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        <title>Robust-first Computing Wiki - people:trent_small</title>
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            <title>city_planner</title>
            <link>https://robust.cs.unm.edu/doku.php?id=people:trent_small:city_planner&amp;rev=1410811122</link>
            <description>&lt;pre&gt;
@@ -4,19 +4,51 @@
  
  ===== Elements =====
  
  * **Element_City_Street**
+   * Seed element.
    * Has a **Direction**.
    * Reproduces in this direction if no street.
    * Builds sidewalks perpendicular to this direction.
    * Chance to build a City Intersection.
  
  * **Element_City_Intersection**
    * Has a bitfield, representing roads in the 8 directions, assigned randomly upon creation.
    * Creates roads in these given directions.
+   * Waits for a vehicle, then moves it the correct direction.
  
  * **Element_City_Sidewalk**
    * Used as a border for buildings.
-   * Once a loop in a sidewalk is created (detected by neighboring sidewalks), creates an City Building in the enclosed empty space.
-   * 
+   * Once enough are created, creates an City Building in the enclosed empty space.
+   * Three states:
+     * **NO_NEIGHBORING_SIDWALKS**
+     * **MOORE_NEIGHBORING_SIDEWALKS**
+     * **EW_NEIGHBORING_SIDEWALKS** (Can randomly create buildings)
+   * Remembers small number (Queue) of City Vehicles which have passed by. This aides heavily in routing.
+     * If the same car runs by this sidewalk twice, some penalty is incurred to aide in routing. This avoids loops.
+ 
+ * **Element_City_Building**
+   * Three states:
+     * **RESIDENTIAL**
+     * **COMMERCIAL**
+     * **INDUSTRIAL**
+   * Finite size, determined (randomly or fixed)
+   * ID number, determined randomly under (randomly or fixed) celing value.
+   * If buildings collide and are of different type:
+     * INDUSTRIAL + RESIDENTIAL = RESIDENTIAL
+     * INDUSTRIAL + COMMERCIAL = COMMERCIAL
+     * COMMERCIAL + RESIDENTIAL = COMMERCIAL
+   * After established for many AEPS and borders a sidewalk, creates a City Vehicle on the Street with different ID than building.
+ 
+ * **Element_City_Vehicle**
+   * Can be either:
+     * CAR (low value / high occurrence, any building to any other building)
+     * TRUCK (medium value / medium occurrence, INDUSTRIAL to COMMERCIAL)
+     * AMBULANCE (high value / low occurrence, COMMERCIAL to RESIDENTIAL)
+   * Target building type.
+   * ID number. Tries to find corresponding ID in target building, then is consumed.
+   * Unique (16 bits?) ID number for routing help.
+   * Events alive (16 bits?) If alive longer without finding building, runs out of gas. Else, is scored.
+   * If vehicles collide, one jumps over another. This is complicated enough without wrecks. I believe traffic jams will be rare.
+   * Upon reaching an intersection, will stop and have the intersection move it to the correct direction.
  
  

&lt;/pre&gt;</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 15 Sep 2014 19:58:42 +0000</pubDate>
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