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§
sourcefn handle_live_edits(
&mut self,
map: &Map,
timer: &mut Timer<'_>
) -> (Vec<ParkedCar>, Vec<CarID>)
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.
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)
sourcefn unreserve_spot(&mut self, car: CarID)
fn unreserve_spot(&mut self, car: CarID)
Needed when abruptly deleting a car, in case they’re being deleted during their last step.
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>
sourcefn canonical_pt(&self, id: CarID, map: &Map) -> Option<Pt2D>
fn canonical_pt(&self, id: CarID, map: &Map) -> Option<Pt2D>
There’s no DrawCarInput for cars parked offstreet, so we need this.
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>
sourcefn get_all_free_spots(
&self,
driving_pos: Position,
vehicle: &Vehicle,
target: BuildingID,
map: &Map
) -> Vec<(ParkingSpot, Position)>
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.
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>
sourcefn get_all_parking_spots(&self) -> (Vec<ParkingSpot>, Vec<ParkingSpot>)
fn get_all_parking_spots(&self) -> (Vec<ParkingSpot>, Vec<ParkingSpot>)
(Filled, available)
sourcefn path_to_free_parking_spot(
&self,
start: LaneID,
vehicle: &Vehicle,
target: BuildingID,
map: &Map
) -> Option<(Vec<PathStep>, ParkingSpot, Position)>
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).