>
Trait Implementations
impl Clone for IntersectionSimState
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fn clone(&self) -> IntersectionSimState
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fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl<'de> Deserialize<'de> for IntersectionSimState
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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
impl Serialize for IntersectionSimState
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Auto Trait Implementations
impl RefUnwindSafe for IntersectionSimState
impl Send for IntersectionSimState
impl Sync for IntersectionSimState
impl Unpin for IntersectionSimState
impl UnwindSafe for IntersectionSimState
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,
impl<T> Downcast for T where
T: Any,
T: Any,
fn into_any(self: Box<T>) -> Box<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn as_any(&self) -> &(dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
impl<T> DowncastSync for T where
T: Send + Sync + Any,
T: Send + Sync + Any,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,