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
//! popdat ("population data") generates `Scenarios` given a map and some external census data. //! Some of this functionality should maybe be reorganized or incorporated into the importer crate, //! but for now, it's convenient to organize it here. //! //! All of the types and methods here are tied to a single `Map`. Even if a city is chopped up into //! multiple pieces, for now, let's assume we're just dealing with one map at a time. That lets us //! use the map's coordinate system, building IDs, etc. //! //! These types form a pipeline: //! //! 1) For a given map, find some census data that describes how many people live in different //! areas of the city. (CensusArea) //! 2) Take the CensusAreas and turn them into individual CensusPersons, by randomly choosing a //! specific building on the map as their home, and assigning specific attributes based on the //! census data's distribution. //! 3) For each CensusPerson, classify them into a PersonType, then generate a Schedule of //! different Activities throughout the day. //! 4) Pick specific buildings to visit to satisfy the Schedule. #[macro_use] extern crate anyhow; #[macro_use] extern crate log; use rand_xorshift::XorShiftRng; use abstutil::Timer; use geom::{Distance, Time}; use map_model::{BuildingID, Map}; use sim::Scenario; pub use self::distribute_people::distribute_population_to_homes; mod activities; mod distribute_people; mod import_census; mod make_person; pub mod od; /// Represents aggregate demographic data for some part of a city. These could be census tracts or /// blocks, depending what data we find. All of the areas should roughly partition the map -- we /// probably don't need to guarantee we cover every single building, but we definitely shouldn't /// have two overlapping areas. #[derive(Debug, PartialEq)] pub struct CensusArea { pub polygon: geo::Polygon<f64>, pub population: usize, // TODO Not sure what goes here, whatever census data actually has that could be useful } /// Demographic information for a single person pub struct CensusPerson { pub home: BuildingID, pub age: usize, pub employed: bool, pub owns_car: bool, } /// It might be useful to classify a CensusPerson into different categories to figure out their /// Schedule. pub enum PersonType { Student, Worker, } /// A single person's daily schedule. It's assumed that someone always starts at home. And for most /// people, the last entry should probably be Activity::Home. pub struct Schedule { pub activities: Vec<(Time, Activity)>, } /// Different things people might do in the day. Maybe it's more clear to call this a /// DestinationType or similar. #[derive(Hash, PartialEq, Eq, Clone, Copy, Debug)] pub enum Activity { Breakfast, Lunch, Dinner, School, Entertainment, Errands, Financial, Healthcare, Home, Work, } /// Any arbitrarily chosen parameters needed should be put here, so they can be controlled from the /// UI or tuned for different cities. pub struct Config { pub walk_for_distances_shorter_than: Distance, pub walk_or_bike_for_distances_shorter_than: Distance, } impl Config { pub fn default() -> Config { Config { walk_for_distances_shorter_than: Distance::miles(0.5), walk_or_bike_for_distances_shorter_than: Distance::miles(3.0), } } } /// Wires together all the pieces, so you can just hand this any map, and it'll automatically find /// appropriate census data, and use it to produce a Scenario. pub fn generate_scenario( scenario_name: &str, areas: Vec<CensusArea>, config: Config, map: &Map, rng: &mut XorShiftRng, ) -> Scenario { let mut timer = Timer::new("building scenario"); // find_data_for_map may return an error. If so, just plumb it back to the caller using the ? // operator timer.start("assigning people to houses"); let people = distribute_people::assign_people_to_houses(areas, map, rng, &config); timer.stop("assigning people to houses"); let mut scenario = Scenario::empty(map, scenario_name); timer.start("building people"); scenario.people.extend(make_person::make_people( people, map, &mut timer, rng, &config, )); timer.stop("building people"); timer.start("removing weird schedules"); scenario = scenario.remove_weird_schedules(); timer.stop("removing weird schedules"); scenario }