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

pub 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,
    blocked_by: BTreeSet<(CarID, CarID)>,
    events: Vec<Event>,
}

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: booldont_block_the_box: boolbreak_turn_conflict_cycles: boolhandle_uber_turns: boolblocked_by: BTreeSet<(CarID, CarID)>events: Vec<Event>

Implementations

impl IntersectionSimState[src]

pub fn new(
    map: &Map,
    scheduler: &mut Scheduler,
    use_freeform_policy_everywhere: bool,
    dont_block_the_box: bool,
    break_turn_conflict_cycles: bool,
    handle_uber_turns: bool
) -> IntersectionSimState
[src]

pub fn nobody_headed_towards(&self, lane: LaneID, i: IntersectionID) -> bool[src]

pub fn turn_finished(
    &mut self,
    now: Time,
    agent: AgentID,
    turn: TurnID,
    scheduler: &mut Scheduler,
    map: &Map
)
[src]

pub fn cancel_request(&mut self, agent: AgentID, turn: TurnID)[src]

For deleting cars

pub fn space_freed(
    &mut self,
    now: Time,
    i: IntersectionID,
    scheduler: &mut Scheduler,
    map: &Map
)
[src]

pub fn vehicle_gone(&mut self, car: CarID)[src]

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

fn wakeup_waiting(
    &self,
    now: Time,
    i: IntersectionID,
    scheduler: &mut Scheduler,
    map: &Map
)
[src]

pub fn update_intersection(
    &mut self,
    now: Time,
    id: IntersectionID,
    map: &Map,
    scheduler: &mut Scheduler
)
[src]

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, &BTreeMap<CarID, Car>, &mut BTreeMap<Traversable, Queue>)>
) -> bool
[src]

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 debug(&self, id: IntersectionID, map: &Map)[src]

pub fn get_accepted_agents(&self, id: IntersectionID) -> Vec<(AgentID, TurnID)>[src]

pub fn get_waiting_agents(
    &self,
    id: IntersectionID
) -> Vec<(AgentID, TurnID, Time)>
[src]

pub fn get_blocked_by(&self, a: AgentID) -> HashSet<AgentID>[src]

pub fn collect_events(&mut self) -> Vec<Event>[src]

pub fn delayed_intersections(
    &self,
    now: Time,
    threshold: Duration
) -> Vec<(IntersectionID, Time)>
[src]

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)
[src]

pub fn handle_live_edited_traffic_signals(
    &mut self,
    now: Time,
    map: &Map,
    scheduler: &mut Scheduler
)
[src]

impl IntersectionSimState[src]

fn stop_sign_policy(
    &mut self,
    req: &Request,
    map: &Map,
    sign: &ControlStopSign,
    now: Time,
    scheduler: &mut Scheduler
) -> bool
[src]

fn traffic_signal_policy(
    &mut self,
    req: &Request,
    map: &Map,
    signal: &ControlTrafficSignal,
    speed: Speed,
    now: Time,
    scheduler: Option<&mut Scheduler>
) -> bool
[src]

fn handle_accepted_conflicts(
    &mut self,
    req: &Request,
    map: &Map,
    maybe_cars_and_queues: Option<(&BTreeMap<CarID, Car>, &BTreeMap<Traversable, Queue>)>
) -> bool
[src]

fn detect_conflict_cycle(
    &self,
    car: CarID,
    pair: (&BTreeMap<CarID, Car>, &BTreeMap<Traversable, Queue>)
) -> Option<HashSet<CarID>>
[src]

Trait Implementations

impl Clone for IntersectionSimState[src]

impl<'de> Deserialize<'de> for IntersectionSimState[src]

impl Serialize for IntersectionSimState[src]

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
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> Downcast for T where
    T: Any

impl<T> DowncastSync for T where
    T: Send + Sync + Any

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,