pub(crate) struct TransitSimState {
    buses: BTreeMap<CarID, Bus>,
    routes: BTreeMap<TransitRouteID, Route>,
    peds_waiting: BTreeMap<TransitStopID, Vec<(PedestrianID, TransitRouteID, Option<TransitStopID>, Time)>>,
    events: Vec<Event>,
}
Expand description

Manages public transit vehicles (buses and trains) that follow a route. The transit model is currently kind of broken, so not describing the state machine yet.

Fields

buses: BTreeMap<CarID, Bus>routes: BTreeMap<TransitRouteID, Route>peds_waiting: BTreeMap<TransitStopID, Vec<(PedestrianID, TransitRouteID, Option<TransitStopID>, Time)>>

waiting at => (ped, route, bound for, started waiting)

events: Vec<Event>

Implementations

Returns the path for the first leg.

If true, the bus is idling. If false, the bus actually arrived at a border and should now vanish.

Returns the bus if the pedestrian boarded immediately.

also stop idx that the bus is coming from

(buses, trains)

Trait Implementations

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