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1.4 KiB
1.4 KiB
TODO for Phase 3 (Simulation)
cars
-
model cars parking
- make vanished cars just park again, when possible
- when parking is full or no parking at goal road, roam until parking is found
-
code cleanup
- figure out responsibility btwn agents and managers, then fix up visibility
- rng should live in a scenario spec layer, not in the sim itself
- on a lane vs turn permeates so many places
-
better visualization
- draw moving / blocked colors (gradually more red as they wait longer)
-
start implementing a second AORTAish driving model
- then make cars park/unpark at the correct position
-
reversible sim
bikes
- model bikes as slow cars
pedestrians
- make them start and end at buildings
- trim the sidewalk path to the edge of a building
- render overlapping peds reasonably
General
- savestating a sim has nondet output due to hashes; switching to btree is kind of weird
- unit test that two savestates of same sim are equal
- consider overriding encoding for TurnID and such, instead of remembering to stick maps everywhere
- diffing two sim states is tedious no matter what; is there a nice macro-driven deep equals we could do instead?
- will need programmatic diffs later for pointing out changes to players in A/B tests
- consider refactoring car/ped sim
- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.