Trait sim::mechanics::parking::ParkingSim

source ·
pub trait ParkingSim {
Show 25 methods // Required methods fn handle_live_edits( &mut self, map: &Map, timer: &mut Timer<'_> ) -> (Vec<ParkedCar>, Vec<CarID>); fn get_free_onstreet_spots(&self, l: LaneID) -> Vec<ParkingSpot>; fn get_free_offstreet_spots(&self, b: BuildingID) -> Vec<ParkingSpot>; fn get_free_lot_spots(&self, pl: ParkingLotID) -> Vec<ParkingSpot>; fn reserve_spot(&mut self, spot: ParkingSpot, car: CarID); fn unreserve_spot(&mut self, car: CarID); fn remove_parked_car(&mut self, p: ParkedCar); fn add_parked_car(&mut self, p: ParkedCar); fn get_draw_cars(&self, id: LaneID, map: &Map) -> Vec<DrawCarInput>; fn get_draw_cars_in_lots(&self, id: LaneID, map: &Map) -> Vec<DrawCarInput>; fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput>; fn canonical_pt(&self, id: CarID, map: &Map) -> Option<Pt2D>; fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput>; fn is_free(&self, spot: ParkingSpot) -> bool; fn get_car_at_spot(&self, spot: ParkingSpot) -> Option<&ParkedCar>; fn get_all_free_spots( &self, driving_pos: Position, vehicle: &Vehicle, target: BuildingID, map: &Map ) -> Vec<(ParkingSpot, Position)>; fn spot_to_driving_pos( &self, spot: ParkingSpot, vehicle: &Vehicle, map: &Map ) -> Position; fn spot_to_sidewalk_pos(&self, spot: ParkingSpot, map: &Map) -> Position; fn get_owner_of_car(&self, id: CarID) -> Option<PersonID>; fn lookup_parked_car(&self, id: CarID) -> Option<&ParkedCar>; fn get_all_parking_spots(&self) -> (Vec<ParkingSpot>, Vec<ParkingSpot>); fn path_to_free_parking_spot( &self, start: LaneID, vehicle: &Vehicle, target: BuildingID, map: &Map ) -> Option<(Vec<PathStep>, ParkingSpot, Position)>; fn collect_events(&mut self) -> Vec<Event>; fn all_parked_car_positions(&self, map: &Map) -> Vec<(Position, PersonID)>; fn bldg_to_parked_cars(&self, b: BuildingID) -> Vec<CarID>;
}
Expand description

Manages the state of parked cars. There are two implementations:

  • NormalParkingSimState allows only one vehicle per ParkingSpot defined in the map
  • InfiniteParkingSimState pretends every building has infinite capacity, and onstreet parking is ignored

Required Methods§

source

fn handle_live_edits( &mut self, map: &Map, timer: &mut Timer<'_> ) -> (Vec<ParkedCar>, Vec<CarID>)

Returns any cars that got very abruptly evicted from existence, and also cars actively moving into a deleted spot.

source

fn get_free_onstreet_spots(&self, l: LaneID) -> Vec<ParkingSpot>

source

fn get_free_offstreet_spots(&self, b: BuildingID) -> Vec<ParkingSpot>

source

fn get_free_lot_spots(&self, pl: ParkingLotID) -> Vec<ParkingSpot>

source

fn reserve_spot(&mut self, spot: ParkingSpot, car: CarID)

source

fn unreserve_spot(&mut self, car: CarID)

Needed when abruptly deleting a car, in case they’re being deleted during their last step.

source

fn remove_parked_car(&mut self, p: ParkedCar)

source

fn add_parked_car(&mut self, p: ParkedCar)

source

fn get_draw_cars(&self, id: LaneID, map: &Map) -> Vec<DrawCarInput>

source

fn get_draw_cars_in_lots(&self, id: LaneID, map: &Map) -> Vec<DrawCarInput>

source

fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput>

source

fn canonical_pt(&self, id: CarID, map: &Map) -> Option<Pt2D>

There’s no DrawCarInput for cars parked offstreet, so we need this.

source

fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput>

source

fn is_free(&self, spot: ParkingSpot) -> bool

source

fn get_car_at_spot(&self, spot: ParkingSpot) -> Option<&ParkedCar>

source

fn get_all_free_spots( &self, driving_pos: Position, vehicle: &Vehicle, target: BuildingID, map: &Map ) -> Vec<(ParkingSpot, Position)>

The vehicle’s front is currently at the given driving_pos. Returns all valid spots and their driving position.

source

fn spot_to_driving_pos( &self, spot: ParkingSpot, vehicle: &Vehicle, map: &Map ) -> Position

source

fn spot_to_sidewalk_pos(&self, spot: ParkingSpot, map: &Map) -> Position

source

fn get_owner_of_car(&self, id: CarID) -> Option<PersonID>

source

fn lookup_parked_car(&self, id: CarID) -> Option<&ParkedCar>

source

fn get_all_parking_spots(&self) -> (Vec<ParkingSpot>, Vec<ParkingSpot>)

(Filled, available)

source

fn path_to_free_parking_spot( &self, start: LaneID, vehicle: &Vehicle, target: BuildingID, map: &Map ) -> Option<(Vec<PathStep>, ParkingSpot, Position)>

Unrealistically assumes the driver has knowledge of currently free parking spots, even if they’re far away. Since they don’t reserve the spot in advance, somebody else can still beat them there, producing some nice, realistic churn if there’s too much contention. But the implementation has some internal jitter between different vehicles, to discourage everybody near one spot from all competing for it. Note the first PathStep is the turn after start, NOT PathStep::Lane(start).

source

fn collect_events(&mut self) -> Vec<Event>

source

fn all_parked_car_positions(&self, map: &Map) -> Vec<(Position, PersonID)>

source

fn bldg_to_parked_cars(&self, b: BuildingID) -> Vec<CarID>

Implementors§