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scoutos / scout / libscout / src / behaviors / maze_solve.cpp @ 754da79f

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/**
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 * Copyright (c) 2011 Colony Project
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 * 
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 * Permission is hereby granted, free of charge, to any person
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 * obtaining a copy of this software and associated documentation
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 * files (the "Software"), to deal in the Software without
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 * restriction, including without limitation the rights to use,
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 * copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following
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 * conditions:
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 * 
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 * The above copyright notice and this permission notice shall be
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 * included in all copies or substantial portions of the Software.
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 * 
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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 * OTHER DEALINGS IN THE SOFTWARE.
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 */
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#include "maze_solve.h"
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using namespace std;
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// want to have a minimal working thing, use a big enough 
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// static array and start in the middle
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// we assume we are facing right, that affects where we store
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// wall information
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// -1 for wall, 0 for unseen, 1 for traveled, 2 for critical
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#define WALL -1
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#define UNSEEN 0
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#define SEEN 1
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#define CRITICAL 2
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// facings
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#define UP 0
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#define RIGHT 1
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#define DOWN 2
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#define LEFT 3
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void maze_solve::run(){
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    // TODO:first initialize map to all 0's
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    solve(25,25, RIGHT);
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}
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bool maze_solve::solve(int row, int col, int dir)
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{
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    int initial_dir = dir;
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    // use backtracking to solve the maze
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    if (at_destination())
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        return true;
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    // this function should fill the adjacent cells around me with
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    // wall's or paths
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    look_around(row, col, dir);
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    /* try go up */
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    if (map[row-1][col] != WALL && initial_dir != UP)
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    {
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        // Turn up.
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        turn_from_to(dir, UP);
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        follow_line();
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        // Solve recursively.
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        bool solved = solve(row-1, col, DOWN);
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        if (solved)
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        {
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            return solved;
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        }
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        else
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        {
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            //Update where we are.
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            dir = UP;
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        }
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    }
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    /* try right */
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    if (map[row][col+1] != WALL && initial_dir != RIGHT)
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    {
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        // Turn right.
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        turn_from_to(dir, RIGHT);
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        follow_line();
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        // Solve recursively.
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        bool solved = solve(row, col+1, LEFT);
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        if (solved)
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        {
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            return solved;
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        }
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        else
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        {
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            //Update where we are.
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            dir = RIGHT;
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        }
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    }
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    /* try down */
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    if (map[row+1][col] != WALL && initial_dir != DOWN)
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    {
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        // Turn down.
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        turn_from_to(dir, DOWN);
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        follow_line();
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        // Solve recursively.
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        bool solved = solve(row+1, col, UP);
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        if (solved)
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        {
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            return solved;
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        }
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        else
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        {
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            //Update where we are.
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            dir = DOWN;
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        }
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    }
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    /* try left */
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    if (map[row][col-1] != WALL && initial_dir != LEFT)
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    {
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        // Turn down.
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        turn_from_to(dir, LEFT);
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        follow_line();
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        // Solve recursively.
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        bool solved = solve(row, col-1, RIGHT);
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        if (solved)
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        {
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            return solved;
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        }
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        else
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        {
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            //Update where we are.
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            dir = LEFT;
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        }
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    }
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    // we have exhausted all the options. This path is clearly a
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    // dead end. go back to where we come from and return false.
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    turn_from_to(dir, initial_dir);
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    follow_line();
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    return false;
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}
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// this function takes in the current direction and turns the scout
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// into it intended direction
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void maze_solve::turn_from_to(int current_dir, int intended_dir) {
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    switch ((4 + intended_dir - current_dir) % 4) 
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    {
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        case 0:
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            spot_turn();
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            break;
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        case 1:
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            turn_right();
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            break;
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        case 2:
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            turn_straight();
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            break;
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        case 3:
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            turn_left();
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            break;
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    }
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}
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void maze_solve::look_around(int row, int col, int dir)
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{
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    // look around current place using sonar
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    // store whether or not
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    // there is a wall into the map
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    // stores at row col 2 if point is critical, 1 otherwise
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    int* readings = sonar->get_sonar_readings();
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    // Look to the right.
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    int right_distance = (readings[1] + readings[0] + readings[47])/3;
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    // Look to the front.
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    int front_distance = (readings[11] + readings[12] + readings[13])/3;
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    // Look to the left.
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    int left_distance = (readings[23] + readings[24] + readings[25])/3;
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    switch (dir)
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    {
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        case UP:
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            // If the distance is less than 500, mark the area as a wall otherwise
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            // mark it as seen.
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            map[row][col+1] = (left_distance < 500)?WALL:SEEN;
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            map[row+1][col] = (front_distance < 500)?WALL:SEEN;
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            map[row][col-1] = (right_distance < 500)?WALL:SEEN;
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            break;
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        case RIGHT:
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            // If the distance is less than 500, mark the area as a wall otherwise
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            // mark it as seen.
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            map[row+1][col] = (left_distance < 500)?WALL:SEEN;
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            map[row][col-1] = (front_distance < 500)?WALL:SEEN;
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            map[row-1][col] = (right_distance < 500)?WALL:SEEN;
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            break;
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        case DOWN:
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            // If the distance is less than 500, mark the area as a wall otherwise
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            // mark it as seen.
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            map[row][col-1] = (left_distance < 500)?WALL:SEEN;
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            map[row-1][col] = (front_distance < 500)?WALL:SEEN;
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            map[row][col+1] = (right_distance < 500)?WALL:SEEN;
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            break;
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        case LEFT:
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            // If the distance is less than 500, mark the area as a wall otherwise
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            // mark it as seen.
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            map[row-1][col] = (left_distance < 500)?WALL:SEEN;
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            map[row][col+1] = (front_distance < 500)?WALL:SEEN;
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            map[row+1][col] = (right_distance < 500)?WALL:SEEN;
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            break;
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    }
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}
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bool maze_solve::at_destination() 
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{
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    vector<uint32_t> readings = linesensor->query();
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    if ( readings[0] > 200 &&
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         readings[1] < 55 &&
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         readings[2] < 55 &&
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         readings[3] > 200 &&
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         readings[4] > 200 &&
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         readings[5] < 55 &&
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         readings[6] < 55 &&
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         readings[7] > 200 )
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    {
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        return true;
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    }
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    return false;
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}