Struct sim::mechanics::car::Car[][src]

pub(crate) struct Car {
    pub vehicle: Vehicle,
    pub state: CarState,
    pub router: Router,
    pub trip_and_person: Option<(TripID, PersonID)>,
    pub started_at: Time,
    pub total_blocked_time: Duration,
    pub last_steps: VecDeque<Traversable>,
    pub wants_to_overtake: BTreeSet<CarID>,
}
Expand description

Represents a single vehicle. Note “car” is a misnomer; it could also be a bus or bike.

Fields

vehicle: Vehiclestate: CarStaterouter: Routertrip_and_person: Option<(TripID, PersonID)>

None for buses

started_at: Timetotal_blocked_time: Durationlast_steps: VecDeque<Traversable>

In reverse order – most recently left is first. The sum length of these must be >= vehicle.length.

wants_to_overtake: BTreeSet<CarID>

Since lane over-taking isn’t implemented yet, a vehicle tends to be stuck behind a slow leader for a while. Avoid duplicate events.

Implementations

Assumes the current head of the path is the thing to cross.

Trait Implementations

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