Struct SimpleWorld

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pub struct SimpleWorld { /* private fields */ }
Expand description

A world simply described by a directed weighted graph

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impl SimpleWorld

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pub fn new( graph: Arc<Graph<SimpleNodeData, SimpleEdgeData>>, agent_size: f64, ) -> Self

Creates a new simple world.

§Arguments
  • graph - The graph representing the world.
  • agent_size - The radius of the agents.

Trait Implementations§

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impl Heuristic<SimpleWorld, SimpleState, GraphEdgeId, OrderedFloat<f64>, OrderedFloat<f64>> for SimpleHeuristic

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fn get_heuristic(&self, state: &SimpleState) -> Option<MyTime>

Returns the heuristic value for the given state, or None if the goal state is not reachable from that state.
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impl HeuristicBuilder<SimpleWorld, SimpleState, GraphEdgeId, OrderedFloat<f64>, OrderedFloat<f64>> for SimpleHeuristic

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fn build( transition_system: Arc<SimpleWorld>, task: Arc<Task<SimpleState, MyTime>>, ) -> Self

Builds a new heuristic for the given transition system and task. Read more
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impl TransitionSystem<SimpleState, GraphEdgeId, OrderedFloat<f64>, OrderedFloat<f64>> for SimpleWorld

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fn actions_from(&self, state: &SimpleState) -> Iter<'_, GraphEdgeId>

Returns the actions that can be applied from the given state.
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fn transition(&self, _state: &SimpleState, action: &GraphEdgeId) -> SimpleState

Returns the state resulting from applying the given action to the given state.
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fn transition_cost(&self, _state: &SimpleState, action: &GraphEdgeId) -> MyTime

Returns the cost of applying the given action to the given state (i.e. the duration of the action).
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fn reverse_actions_from(&self, state: &SimpleState) -> Iter<'_, GraphEdgeId>

Returns the actions that can be applied to reach the given state.
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fn reverse_transition( &self, _state: &SimpleState, action: &GraphEdgeId, ) -> SimpleState

Returns the state resulting from applying the given reverse action to the given state.
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fn reverse_transition_cost( &self, _state: &SimpleState, action: &GraphEdgeId, ) -> MyTime

Returns the cost of applying the given reverse action to the given state (i.e. the duration of the action).
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fn can_wait_at(&self, _state: &SimpleState) -> bool

Returns true if agents can wait at the given state.
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fn conflict( &self, moves: A2<&Move<SimpleState, GraphEdgeId, MyTime, MyTime>>, ) -> bool

Returns true if the two moves lead to a collision.

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